[osg-users] osgconv ive format

2008-01-30 Thread Anthousis Andreadis

Hello,

I was wondering if i could store a file to ive format but without 
internal textures. osgconv is by default using internal textures and
i have found no flag to change that. I also looked at the source of 
osgconv and i can't say i found the solution. If anyone knows how to do 
it please share your knowledge with me :)


Anthousis Andreadis
begin:vcard
fn:Anthousis Andreadis
n:Andreadis;Anthousis
org:;Foundation of the Hellenic World
adr:;;;Athens;;;Greece
email;internet:[EMAIL PROTECTED]
title:VR Software Engineer
tel;work:(+30) 21 254 03800
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Re: [osg-users] osgconv ive format

2008-01-30 Thread Anthousis Andreadis
That was not even in the doc. Now that you mentioned it i found it in 
the osgPlugins - ive - DataOutputStream.cpp.
You saved lot of my time :)

Tnx a lot
Anthousis Andreadis


ps. Maybe this should be mentioned in the doc files. Just a suggestion 
for the next doc releases.
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Re: [osg-users] osgconv ive format

2008-01-30 Thread Rémy Deslignes
Hi

The flag is an option for the reader / writer :

osgconv -O noTexturesInIVEFile source.xxx target.ive

Rémy

Anthousis Andreadis a écrit :
 Hello,

 I was wondering if i could store a file to ive format but without 
 internal textures. osgconv is by default using internal textures and
 i have found no flag to change that. I also looked at the source of 
 osgconv and i can't say i found the solution. If anyone knows how to 
 do it please share your knowledge with me :)

 Anthousis Andreadis

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Tel: +33 (0)1.53.90.11.19

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 75002 Paris  France
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[osg-users] stereo settings

2008-01-30 Thread adorn
Hi Guys,

I'm currently use OSG 1.2 for my Applications. I know OSG viewer support 
QUAD_BUFFER stereo. If I say osgviewer --stereo QUAD_BUFFER it works fine. 
But i need to save both pictures separately, for subsequent image processing.  
Is there a way to set buffers separately, like OpenGL. 
For example, glDrawBuffer(GL_LEFT) for the left and glDrawBuffer(GL_RIGHT) for 
the right eye? 

With best regards Johann.


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Re: [osg-users] OpenSceneGraph-2.3.4 dev and VirtualPlanetBuilder-0.9.5dev releases tagged.

2008-01-30 Thread Smeenk, R.J.M. (Roland)

 VPB-0.9.5 Details on:
 
 http://www.openscenegraph.org/projects/VirtualPlanetBuilder

Robert,

You forgot to upload the 0.9.5 zip file to the wiki.

Anyway, enjoy your vacation.

--
Roland


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Re: [osg-users] Drawing a Line

2008-01-30 Thread Alberto Luaces
El Wednesday 30 January 2008 07:01:04 Felix Bwire escribió:
 Hi there,
 I would like to get some assistance. Can some one help me with the code of
 how I can draw three lines, that have a structure of Z in osg.

 Thanx,
 Felix

First:

osg::Geode *geode = new osg::Geode;
osg::Geometry *g = new osg::Geometry;
osg::Vec3Array *v = new osg::Vec3Array;

v-push_back(10,0,0);
v-push_back(0,0,0);
v-push_back(10,0,10);
v-push_back(0,0,10);

osg::DrawArrays *da = new 
osg::DrawArrays(osg::PrimitiveSet::LINES,0,v-size());

g-setVertexArray( v);
g-addPrimitiveSet( da);

geode-addDrawable( g);
geode-getOrCreateStateSet()-setMode(GL_LIGHTING, 
osg::StateAttribute::OFF);

then make that geode child of your scene. For more information, look at the 
osggeometry example.

Alberto
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[osg-users] best way for import 3d model with bump mapping

2008-01-30 Thread Simone Baldissini

Hello,
I need to import in osg a model made with Maya. The model has a tecture mapping 
and a bump mapping.
I have tried with several format (3ds, obj, openflight, collada) but the 
bumpmapping is never applied.
 Who can help me?
Many thanks!
_
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Re: [osg-users] ATI GLSL bug regarding uniform arrays?

