Re: [osg-users] Need advice for performance tweaks

2009-11-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the quick reply. I haven't played with the LOD scale so I'll
explore that. I also like your suggestion of some sort of adaptive setting. 

Is there a way to query the frame time of the previous frame?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, November 27, 2009 11:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Need advice for performance tweaks

Hi Shayne,

You can use the osgTerrain::Terrain::setSampleRatio(float) to cut down
geometry complexity alone, and use osg::Camera::setLODScale(float) to
make the selection of LOD's more aggressive.

One thing you could do is implement an adaptive setting of
LODScale/SampleRatio by looking at the frame time of the previous
frame and it is looks close to breaking frame change the ratio's to
reduce the overhead, this way you might be able to get away with
better visuals when the hardware can cope such as looking downwards,
and only go for low high res visuals when you are looking at a shallow
angle to the horizontal when lots of tiles will be in view.

Robert.

On Fri, Nov 27, 2009 at 6:00 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:
> All,
>
>
>
> I have a need to run my OSG app on some "marginal" hardware (single CPU
with
>
> a GeForce 4800 for example) while still maintaining some decent frame
rates
>
> (around 30fps). I want to use the same terrain database (built with VPB
with
> the
>
> -terrain option) if possible.
>
> I've used the setSampleRatio() method in the osgTerrain class and culling
>
> backfaces to thin out the geometry with some success but I'm still not
where
>
> I need to be. As a result, I'm wanting to optimize a bit more if possible.
>
> Does anyone have any suggestions for particular settings in the
>
> databasepager or pagedLOD that I could try to achieve better performance?
>
> I'm willing to sacrifice database fidelity to maintain decent frame rates
if
>
> I must.
>
>
>
> Thanks for any suggestions in advance.
>
> Shayne
>
>
>
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>
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[osg-users] VPB question...

2009-12-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can anyone tell me what version of VirtualPlanetBuilder is stable with OSG
2.8.2? 

 

I'm upgrading to OSG 2.8.2 and I want to make sure to get the right version
of VPB that works with this.

 

Thanks,

-Shayne



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Re: [osg-users] VPB question...

2009-12-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks guys for the info...much appreciated.
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Tuesday, December 01, 2009 11:10 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB question...

Alejandro Aguilar Sierra wrote:
> Yeah. Chris, excuse me for the rush to correct it, I should have waited.

  You were right. Better to make sure someone isn't giving out bogus
information. I knew I
was wrong right after I hit send. ;)

> Regards.

-- 
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
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Re: [osg-users] VPB question...

2009-12-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
So...from the recommended table I need VPB 0.9.10 to go with OSG 2.8.2. This
may be a dumb question but where do I get the 0.9.10 version? I only see up
to version 0.9.7 that I can download...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alejandro
Aguilar Sierra
Sent: Tuesday, December 01, 2009 10:36 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB question...

You can consult the version requirements table at the bottom of this page:

http://www.openscenegraph.org/projects/VirtualPlanetBuilder

IMHO VPB is a work in progress, the newer the better.

Regards,

-- A.


On Tue, Dec 1, 2009 at 11:31 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:
> Can anyone tell me what version of VirtualPlanetBuilder is stable with OSG
> 2.8.2?
>
>
>
> I'm upgrading to OSG 2.8.2 and I want to make sure to get the right
version
> of VPB that works with this.
>
>
>
> Thanks,
>
> -Shayne
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] VPB question...

2009-12-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Do I need subversion installed on my machine to do this? I haven't played
with subversion before...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Tuesday, December 01, 2009 3:26 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB question...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> So...from the recommended table I need VPB 0.9.10 to go with OSG 2.8.2.
This
> may be a dumb question but where do I get the 0.9.10 version? I only see
up
> to version 0.9.7 that I can download...

  You'll need to SVN check out the source for that revision and build VPB
yourself.

  It might be easier to build the SVN OSG version and the SVN VPB version
together.

> -Shayne

-- 
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
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Re: [osg-users] VPB question...

2009-12-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks for the help...:)

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Tuesday, December 01, 2009 3:37 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB question...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> Do I need subversion installed on my machine to do this? I haven't played
> with subversion before...

  Yes. On Windows, I'd recommend TortoiseSVN.

-- 
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
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[osg-users] reading a Node file from a remote machine...

2009-12-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Does osgDB::readNodeFile() provide any support for reading node files that
reside on remote machines by using an IP address or equivalent? Could the
Options object provide any support for doing this?

 

In other words, I would like to have my database info (terrain, models,
shaders, etc.) on a server somewhere that can be accessed by an OSG
application running Linux or Windows on a remote machine. 

 

Thanks for any help in advance.

-Shayne



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[osg-users] Multiple paging in CompositeViewer...

2009-12-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Does CompositeViewer support independent paging per camera into the same
database? 

 

For example, let's suppose I have one view from an airplane and another view
from an observer on the ground where each viewer in looking into the same
database positioned at different locations. Each viewer obviously has its
own camera. In this case, does each viewer page the database independently?
Obviously the airplane will have a need to page in more data as he moves
along compared to an observer on the ground that is in a different location
and moving more slowly.

 

Any thoughts or input on this would be most helpful.

-Shayne



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Re: [osg-users] reading a Node file from a remote machine...

2009-12-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the timely reply.

Yes, this is what I had in mind to do. I'm using OSG 2.4.0. Does the libcurl
plugin exist in this version of OSG?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, December 04, 2009 9:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] reading a Node file from a remote machine...

Hi Shayne,

On Fri, Dec 4, 2009 at 3:57 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:
> Does osgDB::readNodeFile() provide any support for reading node files that
> reside on remote machines by using an IP address or equivalent? Could the
> Options object provide any support for doing this?

We have the libcurl based plugin for reading from http, is this what
you are after?  To load via the curl plugin just use the URL of your
file.  You can read paged database this way too, as well as take
advantage of a local FileCache.

Robert.
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Re: [osg-users] [vpb] convertLatLongHeightToXYZ problem with ageocentric coordinate earth

2009-12-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Here's a way to place models on the VPB terrain that works pretty good. The
drawback is that you must specify the highest point in the database region.
Using osgSim will ensure that the models will sit on the terrain at that
LOD...:)

double X,Y,Z;
double maxElevation = 13000.0 / 3.281; // feet to meters...
earth->convertLatLongHeightToXYZ(lat, lon, maxElevation, X, Y, Z);
double hat =
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain.get(),
osg::Vec3d(X,Y,Z), -1);
hot = maxElevation - hat;

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lv Qing
Sent: Saturday, December 05, 2009 8:19 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] convertLatLongHeightToXYZ problem with
ageocentric coordinate earth

Hi,

I have build a geocentric coordinate earth model using VPB and want to put a
simple model on the suface of the earth.

I use the convertLatLongHeightToXYZ function to convert the
BLH(Lat,Long,Height) of the simple model to XYZ of the 
geocentric coordinate system.The result of X and Y seems OK,but the Z
coordinate  is always a bit higher above the earth suface(about 5000 m).



Code:

// load the earth model
osg::CoordinateSystemNode* csn = new osg::CoordinateSystemNode;
csn->setEllipsoidModel(new osg::EllipsoidModel());
osg::Node* TerrainNode= osgDB::readNodeFile("earth.osga");
csn->addChild(TerrainNode);

//convert the BLH(50,130,0) to XYZ,I set height 0.
osg::Vec3d m_surface;
csn->getEllipsoidModel()->convertLatLongHeightToXYZ(osg:egreesToRadians(50.0
f),osg:egreesToRadians(130.0f),0.0f,double(m_surface.x()),double(m_surface.y
()),double(m_surface.z()));

//draw a simple yellow line from center of the earth (osg::Vec3(0,0,0)) to
the surface (osg::Vec3d m_surface);

osg::Geode *geode_line = new osg::Geode; 
osg::Geometry *geom = new osg::Geometry();
geode_line->addDrawable(geom);
csn->addChild(geode_line);
osg::Vec3Array *v = new osg::Vec3Array();
v->push_back(osg::Vec3(0,0,0));
v->push_back(m_center);
geom->setVertexArray(v);
osg::Vec4Array *vc = new osg::Vec4Array();
vc->push_back(osg::Vec4(1.0f,0.5f,0.0f,1.0f));
geom->setColorArray(vc);
geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
geom->addPrimitiveSet(new osg:rawArrays(osg:rimitiveSet:INES,0,2));





As the result ,the end of the yellow line is obviously higher than the
surface.Please tell me where I am wrong,THX!
Thank you!

Cheers,
Lv

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20950#20950




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[osg-users] OSG 2.8.2 compile error...

2009-12-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I updated to OSG 2.8.2 on my development machine which is using Visual
Studio 2008 (32 bit) and Windows Vista. After running CMake  to build the
solution and projects, I attempted to do a release build of OSG.

 

When I get to building osgUtil, I get the following compile error when
compiling Tessellator.cpp:

 

error C2664: 'gluTessCallback' : cannot convert parameter 3 from
'GLU_TESS_CALLBACK' to 'void (__stdcall *)(void)'

This conversion requires a reinterpret_cast, a C-style cast or
function-style cast

 

Does anyone have any input on this compile error and how I can remedy it?

 

Thank you,

-Shayne



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[osg-users] help with osgCluster...

2009-12-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I'm looking at the osgCluster example and I have a question on getting in
going.

 

I'm assuming you can execute osgCluster on different machines where one is
the master and the other is the slave. I can see where I specify the socket
# but where do I specify the IP address? Does anyone have example of
executing osgCluster on different machines that would provide some
direction?

 

Any enlightenment would be appreciated.

 

-Shayne



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Re: [osg-users] Avatar

2009-12-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
That's good to hear because I'm going to see it with my boys in the next day
or two. 

I heard that if the synthetic actors work out, George Lucas will consider
finishing the Star Wars saga (episodes 7,8 & 9)...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce
Nikolov
Sent: Monday, December 21, 2009 10:17 AM
To: OpenSceneGraph Users
Subject: [osg-users] Avatar

This is off tech topic, :-), but I watched the movie in 3d and ... WOW
. what they have done there is CG we can dream off .. A must see
thing !
Nick

http://www.linkedin.com/in/tnick




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Re: [osg-users] help with osgCluster...

2009-12-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Martins,

Thanks for the input. I was looking more for some command line examples on
how I would execute the osgCluster example where one machine is the master
and another is the slave. Obviously you should use the same scenegraph on
each machine right?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martins
Innus
Sent: Friday, December 18, 2009 11:27 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] help with osgCluster...

Shayne,

We run it under linux and if I remember correctly, it just
broadcasts 
out to the local subnet based on whatever your broadcast mask is set to. 
  If you have multiple network interfaces, I think there is a spot in 
the socket setup to specify which one you want.  I don't have the code 
in front of me right now, but thats how I recall it works. Let me know 
if you need any more information.

Martins


Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> All,
> 
>  
> 
> I'm looking at the osgCluster example and I have a question on getting 
> in going.
> 
>  
> 
> I'm assuming you can execute osgCluster on different machines where one 
> is the master and the other is the slave. I can see where I specify the 
> socket # but where do I specify the IP address? Does anyone have example 
> of executing osgCluster on different machines that would provide some 
> direction?
> 
>  
> 
> Any enlightenment would be appreciated.
> 
>  
> 
> -Shayne
> 
> 
> 
> 
> ___
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Re: [osg-users] help with osgCluster...

2009-12-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Martins,

Ok, I got what you suggested working...on the same machine.

Now, what if I want to do the same thing but instead have the master on one
machine and the slave on another different machine. In order to do this,
don't I need to specify the IP addr of the broadcaster somewhere? I notice
that broadcaster.cpp has a setHost method but it's not being used in
osgCluster.cpp. 

I tried issuing the commands below with the master on one machine and the
slave on the other and it doesn't work. Perhaps the Windows version (which
is what I'm using) is broken and the Linux version only works...

Thanks for your help,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martins
Innus
Sent: Monday, December 21, 2009 1:21 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] help with osgCluster...

Shayne,
Right, you use the same scenegraph on all machines.

The following should work on the master:

osgcluster -m cow.osg

and on the slave:

osgcluster -s cow.osg


I just tested this and if you want to viewports to match, you'll
need 
to tweak the fov and offset parameters.  With the above command line, 
the slave will just show a portion of the view.  If you zoom in from the 
master window, the cow will eventually come into view on the slave.

Martins

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> Martins,
> 
> Thanks for the input. I was looking more for some command line examples on
> how I would execute the osgCluster example where one machine is the master
> and another is the slave. Obviously you should use the same scenegraph on
> each machine right?
> 
> -Shayne
> 
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martins
> Innus
> Sent: Friday, December 18, 2009 11:27 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] help with osgCluster...
> 
> Shayne,
> 
>   We run it under linux and if I remember correctly, it just
> broadcasts 
> out to the local subnet based on whatever your broadcast mask is set to. 
>   If you have multiple network interfaces, I think there is a spot in 
> the socket setup to specify which one you want.  I don't have the code 
> in front of me right now, but thats how I recall it works. Let me know 
> if you need any more information.
> 
> Martins
> 
> 
> Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
>> All,
>>
>>  
>>
>> I'm looking at the osgCluster example and I have a question on getting 
>> in going.
>>
>>  
>>
>> I'm assuming you can execute osgCluster on different machines where one 
>> is the master and the other is the slave. I can see where I specify the 
>> socket # but where do I specify the IP address? Does anyone have example 
>> of executing osgCluster on different machines that would provide some 
>> direction?
>>
>>  
>>
>> Any enlightenment would be appreciated.
>>
>>  
>>
>> -Shayne
>>
>>
>> 
>>
>> ___
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>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> ___
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> 
> 
> 
> 
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Re: [osg-users] help with osgCluster...

2009-12-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just a follow up...I got it working on Windows. It was a mistake on my
part...operator error.

Thanks again for your help,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martins
Innus
Sent: Monday, December 21, 2009 1:21 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] help with osgCluster...

Shayne,
Right, you use the same scenegraph on all machines.

The following should work on the master:

osgcluster -m cow.osg

and on the slave:

osgcluster -s cow.osg


I just tested this and if you want to viewports to match, you'll
need 
to tweak the fov and offset parameters.  With the above command line, 
the slave will just show a portion of the view.  If you zoom in from the 
master window, the cow will eventually come into view on the slave.

Martins

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> Martins,
> 
> Thanks for the input. I was looking more for some command line examples on
> how I would execute the osgCluster example where one machine is the master
> and another is the slave. Obviously you should use the same scenegraph on
> each machine right?
> 
> -Shayne
> 
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martins
> Innus
> Sent: Friday, December 18, 2009 11:27 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] help with osgCluster...
> 
> Shayne,
> 
>   We run it under linux and if I remember correctly, it just
> broadcasts 
> out to the local subnet based on whatever your broadcast mask is set to. 
>   If you have multiple network interfaces, I think there is a spot in 
> the socket setup to specify which one you want.  I don't have the code 
> in front of me right now, but thats how I recall it works. Let me know 
> if you need any more information.
> 
> Martins
> 
> 
> Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
>> All,
>>
>>  
>>
>> I'm looking at the osgCluster example and I have a question on getting 
>> in going.
>>
>>  
>>
>> I'm assuming you can execute osgCluster on different machines where one 
>> is the master and the other is the slave. I can see where I specify the 
>> socket # but where do I specify the IP address? Does anyone have example 
>> of executing osgCluster on different machines that would provide some 
>> direction?
>>
>>  
>>
>> Any enlightenment would be appreciated.
>>
>>  
>>
>> -Shayne
>>
>>
>> 
>>
>> ___
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> 
> 
> 
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[osg-users] resizing embedded windows...

2010-01-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I'm in the process of porting an OGL app using GLUT to OSG using osgViewer. 

 

Currently this app has multiple viewports embedded in a single GLUT window
where one of the viewports is rendering a 3D view into a scene. Due to time
constraints, I want to replace the 3D viewport with an embedded OSG viewer
into the GLUT window as an interim solution. It should be noted, that the
embedded window is a small subset of the larger GLUT window (GLUT is using
game mode). Using the osgviewerGLUT example as a guide, I've been able to
get things working but I've run into a snag. I have a need to resize the
embedded window on occasion and I can't get it to work properly. When I
resize the embedded window by setting viewer->getCamera()->setViewport(x, y,
width, height), the new embedded window appears just fine but I still have
portions of the old embedded window left over as if the "clear" didn't
happen. I've tried several ways of getting the old embedded window to clear
out without success. It's as if I can't override the original settings when
I created the embedded window using
viewer->setUpViewerAsEmbeddedInWindow(.).

 

Has anyone run into this problem or know of a good/correct way of resizing
or moving embedded OSG windows in a larger GLUT window? If it can't be done,
it would be nice to know so that I don't spend an exorbitant amount of time
trying to get it to work.

 

For the record, I'm aware of the shortcomings and drawbacks about using GLUT
with OSG. Again, my attempt here is to come up with a stopgap measure until
I can get the entire port to osgViewer completed.

 

Thanks in advance,

-Shayne



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Re: [osg-users] resizing embedded windows...

2010-01-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the advice. As a follow up question that may be obvious (forgive
me), how do I enable the clear on the graphics context? I've poked around
and I can't find where this is done.

Per your suggestion, I tried my own "brute force" clear which appears to
solve the problem but I would rather use the context's clear if possible. It
seems more elegant for what I'm trying to accomplish.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Monday, January 11, 2010 3:39 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] resizing embedded windows...

Hi Shayne,

I haven't personally tried doing exactly what you are doing, but try
changing the GraphicsWindowEmbedded context's size, and also try
enable it's clear as the graphics context by default leaves it's own
clear disabled leaving it to the clear done during the rendering of
the Camera's scene graph that is clamped to the Camera's viewport.

Another thing you could try is doing your own clear before the call to
viewer.frame().

Robert.

On Fri, Jan 8, 2010 at 11:05 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:
> All,
>
>
>
> I'm in the process of porting an OGL app using GLUT to OSG using
osgViewer.
>
>
>
> Currently this app has multiple viewports embedded in a single GLUT window
> where one of the viewports is rendering a 3D view into a scene. Due to
time
> constraints, I want to replace the 3D viewport with an embedded OSG viewer
> into the GLUT window as an interim solution. It should be noted, that the
> embedded window is a small subset of the larger GLUT window (GLUT is using
> game mode). Using the osgviewerGLUT example as a guide, I've been able to
> get things working but I've run into a snag. I have a need to resize the
> embedded window on occasion and I can't get it to work properly. When I
> resize the embedded window by setting viewer->getCamera()->setViewport(x,
y,
> width, height), the new embedded window appears just fine but I still have
> portions of the old embedded window left over as if the "clear" didn't
> happen. I've tried several ways of getting the old embedded window to
clear
> out without success. It's as if I can't override the original settings
when
> I created the embedded window using
> viewer->setUpViewerAsEmbeddedInWindow(.).
>
>
>
> Has anyone run into this problem or know of a good/correct way of resizing
> or moving embedded OSG windows in a larger GLUT window? If it can't be
done,
> it would be nice to know so that I don't spend an exorbitant amount of
time
> trying to get it to work.
>
>
>
> For the record, I'm aware of the shortcomings and drawbacks about using
GLUT
> with OSG. Again, my attempt here is to come up with a stopgap measure
until
> I can get the entire port to osgViewer completed.
>
>
>
> Thanks in advance,
>
> -Shayne
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] general questions from a newbie

2010-01-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just a follow up question on this, does QT allow a multi-threaded embedded 
osgViewer or is it knocked down to single threaded like what happens to 
osgViewer embedded in GLUT?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin 
Beckett
Sent: Thursday, January 14, 2010 1:28 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] general questions from a newbie


jterpstra wrote:
> 1) Is this type of integration even possible with QT?

Yes, you can embed a OSG view into a Qt frame, dock window etc.
There are two ways to do this shown in the osgViewerQt  example.
Adapterwindow is easiest, the oosgwidget needs a little fix on windows to stop 
a redrawing bug. (see http://forum.openscenegraph.org/viewtopic.php?t=4432)



> 2) I am lost when they talk about Views, Viewports, Cameras, etc.  Where is 
> a good source to learn about this stuff?

These are roughly the same as in Opengl.
The more important thing to learn is how osg:: Nodes, Geoeds, Geometries and 
Drawables go together
The best place to start is Paul Marz's book 
http://www.osgbooks.com/books/osg_qs.html


All this migth be overkill for a 2d map. The new Qt drawing canvas is very 
good, have you looked at the quartely newslatter on Qt's site?

It's free as a download or you can buy a paper copy.

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[osg-users] osg window on top...

2010-01-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Is there a way to force an OSG window (osgViewer) to always be on top of all
the other windows being displayed? 

 

Thanks in advance.

-Shayne



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[osg-users] altering terrain texture...

2010-01-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Is there a way of programmatically altering texture state such as filtering
on a chunk of terrain built with VPB? 

 

Everything I've tried thus far has not worked.

 

Thanks in advance.

-Shayne



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Re: [osg-users] altering terrain texture...

2010-01-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Chris, thanks for the reply.

I'm reading into a terrain node from an ive file as usual in my application.
The ive file/tiles were built by VPB from 1 meter imagery and level 1 DTED.
After I've loaded in my terrain into the scenegraph, I want to change the
texture filtering by using something like

texture->setFilter(osg::Texture2D::MIN_FILTER, osg::TEXTURE2D::LINEAR);

which then would apply to the whole terrain database. I thought that setting
the stateset in the terrain node would do the trick but this has no effect
on the terrain texture. 

What I'm trying to do is minimize the texture "crawling" artifact I see when
I fly at a low azimuth view looking out along the terrain skin to the
horizon. I thought that playing with the texture filter setting on the
terrain texture might cure the problem. When I pipe the video out to a
projector, the crawling is even more pronounced.

Any ideas on how I can tweak the texture settings on the terrain would be
most appreciated. Obviously what I'm currently doing isn't correct.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Monday, January 25, 2010 12:35 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altering terrain texture...

On 1/25/2010 12:23 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> Is there a way of programmatically altering texture state such as
> filtering on a chunk of terrain built with VPB?
> Everything I've tried thus far has not worked.

  Should be -- there's nothing magic about VPB databases. What are you
trying to do and
how are you doing it?

-- 
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
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Re: [osg-users] altering terrain texture...

2010-01-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I just read your reply after I had sent my email response to Chris. This
helps me understand why my approach wasn't working in the first place.

I will take your advice and explore this further. I will probably have more
questions as I proceed to find a solution to meet my needs...

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Monday, January 25, 2010 12:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altering terrain texture...

Hi Shane,


There are a couple of texture policy settings in the
osgDB::DatabasePager that can tweak things a bit, but not generally:

/** Set whether newly loaded textures should have their
UnrefImageDataAfterApply set to a specified value.*/
void setUnrefImageDataAfterApplyPolicy(bool changeAutoUnRef,
bool valueAutoUnRef) { _changeAutoUnRef = changeAutoUnRef;
_valueAutoUnRef = valueAutoUnRef; }

/** Get whether newly loaded textures should have their
UnrefImageDataAfterApply set to a specified value.*/
void getUnrefImageDataAfterApplyPolicy(bool& changeAutoUnRef,
bool& valueAutoUnRef) const { changeAutoUnRef = _changeAutoUnRef;
valueAutoUnRef = _valueAutoUnRef; }


/** Set whether newly loaded textures should have their
MaxAnisotopy set to a specified value.*/
void setMaxAnisotropyPolicy(bool changeAnisotropy, float
valueAnisotropy) { _changeAnisotropy = changeAnisotropy;
_valueAnisotropy = valueAnisotropy; }

/** Set whether newly loaded textures should have their
MaxAnisotopy set to a specified value.*/
void getMaxAnisotropyPolicy(bool& changeAnisotropy, float&
valueAnisotropy) const { changeAnisotropy = _changeAnisotropy;
valueAnisotropy = _valueAnisotropy; }



In the case osgTerrain::TerrainTile based paged database the above
settings won't work as it's osgTerrain that creates the osg::Texture
objects, so instead you'd need to modify the osgTerrain::ImageLayer
settings on the TerrainTiles.  A custom Registry::ReadFileCallback
could probably be implemented to do this for you.

Beyond this you could write a pre-processing tool to modify the .ive
files on disk.

Robert.
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Re: [osg-users] altering terrain texture...

2010-01-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

In answer to your inquiry, I'm using a database based on
osgTerrain::TerrainTile so the texture settings are embedded in the tiles as
you asserted earlier. I wasn't planning on using linear filtering. I was
just giving it as an example on how I wanted to issue a particular call
programmatically.

Rather than attempt to tweak the texture settings per your suggestions, I
was able to change the settings on the graphics card to get what I wanted
thereby overriding the settings in the database. With anisotropic filtering
in the database set at 16x, it was actually adding to the problem of texture
crawling at far distances when flying "low". Setting the anisotropic
filtering down to 2x blurred the texture a bit more out far but it got rid
of the crawling artifacts. We are using high resolution texture imagery
(.25m texture) in the database which exacerbates the problem.

In this case, the devil is truly in the details. Thanks again for your
help...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, January 26, 2010 2:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altering terrain texture...

Hi Shayne,

On Mon, Jan 25, 2010 at 9:28 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:
> What I'm trying to do is minimize the texture "crawling" artifact I see
when
> I fly at a low azimuth view looking out along the terrain skin to the
> horizon. I thought that playing with the texture filter setting on the
> terrain texture might cure the problem. When I pipe the video out to a
> projector, the crawling is even more pronounced.

Changing the filtering to linear will likely make the texture aliasing
far worse.

You'll need to use anisotropic filtering to improve the quality of
textures at low viewing levels.  osgTerrain::GeometryTechnique set the
value to 16.0 which is the highest value so you won't be able to
improve on it.

You haven't said what type of database you have - an osg::Geometry
based one or an osgTerrain::TerrainTile based one. Current svn/trunk
version of VPB builds osgTerrain databases by default, while older
versions built osg::Geometry polygonal based models.  For the later
you could set the max anisotropy filtering via an option, and also set
it in the DatabasePager.


Robert.
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Re: [osg-users] Navigating terrain elevation files using OSG

2010-01-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Phanindra,

You'll need to build an OSG database from your .tif and dted content using
Virtual Planet Builder (VPB). Documentation is available on how to do this.
Once the database is built, you can either using osgViewer to browse the
database or you can write your own OSG app to fly through it. The OSG flight
manipulator is a good choice. It allows you to fly around the database with
your mouse.

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Phanindra
Talabathula
Sent: Sunday, January 24, 2010 6:02 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Navigating terrain elevation files using OSG

Hi,

I am relatively new to OSG. Not sure if the camera, flight manipulator
classes available could be used to navigate through the .tif or .dt0 files.

I would like to add navigation support (i.e. the user should be able to fly
through the terrain elevation files using mouse/keyboard) to the dted files
or tif files.

Is this achievable?

Thank you!

Regards,
Phanindra

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Re: [osg-users] altering terrain texture...

2010-01-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I think your proposal would be a great benefit and would make things more
flexible.

For the record, the cards we're using are Nvidia GeForce 295s so they're
fairly good cards. I would assume the drivers are as good but I don't know
what algorithms they're resorting to for filtering on the texture...

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, January 27, 2010 2:09 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altering terrain texture...

Hi Shayne,

On Tue, Jan 26, 2010 at 6:42 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:
> Robert,
>
> In answer to your inquiry, I'm using a database based on
> osgTerrain::TerrainTile so the texture settings are embedded in the tiles
as
> you asserted earlier. I wasn't planning on using linear filtering. I was
> just giving it as an example on how I wanted to issue a particular call
> programmatically.
>
> Rather than attempt to tweak the texture settings per your suggestions, I
> was able to change the settings on the graphics card to get what I wanted
> thereby overriding the settings in the database. With anisotropic
filtering
> in the database set at 16x, it was actually adding to the problem of
texture
> crawling at far distances when flying "low". Setting the anisotropic
> filtering down to 2x blurred the texture a bit more out far but it got rid
> of the crawling artifacts. We are using high resolution texture imagery
> (.25m texture) in the database which exacerbates the problem.
>
> In this case, the devil is truly in the details. Thanks again for your
> help...

Interesting results, makes me wonder if the mipmap quality of
filtering quality of the driver isn't that great.  I have generally
got best results with a high value of max anisotropy.

As for the OSG, perhaps it's time to make the max anisotropy a
variable in osgTerrain::Layer so that you can set in your application.
 The DatabasePager variable for setting could also be then used to set
the value automatically.

Robert.
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Re: [osg-users] altering terrain texture...

2010-01-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I'll take a look and see what I can do...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, January 27, 2010 8:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altering terrain texture...

Hi Shayne,

On Wed, Jan 27, 2010 at 3:11 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:
> I think your proposal would be a great benefit and would make things more
> flexible.

I'm rather busy working on submissions, so if you can dive in and
implement it would sure shorted the features time to market :-)

Robert.
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[osg-users] OSG and GL studio...

2010-02-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Does anyone have any experience using OSG with GL studio? We are having some
issues that we would like some input on. I wanted to place a general inquiry
before getting specific on the problem at hand.

 

Thanks,

-Shayne



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Re: [osg-users] OSG and GL studio...

2010-02-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Brett and Paul,

Thanks for your responses. My initial inquiry was to ping the OSG group to
see if anyone had any experience regarding OSG and GL studio. Specific
questions will be forthcoming as we embark on this.

In answer to Paul's question, we are essentially using a Drawable callback
that calls into the GL Studio DLL live component. One of the problems we're
having is getting the buttons to work properly when we have our GL studio
instrument embedded in the OSG viewer. The GL studio button graphic doesn't
reflect the OSG mouse action we're expecting when we depress and release the
mouse button. The behavior is suggestive of some sort of mismatch in
handling the events.

Again, thanks for the replies...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brett
Wiesner
Sent: Thursday, February 04, 2010 6:45 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG and GL studio...

Shayne,

We've integrated GL Studio with our OSG application (VR-Vantage). It works
really well! I'm not sure I can help you with your issues but I'll try.
What's the problem?

Thanks,
Brett Wiesner
Product Manager, VR-Vantage
VR-Vantage: OSG Based Battlefield Information Station, Desktop Image
Generator and SDK!!!

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
>
> All,
>
> Does anyone have any experience using OSG with GL studio? We are 
> having some issues that we would like some input on. I wanted to place 
> a general inquiry before getting specific on the problem at hand.
>
> Thanks,
>
> -Shayne
>
> --
> --
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
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>   







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Re: [osg-users] Example of geographical position

2010-02-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Tony,

Along with Robert's suggestion, you can use the following code snippet to
place a vehicle on a spheroid that has VPB terrain, into the scenegraph.
You'll need osgSim and osg::EllipsoidModel to do this.