2008-01-30 Thread Christian Muschick
Mike Weiblen wrote:
 Hi,
 
 Agreed this is not for OSG to workaround.
 But rather than do without arrays, couldn't your app conditionally
 append the [0]?
 Not clear why this is a showstopper.  Just curious.

You are right about this - anyway, my usage of arrays was triggering a 
software fallback on some cards, so I implemented it differently and 
didn't pursue this further.

regards
chris
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Re: [osg-users] Heap and Out Of Memory error on XP

2008-01-30 Thread Dorosky, Christopher G
H... Where to start?

1. Windows will hog quite a bit of memory to begin with, so you don't
really have 3G available.
My 3G machine shows 2.5G available after windows loads.
2. Even if you did, the per process limit for 32 bit is 2G.
3. I think windows even restricts that a bit further.
4. MFC is a bloated beast that will take some of that 2G.

Anyway, you would be better off posting some code that did the
following.

1. allocate a huge amount of space (500MB)
2. Attach it as vertex data to some OSG nodes.
3. Point out where it blows up. (if that's all it takes).

You could modify osgviewer to do this.

Otherwise, there are lots of different things that could be wrong.

Chris




 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stephen
Northcott
Sent: Wednesday, January 30, 2008 4:35 AM
To: OpenSceneGraph Users
Subject: [osg-users] Heap and Out Of Memory error on XP

I am getting Out Of Memory errors from OSG.

I know why, kind of, but am surprised this is not handled more
elegantly. Can anyone shed some light for me..

I have a very large data-set which requires being in memory at all
times. Unprocessed it is around 750MB++.
It is typically 500MB after I have loaded it and formatted it for
efficiency of storage.

I load it in chunks (rather than load it as a 750MB++ raw data file) and
then process it to the 'working' 500MB chunk.
But at the end of all this I still need to have the resultant 500MB
structure sitting in memory.

On a PC with 3GB of RAM I am able to do this, however, when I then try
to initialize a scene graph based on about 1 or 2% of this data I get an
Out Of Memory error from OSG.

This is running in MFC on XP.

I could, I suppose, write a wrapper class to access this 500MB chunk of
data, and put it into smaller 50MB chunks, for example.
But I don't see why I should have to when I have a 3GB machine for this
task!
I am also drawing this in real time from the database so any extra
misdirection really does slow things down, and I am already doing lots
of indexing and so on to speed access. A wrapper would simply undo all
of that hard work on optimization.

I am attempting to make some kind of wrapper as a fallback, but am still
a bit confused as to why OSG is throwing an out of memory problem when
there is quite a lot of free RAM sitting around on a quite often
recently re-booted PC!

Is there any way to get more info on the Out Of Memory error, and any
way to work around it.. Windows gurus?

Thanks.
Stephen.
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Re: [osg-users] Heap and Out Of Memory error on XP

2008-01-30 Thread Mike Weiblen
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
 Sent: Wednesday, January 30, 2008 9:29 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Heap and Out Of Memory error on XP
...
 Irix would load system DLL's righ in
Typo:^^^ DSO

(ducks, runs)
-- mew


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Re: [osg-users] osgconv ive format

2008-01-30 Thread Paul Martz
 That was not even in the doc. Now that you mentioned it i 
 found it in the osgPlugins - ive - DataOutputStream.cpp.
 You saved lot of my time :)

I've lost sleep trying to figure out a way to efficiently generate
documentation for the plugins. :-)

Plugins and their Options are one of the most underdocumented aspects of
OSG. You must read the source code of each plugin to learn about valid
Options, supported I/O entry points, and supported file formats.
   -Paul

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Re: [osg-users] OSG Design pattern

2008-01-30 Thread Mike Weiblen
Thinking out loud, be real nice if the old wiki's page master template
could be modified (like put a notice in the header, or make the
background red, eg) to indicate its deprecated status.

-- mew


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Jean-Sebastien Guay
 Sent: Tuesday, January 29, 2008 8:40 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OSG Design pattern
...
 Please link only to the new wiki as the old one will be going away
 sometime
 soon.

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Re: [osg-users] Heap and Out Of Memory error on XP

2008-01-30 Thread Stephen Northcott
Thanks to both of you..

Yeah (not a dig here as OS X has it's own memory issues) but I am a  
bit spoiled by the memory management that is offered by OS X for lazy  
programmers like me in this case!! The amazing thing is on Parallels  
on the Mac I have had none of this in Visual Studio, but when  
migrating to a 'real' PC it all started falling apart! Hrmph!

I have done a lot of reading this afternoon, and what you both say  
makes sense.

I have found that by allowing the heap a little time to tidy itself  
up, and sticking a few small allocates and de-allocates in strategic  
places I have alleviated the problem somewhat.

Not a great fix, but it gets me through for now.

I have started looking at some ways to chunk down the 500MB block and  
will have to hope I can page between sections at appropriate times..

Who ever said programming should be easy anyway and memory should be a  
nice empty block of free space!!

Thanks for the input.

Kind regards
Stephen.

On Jan 30, 2008, at 10:29 PM, Gordon Tomlinson wrote:

 HI

 Firstly under 32 bit Windows your process does not have access to 3gb
 memory, a process on windows can only access just over 1.8gb of  
 memory for
 the heap.

 Secondly windows is very very dump when it comes to loading programs  
 and
 DLL's it will load them all over the place in memory, what this  
 means is
 that in many case trying to allocate 500mb of contigous memory will  
 be in
 many cases not possible,

 At my company for a core product we have some sneeky tricks that we  
 are
 forced to do inorder to ensure we get large contigous pieces of  
 memory,
 this only work well if you do not have lots of other aplications  
 running
 or if you have been running for a while

 Irix had a similar issue in that Irix would load system DLL's righ  
 in the
 middle of the memory stack, for Performer the trick was to run all  
 the .so
 through a clear scipt the forced them to load in a low or high part  
 of the
 memory,  you can do this for windows Dll's but its not as simple as  
 it was
 on Irix

 H... Where to start?

 1. Windows will hog quite a bit of memory to begin with, so you don't
 really have 3G available.
 My 3G machine shows 2.5G available after windows loads.
 2. Even if you did, the per process limit for 32 bit is 2G.
 3. I think windows even restricts that a bit further.
 4. MFC is a bloated beast that will take some of that 2G.

 Anyway, you would be better off posting some code that did the
 following.

 1. allocate a huge amount of space (500MB)
 2. Attach it as vertex data to some OSG nodes.
 3. Point out where it blows up. (if that's all it takes).

 You could modify osgviewer to do this.

 Otherwise, there are lots of different things that could be wrong.

 Chris






 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of  
 Stephen
 Northcott
 Sent: Wednesday, January 30, 2008 4:35 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Heap and Out Of Memory error on XP

 I am getting Out Of Memory errors from OSG.

 I know why, kind of, but am surprised this is not handled more
 elegantly. Can anyone shed some light for me..

 I have a very large data-set which requires being in memory at all
 times. Unprocessed it is around 750MB++.
 It is typically 500MB after I have loaded it and formatted it for
 efficiency of storage.

 I load it in chunks (rather than load it as a 750MB++ raw data  
 file) and
 then process it to the 'working' 500MB chunk.
 But at the end of all this I still need to have the resultant 500MB
 structure sitting in memory.

 On a PC with 3GB of RAM I am able to do this, however, when I then  
 try
 to initialize a scene graph based on about 1 or 2% of this data I  
 get an
 Out Of Memory error from OSG.

 This is running in MFC on XP.

 I could, I suppose, write a wrapper class to access this 500MB  
 chunk of
 data, and put it into smaller 50MB chunks, for example.
 But I don't see why I should have to when I have a 3GB machine for  
 this
 task!
 I am also drawing this in real time from the database so any extra
 misdirection really does slow things down, and I am already doing  
 lots
 of indexing and so on to speed access. A wrapper would simply undo  
 all
 of that hard work on optimization.