Entity->lat = 36.4;
Entity->lon = -115.015;
Entity->alt = GetHeightOnTerrain(Entity->lat, Entity->lon);
entityGrp->addChild(Entity->transform);

double GetHeightOnTerrain(double lat, double lon)
{
double X,Y,Z;
double maxElevation = 13000 / 3.281;
earth->convertLatLongHeightToXYZ(osg::DegreesToRadians(lat),
osg::DegreesToRadians(lon),maxElevation, X,Y,Z);
double hat =
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain.get(),
osg::Vec3(X,Y,Z), -1);
return (maxElevation - hat);
}

The "earth" is an osg::EllipsoidModel object and the "terrain" is a node
loaded in from the ive file build by VPB. The entity group node is simply
added to your scenegraph and you're ready to go.

Hopefully this will get you started...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony Vasile
Sent: Wednesday, February 03, 2010 5:13 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Example of geographical position

Hi,
   I'm a newbie and trying to find as many examples as I can. What I am
looking for is an example of using a vehicle in latitude, longitude and
altitude and placing it in the scene graph. Unfortunately most of the
applications I have found programs such as Flightgear and Simgear and they
just have far too much code to understand the general ideas quickly.
Any help would be most appreciated.


Another problem I have is with VPB. I have some level 1 DTED data that I
wish to use in my scene graph for collision and occlusion events. Do I need
to have an image overlayed on the DTED data before I can see anything with
osgviewer?

Tony Vasile

CSC Australia



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Re: [osg-users] Example of geographical position

2010-02-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Tony,

"Entity" is just my own class that can represent an airplane, tank, or
whatever.

The member "Entity->transform" is an osg::MatrixTransform which you'll need
for moving models. 

"entityGrp" is an osg::Group*.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony Vasile
Sent: Thursday, February 04, 2010 11:25 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Example of geographical position

Shayne,
   What is the type of Entity and entityGrp in the following code snippet?

Along with Robert's suggestion, you can use the following code snippet to
place a vehicle on a spheroid that has VPB terrain, into the scenegraph.
You'll need osgSim and osg::EllipsoidModel to do this.

Entity->lat = 36.4;
Entity->lon = -115.015;
Entity->alt = GetHeightOnTerrain(Entity->
lat, Entity->lon);
entityGrp->addChild(Entity->transform);

double GetHeightOnTerrain(double lat, double lon) {
   double X,Y,Z;
   double maxElevation = 13000 / 3.281;
   earth->convertLatLongHeightToXYZ(osg::DegreesToRadians(lat),
osg::DegreesToRadians(lon),maxElevation, X,Y,Z);
   double hat =
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain.get(),
osg::Vec3(X,Y,Z), -1);
   return (maxElevation - hat);
}

The "earth" is an osg::EllipsoidModel object and the "terrain" is a node
loaded in from the ive file build by VPB. The entity group node is simply
added to your scenegraph and you're ready to go.

Hopefully this will get you started...:)

-Shayne



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Re: [osg-users] Displaying elevation values while navigatingterrain elevation files

2010-02-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Phanindra,

Look at the osghud example. It will show you how to set up a 2D camera with
a view that you can use as an overlay on top of your 3D scene. You can use
osgText to print out the values on screen...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Phanindra
Talabathula
Sent: Saturday, February 06, 2010 11:33 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Displaying elevation values while navigatingterrain
elevation files

Hi Chris,

Is it also possible to display latitude, longitude along with elevation
values as the user tries to navigate/fly thro' the terrain elevation file in
osgviewer?

Regards,
Phanindra

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Re: [osg-users] Example of geographical position

2010-02-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Tony,

In answer to your question, you want to do the former. Assuming you have a
geocentric database, you must convert your lat,lon,elev to a geocentric
X,Y,Z (i.e. origin is the center of the earth) and then use these
coordinates to set the position accordingly...

Osg::Matrix position;
earth->computeLocalToWorldTransformFromLatLongHeight(osg::DegreesToRadians(l
at),
Osg::DegreesToRadians(lon), elev, position);
transform->setMatrix(position);

"transform" is the node that is part of the entity class I discussed
earlier. If you want your entity to move along, you'll need to update the
code above in an update callback...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony Vasile
Sent: Sunday, February 07, 2010 8:01 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Example of geographical position

Hi Shayne,
   Excuse my newbie status so how do I set up the MatrixTransform do I just
use the latitude, longitude and altitude as a translation or do I just set
the position of my vehicle using the latitude, longitude to set the position
of the vehicle some how. 



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[osg-users] 2D rendering priority...

2010-02-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a need to render a bunch of 2D geometry groups that have different
priorities for display (one group rendered on top of the other according to
their priority). I also need to have the ability to turn the rendering off
and on for some of the groups while maintaining rendering priority.

 

I wanted some input or ideas on what might be the best way to handle this in
OSG. So far I've looked at the RenderBin mechanism for possible priority
rendering and the setNodeMask for turning rendering on and off. I'm not sure
this is the most elegant way to accomplish what I need to do.

 

Any input or suggestions would be appreciated.

 

Thanks,

-Shayne



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Re: [osg-users] 2D rendering priority...

2010-02-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares, simple
line primitives, etc.). It's very rare that all levels are on simultaneously
but those that are on, need to stack in priority relative to every other
level/group that is on. Realistically, we'll have around 10-15 levels being
rendered at the same time. Hopefully this quantity/complexity won't present
a problem.

I really didn't have any reservations per se about using the RenderBin and
NodeMask mechanisms. I suspected that I needed to use them but I wanted to
ping the group just to make sure I was on the right track. When using OSG,
it's always good to have a reality check before proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> I have a need to render a bunch of 2D geometry groups that have 
> different priorities for display (one group rendered on top of the other 
> according to their priority). I also need to have the ability to turn 
> the rendering off and on for some of the groups while maintaining 
> rendering priority.

How many different groups do you have, and what is the total data size 
of all the groups?

> I wanted some input or ideas on what might be the best way to handle 
> this in OSG. So far I've looked at the RenderBin mechanism for possible 
> priority rendering and the setNodeMask for turning rendering on and off. 
> I'm not sure this is the most elegant way to accomplish what I need to do.

In addition to setting the RenderBin, you'd need to disable depth test 
to get the painter's algorithm to work properly, of course.

The RenderBin and NodeMask mechanisms seem like they're designed for 
just the tasks you describe. Can you elaborate on why you have 
reservations about their suitability?
-Paul


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Re: [osg-users] dynamic_cast of referenced objects

2010-02-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Kevin,

Thanks for sharing. I'm sure it will come in handy...:)

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kevin
Wilder
Sent: Tuesday, February 09, 2010 4:57 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] dynamic_cast of referenced objects

Hi,

For anyone who is still following this thread (or for anyone who stumbles
upon it while trying to solve a similar problem in the future), I figured
I'd post my findings:

The bit about the object reference pointers vs. standard C++ pointers turned
out to be a red herring. Seems the crashes resulted from my method of
updating 2D text in the scene. I was just calling "->settext("blah")" from
the main loop whenever I wanted to change the displayed characters. The
crashes went away when I implemented a callback function to update the text.
Here's an example of my text update callback function:


Code:


struct TextUpdateCallback : public osg::Drawable::UpdateCallback
{
  virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable)
  {
osgText::Text * TextPointer = dynamic_cast(drawable) ;

if ( TextPointer )
{
  TextPointer->setText(NewText) ;
  TextPointer->setColor(NewColour) ;
}
  }
}



 

I hope this helps.

Cheers,

Kevin[/quote]

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Re: [osg-users] 2D rendering priority...

2010-02-10 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Brad,

Please elaborate...:)

I have not played with RenderBin so any code snippets/examples would be
appreciated.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Wednesday, February 10, 2010 12:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

I use a RenderBin / NodeMask combination to exactly this and it works
well. I can elaborate more if you wish.

Cheers,
Brad

-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: Wednesday, 10 February 2010 8:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares,
simple line primitives, etc.). It's very rare that all levels are on
simultaneously but those that are on, need to stack in priority relative
to every other level/group that is on. Realistically, we'll have around
10-15 levels being rendered at the same time. Hopefully this
quantity/complexity won't present a problem.

I really didn't have any reservations per se about using the RenderBin
and NodeMask mechanisms. I suspected that I needed to use them but I
wanted to ping the group just to make sure I was on the right track.
When using OSG, it's always good to have a reality check before
proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> I have a need to render a bunch of 2D geometry groups that have 
> different priorities for display (one group rendered on top of the 
> other according to their priority). I also need to have the ability to

> turn the rendering off and on for some of the groups while maintaining

> rendering priority.

How many different groups do you have, and what is the total data size
of all the groups?

> I wanted some input or ideas on what might be the best way to handle 
> this in OSG. So far I've looked at the RenderBin mechanism for 
> possible priority rendering and the setNodeMask for turning rendering
on and off.
> I'm not sure this is the most elegant way to accomplish what I need to
do.

In addition to setting the RenderBin, you'd need to disable depth test
to get the painter's algorithm to work properly, of course.

The RenderBin and NodeMask mechanisms seem like they're designed for
just the tasks you describe. Can you elaborate on why you have
reservations about their suitability?
-Paul


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Re: [osg-users] 2D rendering priority...

2010-02-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Brad,

I'll look over your implementation. Thanks for sharing this...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Thursday, February 11, 2010 2:35 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

We used this approach for rendering a 2D scene using the painters
algorithm (i.e. render back to front according to our own order
definition). I have included the most relevent code snippets. No
comments on their quality please ;  ). 

1) Added a 'user data' object (which contains the rendering priority) to
each of our leaves. 

2) As required, we run a 'RenderPriorityVisitor' over the scene to set
the correct priorities into our user data objects.

3) Create a custom render bin and setup your 2D graph to use it:
e.g. root2DstateSet->setRenderBinDetails(0, RenderBin2D::BIN_NAME,
osg::StateSet::OVERRIDE_RENDERBIN_DETAILS); 

We use OVERRIDE_RENDERBIN_DETAILS as some of the objects bellow the root
of our 2D scene are also rendered in 3D, in which case they may already
have different bin details set (e.g transparent bin).

The key bit of the custom bin is setting the sort callback. This
callback sorts the leaves based on the priority set in the 'user data'
object.

Hopefully this all makes sence. I implemented this code ~7 years ago so
there may be a neater way to do this now, but it is still working well
against the latest OSG releases. 

Cheers,

Brad

Code snippets:

 Custom Render Bin
/** Automatically registers the bin prototype. */
static osgUtil::RegisterRenderBinProxy
s_registerBin(RenderBin2D::BIN_NAME,new RenderBin2D());

RenderBin2D() { //extends RenderBin
  setSortCallback(new SortCallback2D());  
}

 SortCallback2D

void SortCallback2D::sortImplementation(osgUtil::RenderBin* renderBin) {
  renderBin->copyLeavesFromStateGraphListToRenderLeafList();
 
std::sort(renderBin->getRenderLeafList().begin(),renderBin->getRenderLea
fList().end(),RenderPrioritySortFunctor());  
}

--- RenderPrioritySortFunctor
int RenderPrioritySortFunctor::getRenderOrder(const osgUtil::RenderLeaf*
leaf) const {
const osg::Referenced* ud = leaf->getDrawable()->getUserData();
if(ud) { 
  const DrawableData* data = dynamic_cast(ud);
  return data->getRenderOrder();
}
return 0;
}

bool RenderPrioritySortFunctor::operator() (const osg::Node* lhs,const
osg::Node* rhs) const {
int leftOrder = getRenderOrder(lhs);
int rightOrder = getRenderOrder(rhs);

if(m_sortMode == SORT_ASCENDING) {
  return leftOrder < rightOrder;
} else { //sort descending
  return leftOrder > rightOrder;
}
}



-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: Wednesday, 10 February 2010 11:49 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Brad,

Please elaborate...:)

I have not played with RenderBin so any code snippets/examples would be
appreciated.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Wednesday, February 10, 2010 12:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

I use a RenderBin / NodeMask combination to exactly this and it works
well. I can elaborate more if you wish.

Cheers,
Brad

-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: Wednesday, 10 February 2010 8:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares,
simple line primitives, etc.). It's very rare that all levels are on
simultaneously but those that are on, need to stack in priority relative
to every other level/group that is on. Realistically, we'll have around
10-15 levels being rendered at the same time. Hopefully this
quantity/complexity won't present a problem.

I really didn't have any reservations per se about using the RenderBin
and NodeMask mechanisms. I suspected that I needed to use them but I
wanted to ping the group just to make sure I was on the right track.
When using OSG, it's always good to have a reality check before
proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2

Re: [osg-users] Survey: Is there interest for an OSG Users Group atITEC or I/ITSEC?

2010-02-17 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
1) I/ITSEC
2) Yes

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brett
Wiesner
Sent: Tuesday, February 16, 2010 6:56 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Survey: Is there interest for an OSG Users Group atITEC
or I/ITSEC?

Hey everyone,

I know a lot of OSG users are building things in the ModSim space and I 
know that two of the bigger industry conferences are ITEC (Europe) and 
I/ITSEC (USA). I was wondering how many people from this list go to 
either of those and if there is any interest in a OSG Users Group 
meeting? I was thinking it would be a great opportunity to meet other 
OSG users. Perhaps everyone can speak a little about what they are 
building with OSG and share some of their experiences.

So, the questions are:

1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one)

2) Would you go to a OSG Users Group Meeting?

Thanks,
Brett Wiesner

-- 
Product Manager, VR-Vantage
OSG Based Battlefield Information Station, Desktop IG and SDK
http://www.VR-Vantage.com 

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Re: [osg-users] Changing scenes on the fly

2010-02-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Bruce,

I would recommend using the switch node "osg::Switch" to change between
scenegraphs. You can add the scenegraphs that the switch node can render at
any one time during setup and then select which one you want rendered using
the method "setSingleChildOn".

Hope this helps...
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
Wheaton
Sent: Monday, February 22, 2010 11:33 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Changing scenes on the fly

What's the recommended way to change scenes? I'll have a static setup  
of multiple cameras, then need to change what scene is being viewed.

I feel that one big issue is the scale of the scene I want to load, so  
I guess I need a master PAT, which I may have to add, since I need to  
keep the setup up on a few different cameras.

Is it best to switch the whole scene, or add the scene's top node as a  
child of my existing graph? I should add that I'll have multiple  
scenes, if for nothing else than to cross-fade between the two scenes.  
Am I answering my own question then? I need a master node, maybe a  
switch, a PAT for each scene, then load the scene and place it as a  
child of the PAT node?

Let me guess - there's an example that shows this exact thing?

Thanks,

Bruce Wheaton
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Re: [osg-users] Changing scenes on the fly

2010-02-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I haven't done what you're wanting to do. I only support the case where I
have multiple scenes that I add before I enter the rendering loop. I then
switch to whatever one I want during the rendering. Obviously this is
trivial. Rendering more than one at the same time with the effect you want
is more problematic. Perhaps someone else could offer some input here.

Whatever you attach before the rendering traversal will get rendered. I
suppose you could load up all your osg files into nodes and then attach the
nodes you want to render on the fly, per your suggestion, and see what
happens. I don't know how you would fade between two scenes. Maybe use RTT
with FBOs and do linear interpolation between them or employ some sort of a
shader.?.?