 I am attempting to make some kind of wrapper as a fallback, but am  
 still
 a bit confused as to why OSG is throwing an out of memory problem  
 when
 there is quite a lot of free RAM sitting around on a quite often
 recently re-booted PC!

 Is there any way to get more info on the Out Of Memory error, and any
 way to work around it.. Windows gurus?

 Thanks.
 Stephen.
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Re: [osg-users] OSG Design pattern

2008-01-30 Thread Jean-Sébastien Guay
Hi Mike,
 Thinking out loud, be real nice if the old wiki's page master template
 could be modified (like put a notice in the header, or make the
 background red, eg) to indicate its deprecated status.
   
Totally agree. I don't remember who has control over the web site and 
wiki(s), but could he please do that? :-)

Most likely we'll have to wait for Robert to get back so he can get in 
touch with the appropriate person.

Thanks,

J-S

-- 
__
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http://whitestar02.webhop.org/

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[osg-users] Simple Mailing list question - message numbers

2008-01-30 Thread Mike Greene
In other mailing lists that I subscribe to, the message number is given 
in the header of the actual message as it corresponds to the topic 
summary. In the OSG mailings, although the message number is given in 
the top summary, it does not  appear in the actual message itself, thus 
making it fairly difficult to quickly scroll down and find a particular 
message. Is this an option that could easily be turned on?
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[osg-users] Microsoft .NET 2008 OSG

2008-01-30 Thread Kim C Bale
A copy of .net 2008 landed on my desk today and I was thinking about
giving it a go. However, since I am working primarily with OSG I would
like to check if the two play nicely together..

Has anybody used it in conjunction with OSG, particularly building the
source with it. 

Does CMake throw a fit or is the transition straight forward?

Any experiences, good or bad, would be appreciated.

Cheers,

Kim.*
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Re: [osg-users] Microsoft .NET 2008 OSG

2008-01-30 Thread Jean-Sébastien Guay
Hello Kim,
 A copy of .net 2008 landed on my desk today and I was thinking about
 giving it a go. However, since I am working primarily with OSG I would
 like to check if the two play nicely together..

 Has anybody used it in conjunction with OSG, particularly building the
 source with it. 

 Does CMake throw a fit or is the transition straight forward?
   
There have already been a few threads about this in the recent past. I 
use it at home (on Vista no less... I'm adventurous) and it works well. 
A few notes:

1. You need to upgrade to CMake 2.4.8 or 2.5.x (one of the nightly 
builds) for it to be able to generate projects for VS9.
2. Up until now, Mike's 3rd Party binaries for VS8 have worked for me. 
But I have not been using it that much so you may run into problems. 
Please report here if you do.

All in all, I don't see much difference between 8 and 9, and they even 
seem to be binary-compatible except for the project/solution files (of 
course... they had to change something so old projects wouldn't work 
without a conversion...). That situation may change though. If you have 
other questions, I'll be glad to answer.

Good luck,

J-S

-- 
__
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http://whitestar02.webhop.org/

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Re: [osg-users] Heap and Out Of Memory error on XP

2008-01-30 Thread sherman wilcox
To toss my 2cents in you could also investigate the /LARGEADDRESSAWARE
switch. In addition, I'd recommend looking into a new heap manager.
I've had success with SmartHeap by MicroQuill.

Do you have to use MFC? MFC will fragment the heap a bit by loading
DLLs all over the place. To illustrate the impact of this behavior
build a simple consolse app, a basic MFC dialog app, and a no-frills
Win32 SDK based app. In each app attempt allocate 2GB of RAM in
various chunk sizes. The results may surprise you. My point is if you
can get away from using MFC that might help. MFC is a good method to
develop user interfaces on Win32 systems (or QT) but MFC does have its
drawbacks.

I'd strongly suggest you get an eval for SmartHeap (assuming you have
budget) and see if that helps - it's trivial to plug in to existing
code.

On Jan 30, 2008 9:47 AM, Stephen Northcott [EMAIL PROTECTED] wrote:
 Thanks to both of you..

 Yeah (not a dig here as OS X has it's own memory issues) but I am a
 bit spoiled by the memory management that is offered by OS X for lazy
 programmers like me in this case!! The amazing thing is on Parallels
 on the Mac I have had none of this in Visual Studio, but when
 migrating to a 'real' PC it all started falling apart! Hrmph!

 I have done a lot of reading this afternoon, and what you both say
 makes sense.

 I have found that by allowing the heap a little time to tidy itself
 up, and sticking a few small allocates and de-allocates in strategic
 places I have alleviated the problem somewhat.

 Not a great fix, but it gets me through for now.

 I have started looking at some ways to chunk down the 500MB block and
 will have to hope I can page between sections at appropriate times..

 Who ever said programming should be easy anyway and memory should be a
 nice empty block of free space!!

 Thanks for the input.

 Kind regards
 Stephen.


 On Jan 30, 2008, at 10:29 PM, Gordon Tomlinson wrote:

  HI
 
  Firstly under 32 bit Windows your process does not have access to 3gb
  memory, a process on windows can only access just over 1.8gb of
  memory for
  the heap.
 
  Secondly windows is very very dump when it comes to loading programs
  and
  DLL's it will load them all over the place in memory, what this
  means is
  that in many case trying to allocate 500mb of contigous memory will
  be in
  many cases not possible,
 
  At my company for a core product we have some sneeky tricks that we
  are
  forced to do inorder to ensure we get large contigous pieces of
  memory,
  this only work well if you do not have lots of other aplications
  running
  or if you have been running for a while
 
  Irix had a similar issue in that Irix would load system DLL's righ
  in the
  middle of the memory stack, for Performer the trick was to run all
  the .so
  through a clear scipt the forced them to load in a low or high part
  of the
  memory,  you can do this for windows Dll's but its not as simple as
  it was
  on Irix
 
  H... Where to start?
 
  1. Windows will hog quite a bit of memory to begin with, so you don't
  really have 3G available.
  My 3G machine shows 2.5G available after windows loads.
  2. Even if you did, the per process limit for 32 bit is 2G.
  3. I think windows even restricts that a bit further.
  4. MFC is a bloated beast that will take some of that 2G.
 
  Anyway, you would be better off posting some code that did the
  following.
 
  1. allocate a huge amount of space (500MB)
  2. Attach it as vertex data to some OSG nodes.
  3. Point out where it blows up. (if that's all it takes).
 
  You could modify osgviewer to do this.
 
  Otherwise, there are lots of different things that could be wrong.
 
  Chris
 
 
 
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Stephen
  Northcott
  Sent: Wednesday, January 30, 2008 4:35 AM
  To: OpenSceneGraph Users
  Subject: [osg-users] Heap and Out Of Memory error on XP
 
  I am getting Out Of Memory errors from OSG.
 
  I know why, kind of, but am surprised this is not handled more
  elegantly. Can anyone shed some light for me..
 
  I have a very large data-set which requires being in memory at all
  times. Unprocessed it is around 750MB++.
  It is typically 500MB after I have loaded it and formatted it for
  efficiency of storage.
 
  I load it in chunks (rather than load it as a 750MB++ raw data
  file) and
  then process it to the 'working' 500MB chunk.
  But at the end of all this I still need to have the resultant 500MB
  structure sitting in memory.
 
  On a PC with 3GB of RAM I am able to do this, however, when I then
  try
  to initialize a scene graph based on about 1 or 2% of this data I
  get an
  Out Of Memory error from OSG.
 
  This is running in MFC on XP.
 
  I could, I suppose, write a wrapper class to access this 500MB
  chunk of
  data, and put it into smaller 50MB chunks, for example.
  But I don't see why I should have to when I have a 3GB machine for
  this
  task!
  I am also 

Re: [osg-users] best way for import 3d model with bump mapping

2008-01-30 Thread Terry Welsh
There's no simple answer to that one.  The way you render bump mapping
in Maya is probably a lot different than the ways you can render bump
mapping with OSG and OpenGL.  For a visual effect like bump mapping I
usually try to export models from Maya so that they have all the
textures necessary for the effect.  Then I use osg::Program to apply a
shader that achieves the effect using those textures.  There are also
other ways you can render bump mapping with less modern OpenGL
techniques, but most people prefer to use shaders.
- Terry