Just some rambling thoughts...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
Wheaton
Sent: Monday, February 22, 2010 6:20 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Changing scenes on the fly

Thanks, I have seen Switch nodes. Some wrinkles though - I need a  
dynamic system, and there may be multiples active at a time, for  
instance in between a cross-fade. But my main question still applies -  
should I load the .osg file and attach the whole graph downstream of  
the switch on the fly?

Bruce



On Feb 22, 2010, at 4:02 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/ 
MXDEC wrote:

> Bruce,
>
> I would recommend using the switch node "osg::Switch" to change  
> between
> scenegraphs. You can add the scenegraphs that the switch node can  
> render at
> any one time during setup and then select which one you want  
> rendered using
> the method "setSingleChildOn".
>
> Hope this helps...
> -Shayne
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
> Wheaton
> Sent: Monday, February 22, 2010 11:33 AM
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] Changing scenes on the fly
>
> What's the recommended way to change scenes? I'll have a static setup
> of multiple cameras, then need to change what scene is being viewed.
>
> I feel that one big issue is the scale of the scene I want to load, so
> I guess I need a master PAT, which I may have to add, since I need to
> keep the setup up on a few different cameras.
>
> Is it best to switch the whole scene, or add the scene's top node as a
> child of my existing graph? I should add that I'll have multiple
> scenes, if for nothing else than to cross-fade between the two scenes.
> Am I answering my own question then? I need a master node, maybe a
> switch, a PAT for each scene, then load the scene and place it as a
> child of the PAT node?
>
> Let me guess - there's an example that shows this exact thing?
>
> Thanks,
>
> Bruce Wheaton
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> ___
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> osg-users@lists.openscenegraph.org
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[osg-users] freetype fonts on Windows...

2010-02-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

We're having some issues with the OSG freetype font plugin? We're using VC++
2008 on Windows and we're having trouble reading ttf files. We get the
message "could not find plugin to read objects from file arial.ttf". The
plugin is in the OSG solution but it doesn't seem to be getting registered.
The plugin appears to build fine and the dll resides in the plugins
directory.

 

Can someone enlighten us on what we need to do to get the true type font
plugin to work?

 

Thanks,

-Shayne



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

2010-02-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
It's in the same place as the other plugins. The other plugins appear to
work fine. It's only with this one that things don't work.

We'll look at the module load messages to see if that will clue us into
what's going on...

Thanks for the help,
-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 3:43 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...



On 23 February 2010 22:23, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 wrote:


All,

 

We're having some issues with the OSG freetype font plugin? We're
using VC++ 2008 on Windows and we're having trouble reading ttf files. We
get the message "could not find plugin to read objects from file arial.ttf".
The plugin is in the OSG solution but it doesn't seem to be getting
registered. The plugin appears to build fine and the dll resides in the
plugins directory.



Can someone enlighten us on what we need to do to get the true type
font plugin to work?

Works fine for me. I don't think that osg does any magic about looking up a
plugin directory.

Is the plugin in an accessible place?

It needs to be in any one of:

The .exe directory,
a directory in the PATH environment var, or the current directory

Just look at the module load messages in the debug output window of VS to
see of the plugin is being loaded. If it is then either the font file is
buggered or your build of freetype is screwed up.


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



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

2010-02-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad
Boufarguine
Sent: Tuesday, February 23, 2010 4:05 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...

Hi,
did you add the folder containing the 3rdparty freetype dll to your path?
Mourad


On Tue, Feb 23, 2010 at 11:59 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:


It's in the same place as the other plugins. The other plugins
appear to
work fine. It's only with this one that things don't work.

We'll look at the module load messages to see if that will clue us
into
what's going on...

Thanks for the help,
-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 3:43 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...



On 23 February 2010 22:23, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC
 wrote:


   All,



   We're having some issues with the OSG freetype font plugin?
We're
using VC++ 2008 on Windows and we're having trouble reading ttf
files. We
get the message "could not find plugin to read objects from file
arial.ttf".
The plugin is in the OSG solution but it doesn't seem to be getting
registered. The plugin appears to build fine and the dll resides in
the
plugins directory.



   Can someone enlighten us on what we need to do to get the
true type
font plugin to work?

Works fine for me. I don't think that osg does any magic about
looking up a
plugin directory.

Is the plugin in an accessible place?

It needs to be in any one of:

The .exe directory,
a directory in the PATH environment var, or the current directory

Just look at the module load messages in the debug output window of
VS to
see of the plugin is being loaded. If it is then either the font
file is
buggered or your build of freetype is screwed up.


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



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

2010-02-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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
 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



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

2010-02-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

Thanks for all your help. Given the suggestions, we were able to track down
the problem. It was a mix up between using the Release version vs. the Debug
version of the freetype lib. The suggestion of using "OSG Notify" was very
helpful for tracking the problem down.

Thanks again.
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson,
Gordon
Sent: Tuesday, February 23, 2010 4:59 PM
To: OpenSceneGraph Users
Subject: 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  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

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[osg-users] no osgTerrain showing up on Linux...

2010-03-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I'm seeing a problem that I'm hoping someone can shed some light on. 

 

I have an application that uses an OSG viewer (OSG version 2.8.2) embedded
in a GLUT window. This application runs on both Windows XP and Linux
(currently using RHEL 5.4). The machine is dual boot so the hardware is the
same in both cases. The embedded OSG viewer is rendering a database which
includes a VPB terrain using osgTerrain. When I run this application on
Windows, everything (terrain, models, sky, etc.) renders fine. However, when
I run the same application on Linux, using the same database, the terrain
does not show up at all. I've verified that the terrain is being read in and
added to the scenegraph as usual, but it is not being rendered for some
strange reason on Linux when viewer->frame() is called. Everything else
renders just fine in the rendering loop.

 

Is there something special I need to do for Linux in the application to get
the terrain to render? At this point, I'm at a loss as to what is causing
this problem. For a sanity check, I've looked at the terrain database using
osgViewer on the Linux box and everything renders fine. Is GLUT causing
problems on Linux that aren't seen on Windows for rendering the terrain? Is
there something else I can do to debug this problem on Linux?

 

Any help or input would most appreciated.

 

Thanks,

-Shayne



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Re: [osg-users] no osgTerrain showing up on Linux...

2010-03-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I appreciate the reply. Like you, I'm perplexed as to what is going on with
this app on Linux when it comes to rendering the terrain.

I understand the issues and shortcomings with using GLUT. We eventually plan
on porting our whole application to using osgViewer and getting rid of GLUT
altogether. Unfortunately, for the time being (due to scheduling
constraints), we're having to use the viewer embedded in the GLUT window for
our 3D view. At the moment, this is our interim solution for using OSG in
our application for the 3D rendering.

Do you have any suggestions on how I can further debug this problem?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, March 05, 2010 10:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] no osgTerrain showing up on Linux...

Hi Shayne,

There isn't nothing platform specific about osgTerrain, and I do all my dev
and testing of osgTerrain under Linux.  There shouldn't be any correlation
between GLUT and osgTerrain either.  I'm afraid I no explanation for your
findings.

What I can say is that GLUT is a truely awful API and shouldn't be used
anywhere any modern graphics application.  It was written for tiny OpenGL
demos, and long exceeded it's intended life a decade ago, let alone now,
it's survived not because it's actually any good, but because well... lots
of people copied those early demos.

osgViewer itself is a far better tool for a modern graphics application.
Might I suggest you use it rather than GLUT.

Robert.


On Fri, Mar 5, 2010 at 4:55 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:


All,

 

I'm seeing a problem that I'm hoping someone can shed some light on.


 

I have an application that uses an OSG viewer (OSG version 2.8.2)
embedded in a GLUT window. This application runs on both Windows XP and
Linux (currently using RHEL 5.4). The machine is dual boot so the hardware
is the same in both cases. The embedded OSG viewer is rendering a database
which includes a VPB terrain using osgTerrain. When I run this application
on Windows, everything (terrain, models, sky, etc.) renders fine. However,
when I run the same application on Linux, using the same database, the
terrain does not show up at all. I've verified that the terrain is being
read in and added to the scenegraph as usual, but it is not being rendered
for some strange reason on Linux when viewer->frame() is called. Everything
else renders just fine in the rendering loop.

 

Is there something special I need to do for Linux in the application
to get the terrain to render? At this point, I'm at a loss as to what is
causing this problem. For a sanity check, I've looked at the terrain
database using osgViewer on the Linux box and everything renders fine. Is
GLUT causing problems on Linux that aren't seen on Windows for rendering the
terrain? Is there something else I can do to debug this problem on Linux?

 

Any help or input would most appreciated.

 

Thanks,

-Shayne


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[osg-users] managing views in composite viewer...

2010-03-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a need to turn certain views "on and off" in a composite viewer
during runtime. I know that the composite viewer has the capability of
adding and removing views but I'm not sure this is the proper mechanism to
use for what I want to do. The views I want to manage sit on top of a
background view so when I want to turn them off, they need to behave as
though they aren't even there (i.e. no blank regions).

 

My question is, is adding and removing the views during runtime the way to
go or is there a more efficient/elegant way of turning my views on and off?
Is there an equivalent of a switch node for managing views in a composite
viewer?

 

Hopefully the description of my dilemma above is clear.

 

Thanks in advance.

-Shayne



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Re: [osg-users] managing views in composite viewer...

2010-03-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
J-S,

Thanks for the input. Controlling the node mask does the trick...:)

Thank you!

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Thursday, March 11, 2010 11:28 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] managing views in composite viewer...

Hi Shayne,

> My question is, is adding and removing the views during runtime the way
> to go or is there a more efficient/elegant way of turning my views on
> and off? Is there an equivalent of a switch node for managing views in a
> composite viewer?

To add/remove views at runtime you have to stop threading in the viewer, 
which is a pretty major disruption. Instead, you can just set the view's 
camera's node mask to 0.

   view->getCamera()->setNodeMask(0)

This means the camera won't be traversed and thus it won't draw 
anything, which is what you want. When you want to re-enable the view, 
set its node mask to 0x.

   view->getCamera()->setNodeMask(0x)

Hope this helps,

J-S
-- 
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Off Topic: EPX-50 Anyone know anything about these?

2010-03-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Brian,

What info are you looking for in particular? 

I had some exposure to the EPX product a while back while working at Evans &
Sutherland (now bought out by Rockwell-Collins). That was about 6 years ago
so I'm sure things have evolved since that time. At that time, it was an IG
that used COTS graphics hardware. I believe that is still the case. It's
their lower end IG product which is competitive with most other products out
there that employ a similar strategy.

I personally like the EPX stuff but then I'm a little biased...:)

http://www.rockwellcollins.com/service/simulation/visual-products/image-gene
rators/epx-50/index.html

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brian ...
Sent: Friday, March 12, 2010 1:33 PM
To: OpenSceneGraph Users
Subject: [osg-users] Off Topic: EPX-50 Anyone know anything about these?

Folks,

I'm looking for any info I can find on the Rockwell Collins EPX-50. One of
our marketing guys wants to move our visual applications to these. We
currently run osg on commodity hardware.

Brian




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Re: [osg-users] looking for a terrain database building

2010-04-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Chris,

I'd definitely be interested in your terrain tools when you release them...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Friday, April 02, 2010 7:30 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] looking for a terrain database building

On 4/2/2010 7:20 AM, Torben Dannhauer wrote:
> Hi,
> modifying source data is the approach I plan. For elevation data I'm in
discussion with some colleagues for an algorithy which outputs elevation per
vertice wich results, if applied to the ellipsoid of the geocentric
database, a flat area. Maybe this approach could be extendet to provide
arbitrariy elevation modification.
> The other aspect I'd like to understand is the modification during
runtime. except the modified database dynamic modification would be great
for placing dynamic objects.

  I've done modification of terrain elevation data at build time (both to
the source GIS
data, as well as within VPB), at post-build convert-time, and at run-time
(during load and
post-load).

  I'm working on packaging up some terrain tools that provide the framework
for doing
(some of) the above. It hasn't been published yet because it relied on some
changes that
Robert didn't accept into OSG, so I have to rework the structure to operate
in a more
supported fashion. But, I anticipate getting it out there this month.

> Cheers,
> Torben

-- 
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
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Re: [osg-users] Ground clamping to paging terrain

2009-05-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I've tried the following which seems to work pretty well for moving models
on the paging terrain surface. Perhaps you can leverage this to do what you
need.

double MissionFunctions::GetHeightOnTerrain(double lat, double lon)
{
double X,Y,Z;
double maxElevation = 13000.0 / 3.281; // make sure we're above the
highest point in the database (meters)
earth->convertLatLongHeightToXYZ(osg::DegreesToRadians(lat),

osg::DegreesToRadians(lon),
   maxElevation, X, Y, Z);
double hat =
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain.get(),
osg::Vec3d(X,Y,Z), -1);
return (maxElevation - hat);
}

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
brettwiesner
Sent: Thursday, May 28, 2009 2:03 PM
To: OpenSceneGraph Users
Subject: [osg-users] Ground clamping to paging terrain

Hi,

I want to position something (let's say a building) to a terrain. 
Currently I'm getting the Z value for the building doing this with an 
osgUtil::IntersectVisitor and that works fine for static terrains. When 
I run on a paging terrain (like one from osgEarth) and I position the 
building, I get a Z value of the lowest LOD. Then more data pages in and 
the building gets "buried" underground as more accurate data comes 
available.

What's the most effiecient "ground clamp" things to paging terrain?

Thanks,
Brett
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Re: [osg-users] Set fog in the canera StateSet

2009-06-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Cristina,

Do you have a code snippet you can provide us?

The following works for our case for each camera in the scene. We are using
the compositeViewer where each view added to the viewer has its own camera.

fog = new osg::Fog();
fog->setMode(osg::Fog::EXP2);
fog->setFogCoordinateSource(osg::Fog::FRAGMENT_DEPTH);
fog->setColor(fogcolor);
view->getCamera()->getOrCreateStateSet()->setAttributeAndModes(fog,
osg::StateAttribute::ON);

You should be able to set a different fog state for each camera in turn...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cristina
Paponi
Sent: Monday, June 01, 2009 12:22 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Set fog in the canera StateSet

Hi,

Could you please help me with the following problem. In my scene I have 2
cameras one for day and one for thermo.
Because the fog will appear different in day and thermo, I tried to assign
the fog to the camera's StateSet.
When I try to set the fog attribute to the camera StateSet there is no
effect, but if I set the fog to the root of the scene's StateSet everything
is fine.
Is it possible to set the fog in the camera ?

Thank you!

Cheers,
Cristina

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Re: [osg-users] A couple of questions

2009-07-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Daniel,

In response to your questions below, these topics have been discussed in the
past with plenty of input. May I recommend that you look at the archives
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org

You can search on a particular topic to get the information you need...:)

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Daniel
Drubin
Sent: Thursday, July 09, 2009 12:42 PM
To: OpenSceneGraph Users
Subject: [osg-users] A couple of questions

Greetings,

I got a couple of (hopefully trivial) questions. I work with my own
viewer class which is derived from osgViewer::Viewer.
I use OSG 2.6.1.

1) When I start rendering, the camera is always initially placed at
some default position and direction, which apparently displays at the
center the largest visible object. Is there a way to set the camera as
I wish?

2) I add lights to the scene and disable the default OSG light, but
still get the default lighting and my lights don't have an effect. Is
there something trivial that I miss?

3) How can I make some objects invisible entirely for some period of
time? I use update callbacks.

4) Can I use update callback for Root node?

5) Can I determine which object is effectively clicked? Or in other
words, which object is the nearest to the camera at mouse pointer's
coordinates, if any?

Thanks,
Daniel
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Re: [osg-users] Skydome

2009-07-17 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Boris,

Attached is a code snippet that moves a simple sky dome model (based on the
skydome.osg file) with the eye on a spheroid. The sky dome is centered over
the eye. The manipulator viewpoint (eye) is initially positioned on an
earth-like spheroid at a given lat/lon/elevation and then you can use the
manipulator to move around from that location. I chose to use the
TerrainManipulator in this case.

I may have inadvertently left some stuff out of the code since I cut and
pasted it out of my original app. If I did, please accept my apologies.
Hopefully there's enough code there to get you going...

Regards,
-Shayne


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Boris
Baljak
Sent: Friday, July 17, 2009 9:11 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Skydome

Hi,

First I must say that I'm still currently learning OpenSceneGraph, although
I'm already familiar with scene graphs since I also use Coin3D. However I
need to use a skydome in a 3D visualization application which is built upon
OSG. My main problem is that there is no 'simple' skydome example around the
web using OpenSceneGraph.

I know there is osgOcean, which has a nice skydome, however my computer does
not support OpenGL shaders, so osgOcean does not work and its SkyDome class
does use shaders which make its extraction from osgOcean impossible. Same
for osgEphemeris, though I could use its SkyDome class which does not use
shaders directly, its extraction and importation in my app seems far too
complex for me to handle (I tried it and was unsuccessful). My last hope was
to use the osghangglide skydome, however it's supposed to be used with the
specific GliderManipulator class and does not work with the standard
TrackballManipulator which I need to use... I also see that there is a
skydome.osg asset in OSG data files, but could not find any source code
using it anywhere.


So if anyone has another solution, or could post here some simple skydome
code working with a TrackballManipulator, I would really appreciate the
help.

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#include 
#include 
#include 
#include 
#include 
.
.
.

osg::EllipsoidModel *earth;
osg::Group *root;
osgViewer::CompositeViewer viewer;
osgViewer::View *view;

class MoveSkyWithEyePointTransform : public osg::Transform
{
public:
MoveSkyWithEyePointTransform()
{
skyscale = 6.0;
skycenterx = skyscale * 26380.0;
skycentery = skyscale * 37684.0;
}

virtual bool computeLocalToWorldMatrix(osg::Matrix & matrix, 
osg::NodeVisitor* nv) const
{
osgUtil::CullVisitor* cv = 
dynamic_cast(nv);
if (cv)
{
osg::Vec3d eyePointLocal = cv->getEyeLocal();

osg::Matrixd lclm;
// earth is osg::EllipsoidModel*

earth->computeLocalToWorldTransformFromXYZ(eyePointLocal.x(),

   eyePointLocal.y(),

   eyePointLocal.z(), lclm);

matrix.preMult(osg::Matrix::scale(skyscale, skyscale, 
skyscale) *
   
osg::Matrix::translate(-skycenterx, -skycentery, -1.0) * lclm);
}
return true;
}

double skyscale;
double skycenterx;
double skycentery;
};

int main()
{
root = new osg::Group;
earth = new osg::EllipsoidModel();
view = new osgViewer::View;

osg::Node *skyNode = osgDB::readNodeFile("skydome.osg");
osg::Transform* skytransform = new MoveSkyWithEyePointTransform;

skytransform->setCullingActive(false);

skytransform->addChild(skyNode);

root->addChild(skytransform);

view->setCameraManipulator(new osgGA::TerrainManipulator);
.
.
.
view->setSceneData(root);
viewer->addView(view);
viewer->realize();

// position the manipulator camera at a lat/lon/elev on the spheroid 
looking down
osgGA::MatrixManipulator *tm;
osg::Matrixd matrix;

earth->computeLocalToWorldTransformFromLatLongHeight(osg::DegreesToRadians(latitude),

 osg::DegreesToRadians(longitude),

 

Re: [osg-users] Help with CompositeViewer

2009-07-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
At quick glance, a couple of things look suspect in the code below...

Try setting traits->doubleBuffer = true;

Also when you create the graphics context, you're passing in "traits"
instead of traits.get(). I would think it would be the latter since traits
is a ref_ptr...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vic Ace
Sent: Friday, July 24, 2009 9:34 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Help with CompositeViewer

I have been looking at this example
(http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/exa
mples/osgcompositeviewer/osgcompositeviewer.cpp) and written code similar to
the parts that I think are relevant but all I get inside my window is a
plain black background. I have set it to display a blue background and given
it a capsule to render but none of that is displayed. Have I missed
something really obvious?


Code:
osg::ref_ptr viewer = new
osgViewer::CompositeViewer;

osg::ref_ptr traits = new
osg::GraphicsContext::Traits;
traits->x = 100;
traits->y = 100;
traits->width = 800;
traits->height = 600;
traits->depth = 16;
traits->windowDecoration = true;
traits->supportsResize = false;
traits->windowName = "TEST";

osg::ref_ptr graphicscontext =
osg::GraphicsContext::createGraphicsContext(traits);

if (graphicscontext.valid())
{
graphicscontext->setClearColor(osg::Vec4f(0.2f, 0.2f, 0.6f, 1.0f));
graphicscontext->setClearMask(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT);
}

osg::ref_ptr root = new osg::Group();
osg::ref_ptr geode = new osg::Geode;
osg::ref_ptr capsule = new osg::Capsule(osg::Vec3(), 1, 2);
osg::ref_ptr drawable = new osg::ShapeDrawable(capsule);
geode->addDrawable(drawable);
root->addChild(geode);

osg::ref_ptr view = new osgViewer::View;
viewer->addView(view);
view->setSceneData(root);
view->getCamera()->setGraphicsContext(graphicscontext);

viewer->run();



Thanks!

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Re: [osg-users] Help with CompositeViewer

2009-07-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Perhaps it might be useful to take a look at the void
osgViewer::View::setUpViewInWindow(...) method in the OSG source to see what
you might be missing in your explicit setup...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vic Ace
Sent: Friday, July 24, 2009 10:00 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Help with CompositeViewer

Thanks, setting doubleBuffer to true fixed the problem with the background
color. It is now blue like it should be! But there's no capsule.

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Re: [osg-users] [vpb] Can I build a round earth with DEM?

2009-11-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Yes you can by using the "-d" option followed by the terrain file in VPB.
VPB will stitch in the terrain (if it's geospecific) into the ellipsoid...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lv Qing
Sent: Wednesday, October 28, 2009 9:40 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] Can I build a round earth with DEM?

Hi,

... 
 
I have created an earth model with VPB ( an ellipsoid with earth texture) by
the instruction post in
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.
(osgdem --bluemarble-west -t land_shallow_topo_west.tif --bluemarble-east -t
land_shallow_topo_east.tif -l 8 -o earth.ive -a earth.osga)  

Can I just add some small area of DEM in the suface  of this round earth?



Thank you!

Cheers,
Lv

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[osg-users] picture in picture...

2009-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

This is probably a silly question but what's the best way to do a "picture
in picture" using CompositeViewer?

 

Right now I have multiple views added to my viewer and I want to have
control as to which one gets rendered on top of the others in the main
viewer window.

 

Thanx,

-Shayne



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Re: [osg-users] How can I create a osgViewer windowed?

2009-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
view->setUpViewInWindow()...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ricardo
Ruiz
Sent: Tuesday, November 24, 2009 4:32 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How can I create a osgViewer windowed?

Hi all!

osgViewer starts always in full screen mode. How can I tell it I would like
a window or windowed app?

Thanks a lot.

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Re: [osg-users] How can I create a osgViewer windowed?

2009-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sorry...I had suggested doing it programmatically...:(

If you do "osgviewer --help-all", I'm sure it will show you how to do it
from the command line...

-Shayne

-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, November 24, 2009 4:35 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How can I create a osgViewer windowed?

view->setUpViewInWindow()...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ricardo
Ruiz
Sent: Tuesday, November 24, 2009 4:32 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How can I create a osgViewer windowed?

Hi all!

osgViewer starts always in full screen mode. How can I tell it I would like
a window or windowed app?

Thanks a lot.

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Re: [osg-users] picture in picture...

2009-11-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert and Simon,

Thanks! That did the trick...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, November 25, 2009 3:26 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] picture in picture...

Hi Shayne,

On Tue, Nov 24, 2009 at 11:31 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:
> This is probably a silly question but what's the best way to do a "picture
> in picture" using CompositeViewer?
>
> Right now I have multiple views added to my viewer and I want to have
> control as to which one gets rendered on top of the others in the main
> viewer window.

This is the right way to tackle it.  To control the rendering order
you can use the camera->setRenderOrder(..) method.  If you don't set
this an leave all the camera's at their default of 0 then these
cameras will be rendered in the order you added them.

Robert.
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[osg-users] Need advice for performance tweaks

2009-11-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a need to run my OSG app on some "marginal" hardware (single CPU with

a GeForce 4800 for example) while still maintaining some decent frame rates

(around 30fps). I want to use the same terrain database (built with VPB with
the

-terrain option) if possible.

I've used the setSampleRatio() method in the osgTerrain class and culling

backfaces to thin out the geometry with some success but I'm still not where

I need to be. As a result, I'm wanting to optimize a bit more if possible.

Does anyone have any suggestions for particular settings in the

databasepager or pagedLOD that I could try to achieve better performance? 

I'm willing to sacrifice database fidelity to maintain decent frame rates if

I must.

 

Thanks for any suggestions in advance.

Shayne

 



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[osg-users] osgTerrain and osgDEM...

2008-05-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Hello,

 

I'm new to OSG and I'm looking at the osgTerrain nodekit for terrain
rendering. My question is, is how is this used with Virtual Planet builder
(osgdem) for rendering terrain? Is VPB osgdem used to construct the terrain
database and then osgTerrain used to traverse the terrain in OSG? Is there a
Wiki available on how to use osgTerrain?

 

I've looked at the osgTerrain example packaged with OSG but I can't get my
head around how it is used.

 

Any input would be most appreciated.

 

-Shayne



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Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks much for the info. I will forge ahead with VPB using the --terrain
option and see where things go from there.

On a related note, I'm seeing an error when I run through the osgdem step
guide for building a terrain database.

After I run the command:

osgdem --xx 10 --yy 10 -t ps_texture_16k.tif \ 
--xx 10 --yy 10 -d ps_height_16k.tif \ 
-l 8 -v 0.1 -o puget.ive -a pegout.osga

I get the following error messages:

ERROR 1: ps_height_16k.tif: No space to read TIFF directory
ERROR 1: TIFFReadDirectory: Failed to read directory at offset 537067676

Any idea why I'm getting these errors? I've followed the instructions to the
letter...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, May 23, 2008 2:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgTerrain and osgDEM...

Hi Shayne,

osgTerrain functionality has evolve alot of the last six months, so
not much is documented about it yet.  VirtualPlanetBuilder has an
option for building databases using standard nodes like
osg::MatrixTransform/osg::Geode/osg::Geometry (which is the original
and still default option) and now the ability to create
osgTerrain::TerrainTile based terrain - you access this via the
--terrain option.

When you use VPB to generate databases you just load the topmost tile
of the database and the viewer and supporting classes will work out
what to NodeKits to load and what threads to start up, you won't
actually need to know the details about the what form the database
itself takes, whether its a convetional geometry based database or a
osgTerrain one.

There are advatanges with a osgTerrain based database though - they
are much faster to generate in VPB, they create small tiles for a
given resolution, the sample density of tiles can be altered at
runtime.  The osgmultitexturecontrol example provides an example of
controlling sample density by decorating the loaded database with
osgTerrain::Terrain node and
controlling its parameters.

Robert.

On Thu, May 22, 2008 at 10:40 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> Hello,
>
>
>
> I'm new to OSG and I'm looking at the osgTerrain nodekit for terrain
> rendering. My question is, is how is this used with Virtual Planet builder
> (osgdem) for rendering terrain? Is VPB osgdem used to construct the
terrain
> database and then osgTerrain used to traverse the terrain in OSG? Is there
a
> Wiki available on how to use osgTerrain?
>
>
>
> I've looked at the osgTerrain example packaged with OSG but I can't get my
> head around how it is used.
>
>
>
> Any input would be most appreciated.
>
>
>
> -Shayne
>
> ___
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Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I ran gdalinfo on ps_height_16k.tif and I get the following:

ERROR 1: ps_height_16k.tif: No space to read TIFF directory
ERROR 1: TIFFReadDirectory: Failed to read directory at offset 537067676
Driver: GTiff/GeoTIFF
Files: ps_height_16k.tif
Size is 16385, 16385
Coordinate System is `'
Image Structure Metadata:
INTERLEAVED=BAND
Corner Coorinates:
Upper Left ( 0.0, 0.0)
Lower Left ( 0.0, 16385.0)
Upper Right(16385.0, 0.0)
Lower Right(16385.0, 16385.0)
Center (8192.5, 8192.5)
Band 1 Block=16385x1 Type=UInt16, ColorInterp=Gray

Any input on this?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, May 23, 2008 9:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgTerrain and osgDEM...

Its a a GDAL error.  Try gdalinfo of the problem file.

On Fri, May 23, 2008 at 4:11 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> Robert,
>
> Thanks much for the info. I will forge ahead with VPB using the --terrain
> option and see where things go from there.
>
> On a related note, I'm seeing an error when I run through the osgdem step
> guide for building a terrain database.
>
> After I run the command:
>
> osgdem --xx 10 --yy 10 -t ps_texture_16k.tif \
> --xx 10 --yy 10 -d ps_height_16k.tif \
> -l 8 -v 0.1 -o puget.ive -a pegout.osga
>
> I get the following error messages:
>
> ERROR 1: ps_height_16k.tif: No space to read TIFF directory
> ERROR 1: TIFFReadDirectory: Failed to read directory at offset 537067676
>
> Any idea why I'm getting these errors? I've followed the instructions to
the
> letter...
>
> -Shayne
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
> Osfield
> Sent: Friday, May 23, 2008 2:05 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] osgTerrain and osgDEM...
>
> Hi Shayne,
>
> osgTerrain functionality has evolve alot of the last six months, so
> not much is documented about it yet.  VirtualPlanetBuilder has an
> option for building databases using standard nodes like
> osg::MatrixTransform/osg::Geode/osg::Geometry (which is the original
> and still default option) and now the ability to create
> osgTerrain::TerrainTile based terrain - you access this via the
> --terrain option.
>
> When you use VPB to generate databases you just load the topmost tile
> of the database and the viewer and supporting classes will work out
> what to NodeKits to load and what threads to start up, you won't
> actually need to know the details about the what form the database
> itself takes, whether its a convetional geometry based database or a
> osgTerrain one.
>
> There are advatanges with a osgTerrain based database though - they
> are much faster to generate in VPB, they create small tiles for a
> given resolution, the sample density of tiles can be altered at
> runtime.  The osgmultitexturecontrol example provides an example of
> controlling sample density by decorating the loaded database with
> osgTerrain::Terrain node and
> controlling its parameters.
>
> Robert.
>
> On Thu, May 22, 2008 at 10:40 PM, Tueller,  Shayne R Civ USAF AFMC 519
> SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
>> Hello,
>>
>>
>>
>> I'm new to OSG and I'm looking at the osgTerrain nodekit for terrain
>> rendering. My question is, is how is this used with Virtual Planet
builder
>> (osgdem) for rendering terrain? Is VPB osgdem used to construct the
> terrain
>> database and then osgTerrain used to traverse the terrain in OSG? Is
there
> a
>> Wiki available on how to use osgTerrain?
>>
>>
>>
>> I've looked at the osgTerrain example packaged with OSG but I can't get
my
>> head around how it is used.
>>
>>
>>
>> Any input would be most appreciated.
>>
>>
>>
>> -Shayne
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
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[osg-users] DTED file format...