 Message: 20
 Date: Wed, 30 Jan 2008 14:49:09 +0100
 From: Simone Baldissini [EMAIL PROTECTED]
 Subject: [osg-users] best way for import 3d model with bump mapping
 To: osg-users@lists.openscenegraph.org
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; charset=iso-8859-1


 Hello,
 I need to import in osg a model made with Maya. The model has a tecture 
 mapping and a bump mapping.
 I have tried with several format (3ds, obj, openflight, collada) but the 
 bumpmapping is never applied.
  Who can help me?
 Many thanks!
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Re: [osg-users] OpenSceneGraph-2.3.4 dev and VirtualPlanetBuilder-0.9.5 dev releases tagged.

2008-01-30 Thread Jean-Sébastien Guay
Hi all,
 Sorry for not replying to the testing thread, OSG was still building when I 
 left
 work. There were no foreseeable problems though, so hopefully 2.3.4 should be
 alright. And other people have been keeping an eye on you for VPB, so that
 should be ok as well. If not we'll survive a few weeks :-
Just to confirm that OSG 2.3.4 and VPB 0.9.5 both build fine on Vista 
32-bit, VC++ 2005. I'll build on VC++ 2008 tonight, but I don't expect 
the results to be any different.

J-S

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

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Re: [osg-users] stereo settings

2008-01-30 Thread Bob Huebert
Hi Johann,

   You might try the --stereo HORIZONTAL_SPLIT option to osgviewer. This 
will give separate (side-by-side) images.

hth
-bob


Bob Huebert email: [EMAIL PROTECTED]
Visualization Systems Analyst   voice: (907) 450-8638
Arctic Region Supercomputing Center   FAX: (907) 450-8601
University of Alaska FairbanksWWW: http://www.arsc.edu/

On Wed, 30 Jan 2008, [EMAIL PROTECTED] wrote:

 Hi Guys,

 I'm currently use OSG 1.2 for my Applications. I know OSG viewer support 
 QUAD_BUFFER stereo. If I say osgviewer --stereo QUAD_BUFFER it works fine.
 But i need to save both pictures separately, for subsequent image processing. 
  Is there a way to set buffers separately, like OpenGL.
 For example, glDrawBuffer(GL_LEFT) for the left and glDrawBuffer(GL_RIGHT) 
 for the right eye?

 With best regards Johann.


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[osg-users] osg clearnode

2008-01-30 Thread Vincent

I thought I was able to do this years ago and had it work alright, so I
think I'm forgetting something...hopefully someone can help.

 I need to have my clearcolor and clear masks set outside of osg
glClear(...).   If I set OSG;s  viewport smaller than my main viewport, I
can still see my scene is getting rendered behind OSG.  Also, when I use the
clearnode its setting OSG background to black(this is probably the clue of
what I'm doing wrong).  All I'm doing right now is rendering the
cownothing else.  I am using the clearnode as shown below.

/This here is how I'm creating the viewer/
sceneViewer_[0] = new osgUtil::SceneView();
sceneViewer_[0]-setFrameStamp( frameStamp.get() );
sceneViewer_[0]-setDefaults(  osgUtil::SceneView::STANDARD_SETTINGS
);
sceneViewer_[0]-setComputeNearFarMode(
osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR );


This here is how I'm adding the clearnode /

osg::Node *loadedModel =
sgDB::readNodeFile(C:/Debug/cow.osg);

if (!loadedModel)
{
OutputDebugString(failed loading model);
system(pause);
}

osg::ClearNode  *clear_node = new osg::ClearNode();
clear_node-setRequiresClear( false );
osg::StateSet *stateset = new osg::StateSet();
stateset-setMode( GL_RESCALE_NORMAL,
osg::StateAttribute::ON );
osg::PositionAttitudeTransform *transform0 = new
osg::PositionAttitudeTransform;
transform0-setStateSet(stateset);
transform0-addChild(  loadedModel );
transform0-setPosition( osg::Vec3(0,0,0 ) );
clear_node-addChild( transform0 );
sceneViewer_[0]-setSceneData( clear_node );