2008-05-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Does anyone know if VPB supports the reading of the DTED file format (i.e.
*.dt1 files) for generating terrain databases? Do they need to be converted
over to some sort of raster format before VPB can use them?



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[osg-users] osgDEM usage...

2008-05-29 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I've made an attempt in generating a database using my own height field and
texture per the instructions located at
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.

 

So far, I have not had any luck in getting the height field to display
correctly. The texture is present just fine but the terrain is either
completely flat or is uncorrelated with the texture. This is the command I'm
issuing to generate the terrain.

 

osgdem --xx 90 --yy 90 -t n39_texture.tif --xx 90 --yy 90 -d n39_height_.tif
-l 4 -v 0.1 -o myterrain.ive -a myterrain.osga

The height field tif file comes from a 1 degree by 1 degree of DTED that is
3 arc second level 1, hence the reason for my spacing of 90 meters. If I
increase the -v option scaling factor from 0.1 to 50, the terrain height
shows up but it is totally uncorrelated with the texture.

 

If anyone has any input on what I'm doing wrong or missing, it would be most
appreciated if you could point it out.

 

-Shayne



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Re: [osg-users] osgDEM usage...

2008-06-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

The files were originally PNG files that I converted per the instructions on
the wiki to the .tif format. Whether or not that makes them GeoTiffs I don't
know. How can I convert the files to GeoTiffs?

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, May 30, 2008 2:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgDEM usage...

Hi Shayne,

The wiki instructions was written in the very early days of the
development of osgdem, and is awaiting a rewrite.  Today I wouldn't
recommend using --xx definition of the coordinate system, you are
better off using geospatial imagery/dems.  Are you files GeoTiff's?
If so then dispense with the --xx command lines and just use:

osgdem -t n39_texture.tif -d n39_height_.tif -l 4 -o myterrain/myterrain.ive

The coordinates will sourced entirely from the .tif files, there will
also be no need to tangle with the -v vertical scaling command line
parameter.  The VPB version of osgdem also will created nested
directories for you hence the myterrain/ directory above.  Also
temporarily archive support has been removed.

Robert.


On Thu, May 29, 2008 at 11:46 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> All,
>
>
>
> I've made an attempt in generating a database using my own height field
and
> texture per the instructions located at
> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.
>
>
>
> So far, I have not had any luck in getting the height field to display
> correctly. The texture is present just fine but the terrain is either
> completely flat or is uncorrelated with the texture. This is the command
I'm
> issuing to generate the terrain.
>
>
>
> osgdem --xx 90 --yy 90 -t n39_texture.tif --xx 90 --yy 90 -d
n39_height_.tif
> -l 4 -v 0.1 -o myterrain.ive -a myterrain.osga
>
> The height field tif file comes from a 1 degree by 1 degree of DTED that
is
> 3 arc second level 1, hence the reason for my spacing of 90 meters. If I
> increase the -v option scaling factor from 0.1 to 50, the terrain height
> shows up but it is totally uncorrelated with the texture.
>
>
>
> If anyone has any input on what I'm doing wrong or missing, it would be
most
> appreciated if you could point it out.
>
>
>
> -Shayne
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] osgDEM usage...

2008-06-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks to all who have replied to my inquiries thus far regarding osgdem
usage. Your input is much appreciated. 

I will take what's been suggested and make some more progress. I'm sure I'll
have more questions...

Regards,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ümit uzun
Sent: Monday, June 02, 2008 2:18 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgDEM usage...


Hi Shayne;

I think You should use image which has a georeferenced data. So if you
download images from osgdem wiki instroductions, it is normally getting
wrong results. I will fix the osgdem wiki page in a few days. The
instructions belongs for previous version of osgdem.

If you want to create terrain database with hight relief, first of all you
should an image which has a georeferenced data ( for example you can
download geospatial images from http://seamless.usgs.gov/ and dem files from
http://geoengine.nga.mil/geospatial/SW_TOOLS/NIMAMUSE/webinter/rast_roam.htm
l ) or you have to learn using gdal ( http://www.gdal.org/ ), especially
gdal_vrt ( http://www.gdal.org/gdal_vrttut.html ) to make add georeference
data to any image. 

For example you downloaded x.tif and its releated y.dem data from given web
pages. Then you can use this command;

osgdem -t x.tif -d y.dem -v 5.0 -so builde.source -o
database/sample_terrain.ive
osgdem -s build.source -l 4

Then you should have an terrain with height relief. This can be a bit
complex but you should search about osgdem from mail-list (
http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user/ ) and always
try to use georeferenced images.

Good Luck;


ÜMİT UZUN


> Date: Mon, 2 Jun 2008 19:54:25 +0100
> From: [EMAIL PROTECTED]
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] osgDEM usage...
> 
> Hi Shayne,
> 
> On Mon, Jun 2, 2008 at 5:20 PM, Tueller,  Shayne R Civ USAF AFMC 519
> SMXS/MXDEC  wrote:
>> The files were originally PNG files that I converted per the instructions
on
>> the wiki to the .tif format. Whether or not that makes them GeoTiffs I
don't
>> know. How can I convert the files to GeoTiffs?
> 
> If you want to do any geospatial work then you really need to
> familiarise yourself with tools like gdal, they have plenty of docs an
> links on their project website.  VirtualPlanetBuilder uses GDAL
> internally, so what you learn about gdal also will help you understand
> about what VPB can handle.
> 
> Robert.
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_
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Re: [osg-users] osgDEM usage...

2008-06-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert (or anyone else),

Can you enlighten me on the --TERRAIN, --LOD, and --PagedLOD options in
osgdem?

What are the benefits or drawbacks for using these? Which is the best
combination to use for performance, quality, etc.?

Thanks,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, June 02, 2008 12:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgDEM usage...

Hi Shayne,

On Mon, Jun 2, 2008 at 5:20 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> The files were originally PNG files that I converted per the instructions
on
> the wiki to the .tif format. Whether or not that makes them GeoTiffs I
don't
> know. How can I convert the files to GeoTiffs?

If you want to do any geospatial work then you really need to
familiarise yourself with tools like gdal, they have plenty of docs an
links on their project website.  VirtualPlanetBuilder uses GDAL
internally, so what you learn about gdal also will help you understand
about what VPB can handle.

Robert.
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Re: [osg-users] Image -> terrain, Simple question

2008-06-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Anders,

I believe osgdem is part of VPB now. When you build VPB, it compiles to
osgdem that can be run from the command line just as in the past.

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Anders
Backman
Sent: Monday, June 09, 2008 6:25 AM
To: OpenSceneGraph Users
Subject: [osg-users] Image -> terrain, Simple question

Simple question from someone that hasn't follow the development in
detail for a long while


What is the simplest way of generating a terrain mesh from a 2D image
with heights? Im not looking for paging textures, terrain etc, just
image-> mesh.

There use to be the osgDem app that did this, but now you have to
install and build VirtualPlanetBuilder, right?

Is there anyway to do this with "osg-only" right now?

/Anders

-- 



 Anders Backman Email: [EMAIL PROTECTED]
 HPC2N/VRlab Phone: +46 (0)90-786 9936
 Umea university Cellular: +46 (0)70-392 64 67
 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126
 http://www.cs.umu.se/~andersb
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[osg-users] lighting in osgViewer...

2008-06-10 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This may be a silly question but can anyone enlighten me on what
osgViewer::setLight() does? Does it set the attributes for a global light
source in the scene? I want to change the defaults in the viewer.

 

Thanks in advance

-Shayne



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Re: [osg-users] lighting in osgViewer...

2008-06-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks John. I'll give it a try. 

So I assume that this overrides the osgViewer default light settings?

Thanks again for the help...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Tuesday, June 10, 2008 4:36 PM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] lighting in osgViewer...

Shayne,
 
If you really want to control lighting, you have to use osg::Light and
osg::LightSource. If you look at the code for the example "osglight" you
will see how those types of lights are set up.
 
Say for instance, you want a constant, non-directional light.
Copy the "osglight" example, but instead of what they do with the
osg::Light, do:
 
m_Light = new osg::Light();
m_Light->setLightNum( 0 ); // this will override the "Look at me, I am the
sun" light.
m_Light->setAmbient( osg::Vec4f( 1.0f, 1.0f, 1.0f, 1.0f ) );
m_Light->setDiffuse( osg::Vec4f( 0.0f, 0.0f, 0.0f, 0.0f ) );
 
and you don't  have to worry about where it's located because it has 0
directional lighting.
John Argentieri 
Software Engineer 
GENERAL DYNAMICS 
C4 Systems 
(407) 281-5568 
[EMAIL PROTECTED] 

"This email message is for the sole use of the intended recipient(s) and may
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From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, June 10, 2008 6:09 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] lighting in osgViewer...



This may be a silly question but can anyone enlighten me on what
osgViewer::setLight() does? Does it set the attributes for a global light
source in the scene? I want to change the defaults in the viewer.

 

Thanks in advance

-Shayne



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[osg-users] osgdem terrain coordinate system...

2008-06-16 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can anyone tell me what coordinate system and what origin is assumed when
osgdem builds a terrain database? I'm feeding geo-referenced files that use
upper left and lower right lat/lon pairs to osgdem, but it's not clear to me
where the origin is for the generated database.

 

Thanks in advance.

-Shayne



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[osg-users] osgdem terrain coordinate system...

2008-06-16 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can anyone tell me what coordinate system and what origin is assumed when
osgdem builds a terrain database? I'm feeding geo-referenced files that use
upper left and lower right lat/lon pairs to osgdem, but it's not clear to me
where the origin is for the generated database.

 

 

 

Thanks in advance.

 

-Shayne

 



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[osg-users] osgdem terrain coordinate system...

2008-06-16 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can anyone tell me what coordinate system and what origin is assumed when
osgdem builds a terrain database? I'm feeding geo-referenced files that use
upper left and lower right lat/lon pairs to osgdem, but it's not clear to me
where the origin is for the generated database.

 

Thanks in advance.

 

-Shayne



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Re: [osg-users] osgdem terrain coordinate system...

2008-06-16 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks for the input. So is the WGS84 the default setting for osgdem? For
more clarification, this is what I'm using to build my database.

osgdem --TERRAIN --PagedLOD -t texture/w113 -d dted/w113 -t texture/w114 -d
dted/w114 -l 4 -o myterrain/myterrain.ive

The texture/w113 and dted/w113 directories contain the geo-referenced
GeoTiff texture and corresponding DTED files to match. The same goes for the
other directories. My resulting archive file contains a mosaic of terrain
spanning from w114 n33 to w112 n40.

When I view the terrain and an airplane model using osgViewer, the model
appears centered at the origin and the terrain is way off in the distance. I
want to move the model so that it is over the terrain. In order to do that,
I need to know where the terrain is relative to the origin.

So, given the information above, is the terrain origin at lat = 0, lon = 0?
If so, does OSG support a lat/long to x/y conversion?

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Glenn
Waldron
Sent: Monday, June 16, 2008 10:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgdem terrain coordinate system...

Shayne,
osgdem adopts the coordinate reference system of the first input that you
provide. So if your input is (for example) WGS84, and you are not building a
geocentric database,I believe the terrain will be in a flat Plate Carre
projection (X=Long, Y=Lat) with the origin at lat=0, long=0. If you are
using --geocentric, the origin will be at the center of the earth.

Glenn


On Mon, Jun 16, 2008 at 11:10 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:


Can anyone tell me what coordinate system and what origin is assumed
when osgdem builds a terrain database? I'm feeding geo-referenced files that
use upper left and lower right lat/lon pairs to osgdem, but it's not clear
to me where the origin is for the generated database.

 

Thanks in advance.

-Shayne


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-- 
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 


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Re: [osg-users] osgdem terrain coordinate system...

2008-06-16 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC




ASSUMING your source data is geographic (e.g. WGS84) then you have a
Plate Carre projection and the conversion is simply: X=Lon, Y=Lat. If   it
is not geographic, then you will have to use a library like PROJ.4  to
reproject it.

The elevation source data is raw DTED format which uses WGS84. 

So if I want to reposition my airplane over the terrain, do I use lat/lon
coordinates to do that such as: 

airplaneXform->setPosition(osg::Vec3(-113.0, 33.0, altitude))

?


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Re: [osg-users] using osg::node in glut renderer

2008-06-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Regarding the osgviewerGLUT example, is there any way to make the embedded
window from the GraphicsWindowEmbedded feature smaller in size than the glut
window? 

I bring this up because when I change the extents on the
viewer->setUpViewerAsEmbeddedInWindow() it has no effect. It always uses the
size of the GLUT window from glutInitWindowSize(). 

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 20, 2008 2:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] using osg::node in glut renderer

Hi Mark,

The GraphicsWindowEmbedded feature of osgViewer allows osgviewerGLUT
to just use an existing context, it does realize anything, so can fit
right inside your own code.

More of an issue is keeping OpenGL in sync between the two sets of
rendering - you'll need to protect the OSG rendering from your OpenGL
state changes, and visa versa.  There's been lots written about this
on osg-users so have a look through the archives.

Finally I have to say bolting together two different scene graph side
by side may well be possible, but it's unlikely to provide the great
overall solution, it'll be a hack at best.  The OSG itself has support
for threading, multiple graphics context etc, and as such is very
flexible and scalable, if you're bolting the OSG into an existing
framework you can kiss goodbye to much of what makes the OSG powerful.

Robert.

On Thu, Jun 19, 2008 at 8:39 PM, Mark Henderson <[EMAIL PROTECTED]>
wrote:
> Hi,
>
> I have looked at that file, it doesn't really align with what I'm trying
to
> do.  It is still using most of osg, with a very light glut wrapper around
> it.
>
> I already have a fairly comprehensive system, with its own camera,
> mouse/keyboard handler, scenegraph,  and so forth.  I don't actually want
to
> use the scenegraph part of osg if I can avoid it, as I'm trying to keep
the
> application lightweight.
>
> I would like to use some parts of osg, like the 3d models and the terrain
> system.  Towards that end, I've been trying to find a way to draw
osg::node
> classes without having an osg::viewer realized
>
>
> Thanks for your help,
> -Mark
>
> On Thu, Jun 19, 2008 at 11:30 AM, Robert Osfield
<[EMAIL PROTECTED]>
> wrote:
>>
>> Hi Mark,
>>
>> Please look at the osgviewerGLUT example.
>>
>> On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson <[EMAIL PROTECTED]>
>> wrote:
>> > I want to use the terrain and model systems from OSG, but all of my
>> > rendering is done in OpenGL and GLUT.  It's not feasible
>> > to change the entire project to OSG rendering, so I'd like to know if
>> > there is any way to render osg::node or osg::drawable objects when not
>> > using osg::viewer and osg::renderer.
>> >
>> > The code I'd like to have would look something like this:
>> >
>> > glBegin(GL_LINES);
>> >  blah
>> >  blah
>> > glEnd();
>> >
>> > osg::node* tempNode = myDatabase->getModelNodes();
>> >
>> > for( int i = 0; i < myDatabase->getModelNodeCount(); i++)
>> >  tempNode[i].draw();
>> >
>> > glBegin(GL_LINES);
>> >  blah
>> >  blah
>> > glEnd();
>> >
>> > (The code is a little simplified, since I'm keeping track of
>> > transformation matrices for each model, but it gets the point across.)
>> >
>> > I can't seem to find anything like a draw function.  I can't even
>> > figure out where in ViewerBase::renderingTraversals() it actually
>> > renders the nodes.
>> > ___
>> > osg-users mailing list
>> > osg-users@lists.openscenegraph.org
>> >
>> >
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>> ___
>> osg-users mailing list
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
> ___
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>
>
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Re: [osg-users] using osg::node in glut renderer

2008-06-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

The setViewport seems to do the trick. Thanks for the help. 

So what do the arguments do that are passed into the
setUpViewerAsEmbeddedInWindow() do? Are they used internally to OSG?

Also you made mention that you need to protect OpenGL rendering from OSG
rendering. Are you suggesting that there's a way of doing this without
having two separate contexts, one for OSG and one for OpenGL? It would be
cool to ditch the overhead of context switching in a GLUT app...

Thanks,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 20, 2008 9:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] using osg::node in glut renderer

Hi Shane,

After the setUpViewerASEmbeddedInWindow try setting the viewer's
Camera's Viewport to the size you wish. ie..

viewer.getCamera()->getViewport()->setViewport(50,50, 200,200);

Robert.

On Fri, Jun 20, 2008 at 4:08 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> Regarding the osgviewerGLUT example, is there any way to make the embedded
> window from the GraphicsWindowEmbedded feature smaller in size than the
glut
> window?
>
> I bring this up because when I change the extents on the
> viewer->setUpViewerAsEmbeddedInWindow() it has no effect. It always uses
the
> size of the GLUT window from glutInitWindowSize().
>
> -Shayne
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
> Osfield
> Sent: Friday, June 20, 2008 2:21 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] using osg::node in glut renderer
>
> Hi Mark,
>
> The GraphicsWindowEmbedded feature of osgViewer allows osgviewerGLUT
> to just use an existing context, it does realize anything, so can fit
> right inside your own code.
>
> More of an issue is keeping OpenGL in sync between the two sets of
> rendering - you'll need to protect the OSG rendering from your OpenGL
> state changes, and visa versa.  There's been lots written about this
> on osg-users so have a look through the archives.
>
> Finally I have to say bolting together two different scene graph side
> by side may well be possible, but it's unlikely to provide the great
> overall solution, it'll be a hack at best.  The OSG itself has support
> for threading, multiple graphics context etc, and as such is very
> flexible and scalable, if you're bolting the OSG into an existing
> framework you can kiss goodbye to much of what makes the OSG powerful.
>
> Robert.
>
> On Thu, Jun 19, 2008 at 8:39 PM, Mark Henderson <[EMAIL PROTECTED]>
> wrote:
>> Hi,
>>
>> I have looked at that file, it doesn't really align with what I'm trying
> to
>> do.  It is still using most of osg, with a very light glut wrapper around
>> it.
>>
>> I already have a fairly comprehensive system, with its own camera,
>> mouse/keyboard handler, scenegraph,  and so forth.  I don't actually want
> to
>> use the scenegraph part of osg if I can avoid it, as I'm trying to keep
> the
>> application lightweight.
>>
>> I would like to use some parts of osg, like the 3d models and the terrain
>> system.  Towards that end, I've been trying to find a way to draw
> osg::node
>> classes without having an osg::viewer realized
>>
>>
>> Thanks for your help,
>> -Mark
>>
>> On Thu, Jun 19, 2008 at 11:30 AM, Robert Osfield
> <[EMAIL PROTECTED]>
>> wrote:
>>>
>>> Hi Mark,
>>>
>>> Please look at the osgviewerGLUT example.
>>>
>>> On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson <[EMAIL PROTECTED]>
>>> wrote:
>>> > I want to use the terrain and model systems from OSG, but all of my
>>> > rendering is done in OpenGL and GLUT.  It's not feasible
>>> > to change the entire project to OSG rendering, so I'd like to know if
>>> > there is any way to render osg::node or osg::drawable objects when not
>>> > using osg::viewer and osg::renderer.
>>> >
>>> > The code I'd like to have would look something like this:
>>> >
>>> > glBegin(GL_LINES);
>>> >  blah
>>> >  blah
>>> > glEnd();
>>> >
>>> > osg::node* tempNode = myDatabase->getModelNodes();
>>> >
>>> > for( int i = 0; i < myDatabase->getModelNodeCount(); i++)
>>> >  tempNode[i].draw();
>>> >
>>> > glBegin(GL_LINES);
>>> >  blah
>>> >  blah
>>> > glEnd();
>>> >
>>&g

Re: [osg-users] using osg::node in glut renderer

2008-06-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thank you!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 20, 2008 10:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] using osg::node in glut renderer

On Fri, Jun 20, 2008 at 4:44 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> So what do the arguments do that are passed into the
> setUpViewerAsEmbeddedInWindow() do? Are they used internally to OSG?

The window position and dimensions are passed in so it can calibrate
the viewport, the projection matrix and event handling.

> Also you made mention that you need to protect OpenGL rendering from OSG
> rendering. Are you suggesting that there's a way of doing this without
> having two separate contexts, one for OSG and one for OpenGL? It would be
> cool to ditch the overhead of context switching in a GLUT app...

glPushAttrib()/glPopAttrib() are you friend here.  You'll need it for
your own code as well as the OSGs, do it at the top level so that each
stage is protected from affect the other.

Robert.
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[osg-users] camera view matrix problems...

2008-06-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I'm attempting to explicitly set the view matrix for a camera in osgViewer.
I'm not using viewer->run() so I'm not using the default camera manipulator.
Here's the code I'm using:

 

osg::Matrixf vm;

vm.setRotate(osg::Quat(0.0, osg::Vec3(0.0, 0.0, 1.0),

   0.0, osg::Vec3(1.0, 0.0,
0.0),

   0.0, osg::Vec3(0.0, 1.0,
0.0)));

vm.setTrans(osg::Vec3f(eyex, eyey, eyez));

viewer->getCamera()->setViewMatrix(vm);

 

I'm expecting to see a view of the terrain that is centered around (eyex,
eyey, eyez) and I see nothing. Can someone tell me what I'm doing wrong in
the code above?

 

Thanks,

-Shayne

 

P.S. When I use the command:

 

viewer->setViewMatrixAsLookAt() 

 

with the same eye point (with lookat and up vectors), I can see the terrain
as expected.



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Re: [osg-users] camera view matrix problems...

2008-06-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

I was assuming that setViewMatrix() behaved the same way as the OpenGL
modelview matrix, that is, world to eye.

I tried negating the translation part which seems to have moved me to the
right place but I'm facing straight down on top of my terrain (azimuth view)
with my orientation setting at (0.0, 0.0, 0.0). When I change the
orientation angles to something other than 0.0, nothing shows up again. 

I'm confused...

All I want to do is fix my camera position and orientation...heading around
z, pitch around x, and roll around y. It can't be that hard can it?

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Monday, June 23, 2008 4:13 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] camera view matrix problems...

The OpenGL view matrix is an inverse transform. Try negating the
translation.
   -Paul
 




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Monday, June 23, 2008 3:44 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] camera view matrix problems...



I'm attempting to explicitly set the view matrix for a camera in
osgViewer. I'm not using viewer->run() so I'm not using the default camera
manipulator. Here's the code I'm using:

 

osg::Matrixf vm;

vm.setRotate(osg::Quat(0.0, osg::Vec3(0.0, 0.0, 1.0),

   0.0,
osg::Vec3(1.0, 0.0, 0.0),

   0.0,
osg::Vec3(0.0, 1.0, 0.0)));

vm.setTrans(osg::Vec3f(eyex, eyey, eyez));

viewer->getCamera()->setViewMatrix(vm);

 

I'm expecting to see a view of the terrain that is centered around
(eyex, eyey, eyez) and I see nothing. Can someone tell me what I'm doing
wrong in the code above?

 

Thanks,

-Shayne

 

P.S. When I use the command:

 

viewer->setViewMatrixAsLookAt() 

 

with the same eye point (with lookat and up vectors), I can see the
terrain as expected.



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Re: [osg-users] camera view matrix problems...

2008-06-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Asa,

The code below did the trick. Thanks for your help on this.

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Engvall Åsa
Sent: Monday, June 23, 2008 11:38 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] camera view matrix problems...

Hi,

I think you need a matrix that makes a conversion from "Y up" to "Z up".
Here is some code that I use for setting the camera manually:

osg::Matrixd cameraMatrix;
osg::Matrixd cameraRotation;
osg::Matrixd cameraTrans;

cameraRotation.makeRotate(
osg::DegreesToRadians(0.0), osg::Vec3(0,1,0),
// roll
osg::DegreesToRadians(-15.0), osg::Vec3(1,0,0),
// pitch
osg::DegreesToRadians(-90.0), osg::Vec3(0,0,1));
// yaw 

cameraTrans.makeTranslate(-1000, 0, 300);
cameraMatrix = cameraRotation*cameraTrans;

// The view matrix is the inverse of the camera position matrix.
cameraMatrix.invert(cameraMatrix);

// Conversion to OpenGL "Y up" standard.
osg::Matrixd rotationToYUp;
rotationToYUp.makeRotate(-M_PI/2.0, osg::Vec3(1.0, 0.0, 0.0)); 
cameraMatrix = cameraMatrix*rotationToYUp;

camera->setViewMatrix(cameraMatrix); 

Regards, 
Asa

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] För Tueller, Shayne R
Civ USAF AFMC 519 SMXS/MXDEC
Skickat: den 24 juni 2008 00:22
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] camera view matrix problems...

Paul,

I was assuming that setViewMatrix() behaved the same way as the OpenGL
modelview matrix, that is, world to eye.

I tried negating the translation part which seems to have moved me to the
right place but I'm facing straight down on top of my terrain (azimuth view)
with my orientation setting at (0.0, 0.0, 0.0). When I change the
orientation angles to something other than 0.0, nothing shows up again. 

I'm confused...

All I want to do is fix my camera position and orientation...heading around
z, pitch around x, and roll around y. It can't be that hard can it?

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Monday, June 23, 2008 4:13 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] camera view matrix problems...

The OpenGL view matrix is an inverse transform. Try negating the
translation.
   -Paul
 




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Monday, June 23, 2008 3:44 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] camera view matrix problems...



I'm attempting to explicitly set the view matrix for a camera in
osgViewer. I'm not using viewer->run() so I'm not using the default camera
manipulator. Here's the code I'm using:

 

osg::Matrixf vm;

vm.setRotate(osg::Quat(0.0, osg::Vec3(0.0, 0.0, 1.0),

   0.0,
osg::Vec3(1.0, 0.0, 0.0),

   0.0,
osg::Vec3(0.0, 1.0, 0.0)));

vm.setTrans(osg::Vec3f(eyex, eyey, eyez));

viewer->getCamera()->setViewMatrix(vm);

 

I'm expecting to see a view of the terrain that is centered around
(eyex, eyey, eyez) and I see nothing. Can someone tell me what I'm doing
wrong in the code above?

 

Thanks,

-Shayne

 

P.S. When I use the command:

 

viewer->setViewMatrixAsLookAt() 

 

with the same eye point (with lookat and up vectors), I can see the
terrain as expected.

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[osg-users] CmakeSetup problems...

2008-06-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
In order to compile and run osgviewerWX example, I'm trying to build the
VC++ project file using CMakeSetup. I've configured all the wxWidgets paths
to configure, generate, and build but it still won't build the project file.
In fact, CMakeSetup won't build any of the project files for any of the
FLTK, GLUT, MFC, QT, etc., osgviewer examples. All other examples build and
configure just fine.

 

Is there another dependency that I need in CMakeSetup in order to build the
project file for osgviewerWX? 

 

Any help or input would be appreciated.

-Shayne



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Re: [osg-users] VPB and how it generates terrain

2008-07-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
There's an article entitled "On-the-sphere block-based 3D terrain rendering
using a wavelet-encoded terrain database for SVS" by Greg Baxes and Tim
Linger of TerraMetrics Inc. The article gives a high level view of their
algorithm which I believe is the one or similar to the one used in Earth
viewers like Google Earth and NASA World Wind for terrain rendering on a
sphere...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Wednesday, July 02, 2008 8:12 AM
To: OpenSceneGraph Users
Subject: [osg-users] VPB and how it generates terrain

Hello Robert,

We currently have a student doing a masters project at our company, and 
his job will be to improve the terrain algorithms in the Vortex toolkit 
(both for physical simulation and graphical representation). One aspect 
is generating terrain from a height field, which is what VPB does. 
Unfortunately, since we need to support dynamic terrain/height fields, 
and since we also need to do collision detection against it, we cannot 
use VPB directly and will have to re-do much of the work that is already 
in VPB.

I was wondering if you had any pointers to what strategies are used to 
generate the terrain. Any articles/papers? Both the actual geometry 
generation and the LOD strategies are of interest. The code is available 
for study but we're really looking for some high-level overviews of how 
it does its work and why those given tradeoffs were chosen.

Any information you provide would be helpful. Thanks in advance,

J-S
-- 
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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[osg-users] cessnafire.osg...

2008-07-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I have a simple/silly question regarding cessnafire.osg. 

 

I can load this into a node and display it without trouble, however, when I
apply a MatrixTransform to the node, the geometry is changed but the
fire/smoke animation doesn't follow the geometry. I'm assuming that the
fire/smoke is modeled using osgParticle.

 

My question is, is what do I need to do to have fire/smoke undergo the same
transformation as the geometry so that it moves with the airplane? Do I need
to use the Texture matrix?

 

Any help here would be welcome.

 

Thanks,

-Shayne



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Re: [osg-users] cessnafire.osg...

2008-07-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks for the link. While I appreciate the info, it doesn't really address
my original question about transforming the particle emitter that is defined
in the cessnafire.osg file. After reading the cessnafire.osg file into a
node, I add this node to a MatrixTransform but only the geometry is
affected. The fire/smoke part is NOT affected by the transform whatsoever.

Anyone else caring to chime in on this? Perhaps it can't be done...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ???
Sent: Thursday, July 03, 2008 8:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] cessnafire.osg...

 >I’m assuming that the fire/smoke is modeled using osgParticle…
 
  I think so! You can take a look
http://faculty.nps.edu/jasullivan/osgtutorials/osgParticle.htm
 
 
 

在2008-07-04 07:10:57,"Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC"
<[EMAIL PROTECTED]> 写道:


I have a simple/silly question regarding cessnafire.osg. 

 

I can load this into a node and display it without trouble, however,
when I apply a MatrixTransform to the node, the geometry is changed but the
fire/smoke animation doesn’t follow the geometry. I’m assuming that the
fire/smoke is modeled using osgParticle…

 

My question is, is what do I need to do to have fire/smoke undergo
the same transformation as the geometry so that it moves with the airplane?
Do I need to use the Texture matrix?

 

Any help here would be welcome…

 

Thanks,

-Shayne





网易首款免费3D网游“天下2”,6月6日激情公测 <http://tx2.163.com/fab.html> 


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Re: [osg-users] cessnafire.osg...

2008-07-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I've attempted to look at the archives but have been unsuccessful in finding
anything that will help. Perhaps I'm searching for the wrong thing.

I've seen examples of transforming particles explicitly but I haven't found
anything that gives an example on how to transform particles that are
implicitly defined in an osg file like the cessnafire.osg example. I read
this file into a node and then what? How do I get at the particle part to
transform it?

I did look at the osgparticleeffect.cpp file and it's still unclear on how I
would transform particles that are implicitly defined in the cessnafire.osg
file. The osg files in the osgparticleeffect code that are read in appear to
be geometry and image only so this really doesn't help in answering my
question.

-Shayne



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, July 07, 2008 10:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] cessnafire.osg...

Hi Shayne,

Have a look through the archives on this topic, much of the
discussions goes way back.

Also have a look at the osgparticleeffects code block, it has a code
path that handles moving models and particles systems.

Robert.

2008/7/7 Tueller,  Shayne R Civ USAF AFMC 519 SMXS/MXDEC
<[EMAIL PROTECTED]>:
> Thanks for the link. While I appreciate the info, it doesn't really
address
> my original question about transforming the particle emitter that is
defined
> in the cessnafire.osg file. After reading the cessnafire.osg file into a
> node, I add this node to a MatrixTransform but only the geometry is
> affected. The fire/smoke part is NOT affected by the transform whatsoever.
>
> Anyone else caring to chime in on this? Perhaps it can't be done...
>
> -Shayne
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of ???
> Sent: Thursday, July 03, 2008 8:09 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] cessnafire.osg...
>
>  >I'm assuming that the fire/smoke is modeled using osgParticle…
>
>  I think so! You can take a look
> http://faculty.nps.edu/jasullivan/osgtutorials/osgParticle.htm
>
>
>
>
> 在2008-07-04 07:10:57,"Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC"
> <[EMAIL PROTECTED]> 写道:
>
>
>I have a simple/silly question regarding cessnafire.osg.
>
>
>
>I can load this into a node and display it without trouble,
however,
> when I apply a MatrixTransform to the node, the geometry is changed but
the
> fire/smoke animation doesn't follow the geometry. I'm assuming that the
> fire/smoke is modeled using osgParticle…
>
>
>
>My question is, is what do I need to do to have fire/smoke undergo
> the same transformation as the geometry so that it moves with the
airplane?
> Do I need to use the Texture matrix?
>
>
>
>Any help here would be welcome…
>
>
>
>Thanks,
>
>-Shayne
>
>
>
> 
>
> 网易首款免费3D网游"天下2",6月6日激情公测 <http://tx2.163.com/fab.html>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] cessnafire.osg...

2008-07-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert, 

I understand that you have to move the particle system out in the world
space and make it local to the moving model, but how do you get at the
particle system inside the file in the first place? That, to me, is the big
question. If I read between the lines in your response, I get the impression
that it can't be done and that I must define my own particle system
explicitly. 

If it is possible to isolate the particle system out of the cessnafire.osg
file, I would like to see a code snippet that does this...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, July 07, 2008 11:49 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] cessnafire.osg...

Hi Shayne,

You'll can't put a self contained particle system with file and then
load it and transform it around the world and expect it to
automagicaly work as you want.  What you have to do to move the
particle system out in the world space, and have the emiter local to
the moving object.

Robert.

2008/7/7 Tueller,  Shayne R Civ USAF AFMC 519 SMXS/MXDEC
<[EMAIL PROTECTED]>:
> Robert,
>
> I've attempted to look at the archives but have been unsuccessful in
finding
> anything that will help. Perhaps I'm searching for the wrong thing.
>
> I've seen examples of transforming particles explicitly but I haven't
found
> anything that gives an example on how to transform particles that are
> implicitly defined in an osg file like the cessnafire.osg example. I read
> this file into a node and then what? How do I get at the particle part to
> transform it?
>
> I did look at the osgparticleeffect.cpp file and it's still unclear on how
I
> would transform particles that are implicitly defined in the
cessnafire.osg
> file. The osg files in the osgparticleeffect code that are read in appear
to
> be geometry and image only so this really doesn't help in answering my
> question.
>
> -Shayne
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
> Osfield
> Sent: Monday, July 07, 2008 10:04 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] cessnafire.osg...
>
> Hi Shayne,
>
> Have a look through the archives on this topic, much of the
> discussions goes way back.
>
> Also have a look at the osgparticleeffects code block, it has a code
> path that handles moving models and particles systems.
>
> Robert.
>
> 2008/7/7 Tueller,  Shayne R Civ USAF AFMC 519 SMXS/MXDEC
> <[EMAIL PROTECTED]>:
>> Thanks for the link. While I appreciate the info, it doesn't really
> address
>> my original question about transforming the particle emitter that is
> defined
>> in the cessnafire.osg file. After reading the cessnafire.osg file into a
>> node, I add this node to a MatrixTransform but only the geometry is
>> affected. The fire/smoke part is NOT affected by the transform
whatsoever.
>>
>> Anyone else caring to chime in on this? Perhaps it can't be done...
>>
>> -Shayne
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of ???
>> Sent: Thursday, July 03, 2008 8:09 PM
>> To: OpenSceneGraph Users
>> Subject: Re: [osg-users] cessnafire.osg...
>>
>>  >I'm assuming that the fire/smoke is modeled using osgParticle…
>>
>>  I think so! You can take a look
>> http://faculty.nps.edu/jasullivan/osgtutorials/osgParticle.htm
>>
>>
>>
>>
>> 在2008-07-04 07:10:57,"Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC"
>> <[EMAIL PROTECTED]> 写道:
>>
>>
>>I have a simple/silly question regarding cessnafire.osg.
>>
>>
>>
>>I can load this into a node and display it without trouble,
> however,
>> when I apply a MatrixTransform to the node, the geometry is changed but
> the
>> fire/smoke animation doesn't follow the geometry. I'm assuming that the
>> fire/smoke is modeled using osgParticle…
>>
>>
>>
>>My question is, is what do I need to do to have fire/smoke undergo
>> the same transformation as the geometry so that it moves with the
> airplane?
>> Do I need to use the Texture matrix?
>>
>>
>>
>>Any help here would be welcome…
>>
>>
>>
>>Thanks,
>>
>>-Shayne
>>
>>
>>
>> 
>>
>> 网易首款免费3D网游"天下2",6月6日激情公测 <http://tx2.163.com/fab.html>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.o

Re: [osg-users] cessnafire.osg...

2008-07-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks for the information. This is what I was looking for and it, at least,
gives me a direction to move forward...

Regards,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Tuesday, July 08, 2008 12:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] cessnafire.osg...

Hi,

see here:
http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/24544

Also, the gmane interface is the best way to search the archives.
http://news.gmane.org/gmane.comp.graphics.openscenegraph.user

rgds
jp


Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> Robert, 
> 
> I understand that you have to move the particle system out in the world
> space and make it local to the moving model, but how do you get at the
> particle system inside the file in the first place? That, to me, is the
big
> question. If I read between the lines in your response, I get the
impression
> that it can't be done and that I must define my own particle system
> explicitly. 
> 
> If it is possible to isolate the particle system out of the cessnafire.osg
> file, I would like to see a code snippet that does this...
> 
> -Shayne
> 
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
> Osfield
> Sent: Monday, July 07, 2008 11:49 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] cessnafire.osg...
> 
> Hi Shayne,
> 
> You'll can't put a self contained particle system with file and then
> load it and transform it around the world and expect it to
> automagicaly work as you want.  What you have to do to move the
> particle system out in the world space, and have the emiter local to
> the moving object.
> 
> Robert.
> 
> 2008/7/7 Tueller,  Shayne R Civ USAF AFMC 519 SMXS/MXDEC
> <[EMAIL PROTECTED]>:
>> Robert,
>>
>> I've attempted to look at the archives but have been unsuccessful in
> finding
>> anything that will help. Perhaps I'm searching for the wrong thing.
>>
>> I've seen examples of transforming particles explicitly but I haven't
> found
>> anything that gives an example on how to transform particles that are
>> implicitly defined in an osg file like the cessnafire.osg example. I read
>> this file into a node and then what? How do I get at the particle part to
>> transform it?
>>
>> I did look at the osgparticleeffect.cpp file and it's still unclear on
how
> I
>> would transform particles that are implicitly defined in the
> cessnafire.osg
>> file. The osg files in the osgparticleeffect code that are read in appear
> to
>> be geometry and image only so this really doesn't help in answering my
>> question.
>>
>> -Shayne
>>
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
>> Osfield
>> Sent: Monday, July 07, 2008 10:04 AM
>> To: OpenSceneGraph Users
>> Subject: Re: [osg-users] cessnafire.osg...
>>
>> Hi Shayne,
>>
>> Have a look through the archives on this topic, much of the
>> discussions goes way back.
>>
>> Also have a look at the osgparticleeffects code block, it has a code
>> path that handles moving models and particles systems.
>>
>> Robert.
>>
>> 2008/7/7 Tueller,  Shayne R Civ USAF AFMC 519 SMXS/MXDEC
>> <[EMAIL PROTECTED]>:
>>> Thanks for the link. While I appreciate the info, it doesn't really
>> address
>>> my original question about transforming the particle emitter that is
>> defined
>>> in the cessnafire.osg file. After reading the cessnafire.osg file into a
>>> node, I add this node to a MatrixTransform but only the geometry is
>>> affected. The fire/smoke part is NOT affected by the transform
> whatsoever.
>>> Anyone else caring to chime in on this? Perhaps it can't be done...
>>>
>>> -Shayne
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of ???
>>> Sent: Thursday, July 03, 2008 8:09 PM
>>> To: OpenSceneGraph Users
>>> Subject: Re: [osg-users] cessnafire.osg...
>>>
>>>  >I'm assuming that the fire/smoke is modeled using osgParticle…
>>>
>>>  I think so! You can take a look
>>> http://faculty.nps.edu/jasullivan/osgtutorials/osgParticle.htm
>>>
>>>
>>>
>>>
>>> 在2008-07-04 07:10:57,"Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC"
>>> <[EMAIL PROTECTED]>

[osg-users] moving model and osgParticle...

2008-07-16 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I'm attempting to have some smoke track an airplane model as it moves. The
problem is that the smoke is not rendered as the plane moves along. Below is
the code snippet I'm using to set things up.

 

.

osgParticle::ParticleEffect* smoke = 0;

smoke = new osgParticle::SmokeTrailEffect(mm_position, scale, intensity);

smoke->setWind(wind);

 

osg::Group * effectsGroup = new osg::Group;

effectsGroup->addChild(smoke);

smoke->setUseLocalParticleSystem(false);

 

osg::MatrixTransform *mt = new osg::MatrixTransform();

mt->addChild(cessnaNode);

osg::NodeCallback * nc = new ModelPosOrientCallback(x,y,z,0,0,0);

mt->setUpdateCallback(nc);

mt->addChild(effectsGroup);

 

root->addChild(mt);

 

osg::Geode * geode = new osg::Geode;

geode->addDrawable(smoke->getParticleSystem());

 

root->addChild(geode);

 

viewer->setSceneData(root);

.

 

Can anyone tell me what I'm doing wrong and what I need to do to get things
working correctly?

 

If I comment out the call "smoke->setUseLocalParticleSystem(false)" code,
the smoke appears but does not track with the airplane model as it moves.

 

Thanks,

-Shayne



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[osg-users] sky model tracking the camera...

2008-07-29 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Hello,

 

I would like to have my sky model track the camera position so that as the
camera moves, the sky model moves with it. To do this, would I add the sky
model transform as a child of the cameraNode? Does anyone have any code
snippets that may demonstrate how I might do this?

 

Thanks in advance.

-Shayne



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Re: [osg-users] sky model tracking the camera...

2008-07-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Viggo,

Thanks much...:)

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Viggo Løvli
Sent: Tuesday, July 29, 2008 11:56 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] sky model tracking the camera...

Hi Shayne,
 
Add your sky node where-ever you want it in your scene-graph (not as child
of camera). Override the sky's transform node's traverse function and do
something like this:
 
void yourNode::traverse( osg::NodeVisitor& nv ) {
switch( nv.getVisitorType() )
{
case osg::NodeVisitor::CULL_VISITOR:
setPosition( nv.getEyePoint() );
break;
}
}
 
Your node will be set to the camera position on each cull-traverse. It will
therefore work properly nomatter how many camera or render passes you add to
your scene.
 
Hope it helps,
Viggo






Date: Tue, 29 Jul 2008 18:14:25 -0600
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] sky model tracking the camera...




Hello,

 

I would like to have my sky model track the camera position so that as the
camera moves, the sky model moves with it. To do this, would I add the sky
model transform as a child of the cameraNode? Does anyone have any code
snippets that may demonstrate how I might do this?

 

Thanks in advance…

-Shayne




Få Hotmail du også. Windows Live Hotmail nå med 5000 MB gratis
lagringsplass.
 


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Re: [osg-users] sky model tracking the camera...

2008-07-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
David,

Thanks for your help as well...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Spilling
Sent: Wednesday, July 30, 2008 1:31 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] sky model tracking the camera...

Look in the osghandglide example for "MoveEarthySkyWithEyePointTransform";
you will need to add the z-coordinate transform as well (currently 0.0 in
the code).

David




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Re: [osg-users] Perspective Camera Question

2008-08-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
You can zoom by adjusting the field of view (fov) by:

fov = 2*atan(width/2*near*aspect)

where "width" is the world portion seen through the camera, "near" is the
near plane distance from the eye.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Helbig,
Yuen
Sent: Friday, August 01, 2008 10:05 AM
To: OpenSceneGraph Users
Subject: [osg-users] Perspective Camera Question

Hello,

I'm trying to do magnification operations with a perspective camera lens
by adjusting the camera's distance from the object.  Ex. Given a
magnification factor of 3x I would multiply my current camera distance
by 1/3.  However, the results are not what I expect, objects become much
larger than 3 times there old screen size.  Can anyone point me towards
a resource for better understanding the use of Perspective Cameras?

Yuen

  
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[osg-users] moving models...

2008-08-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This is probably a silly and simple question, but does anyone have an
example of how to move a model explicitly without using a canned animation?
Most of the examples I've seen, update the position in an animation using
UpdateCallback. 

 

I have a position update coming from another process outside the scenegraph
that I need to feed into the model to update its position. Do I need to use
an UpdateCallback or a NodeVisitor approach?

 

Any help would be most appreciated.

 

Thanks,

-Shayne



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Re: [osg-users] moving models...

2008-08-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Ok, I updated the transform node as given below for position changes and
this seems to work. However, when I add an orientation update (i.e. multiply
the translation by a rotation) my model disappears completely. Any idea on
what's going on with that? 

Thanks,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of su hu
Sent: Saturday, August 02, 2008 3:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] moving models...

Shayne,
 
In my application, a global buffer is used to input data to osg thread from
other thread.
 
I used the method as same as Todd told you. "setMatrix()" is used to update
the matrix of that MatrixTransform node.
 
 
...
 
osg::ref_ptr root;
osg::ref_ptr MotionMatrix;
osg::ref_ptr MotionModelFile;   //your motion
model
 
...
root->addchild(MotionMatrix);
 
MotionMatrix->addchild(MotionModelFile);
 
...

 while((!Viewer.done)
 {
...
 
if(Update is Needed)
//position is changed or other
 MotionMatrix->->setMatrix(osg::Matrix::translate(Pos));  //your
position data 
 
...
   Viewer.frame();
 
...
}
 
 
 
 
su hu

 
2008/8/2, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
<[EMAIL PROTECTED]>: 

This is probably a silly and simple question, but does anyone have
an example of how to move a model explicitly without using a canned
animation? Most of the examples I've seen, update the position in an
animation using UpdateCallback. 

 

I have a position update coming from another process outside the
scenegraph that I need to feed into the model to update its position. Do I
need to use an UpdateCallback or a NodeVisitor approach?

 

Any help would be most appreciated.

 

Thanks,

-Shayne


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