///This here is how I'm rendering/
glPushAttrib( GL_ALL_ATTRIB_BITS );
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glMatrixMode( GL_TEXTURE );
glPushMatrix();
glMatrixMode( GL_MODELVIEW );
glPushMatrix();

sceneViewer_[0]-setViewport(pCamera-viewParams[0],
pCamera-viewParams[1], pCamera-viewParams[2], pCamera-viewParams[3]);

GLdouble glMat[16];
osg::Matrixd osgMat;
glGetDoublev( GL_PROJECTION_MATRIX, glMat );
osgMat.set( glMat );
sceneViewer_[0]-getProjectionMatrix().set( osgMat );


glGetDoublev( GL_MODELVIEW_MATRIX, glMat );
osgMat.set( glMat );
sceneViewer_[0]-getViewMatrix().set( osgMat );


sceneViewer_[0]-update ();
sceneViewer_[0]-cull ();
sceneViewer_[0]-draw();

glMatrixMode(GL_MODELVIEW);
glPopMatrix();

glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib()


No virus found in this outgoing message.
Checked by AVG Free Edition. 
Version: 7.5.516 / Virus Database: 269.19.16/1251 - Release Date: 1/30/2008
9:29 AM
 

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Re: [osg-users] osg clearnode

2008-01-30 Thread Stephen Northcott
Hi Vincent,

I used to use a clearnode a while back..
All I do now with my mixed OpenGL and OSG is the following at setup..

All I do is the following..

sceneViewer-getCamera()-setClearMask(0);

You can put various GL_DEPTH_BUFFER_BIT, and colour buffer bits and so  
on in the setClearMask to get your required level of clearing, or not..

Hope that helps,
Stephen.

On Jan 31, 2008, at 11:41 AM, Vincent wrote:


 I thought I was able to do this years ago and had it work alright,  
 so I
 think I'm forgetting something...hopefully someone can help.

 I need to have my clearcolor and clear masks set outside of osg
 glClear(...).   If I set OSG;s  viewport smaller than my main  
 viewport, I
 can still see my scene is getting rendered behind OSG.  Also, when I  
 use the
 clearnode its setting OSG background to black(this is probably the  
 clue of
 what I'm doing wrong).  All I'm doing right now is rendering the
 cownothing else.  I am using the clearnode as shown below.

 /This here is how I'm creating the viewer/
   sceneViewer_[0] = new osgUtil::SceneView();
   sceneViewer_[0]-setFrameStamp( frameStamp.get() );
   sceneViewer_[0]-setDefaults(  osgUtil::SceneView::STANDARD_SETTINGS
 );
   sceneViewer_[0]-setComputeNearFarMode(
 osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR );


 This here is how I'm adding the  
 clearnode /

   osg::Node *loadedModel =
 sgDB::readNodeFile(C:/Debug/cow.osg);

   if (!loadedModel)
   {
   OutputDebugString(failed loading model);
   system(pause);
   }
   
   osg::ClearNode  *clear_node = new osg::ClearNode();
   clear_node-setRequiresClear( false );
   osg::StateSet *stateset = new osg::StateSet();
   stateset-setMode( GL_RESCALE_NORMAL,
 osg::StateAttribute::ON );
   osg::PositionAttitudeTransform *transform0 = new
 osg::PositionAttitudeTransform;
   transform0-setStateSet(stateset);
   transform0-addChild(  loadedModel );
   transform0-setPosition( osg::Vec3(0,0,0 ) );
   clear_node-addChild( transform0 );
   sceneViewer_[0]-setSceneData( clear_node );


 ///This here is how I'm rendering/
glPushAttrib( GL_ALL_ATTRIB_BITS );
   glMatrixMode( GL_PROJECTION );
   glPushMatrix();
   glMatrixMode( GL_TEXTURE );
   glPushMatrix();
   glMatrixMode( GL_MODELVIEW );
   glPushMatrix();

   sceneViewer_[0]-setViewport(pCamera-viewParams[0],
 pCamera-viewParams[1], pCamera-viewParams[2], pCamera- 
 viewParams[3]);

   GLdouble glMat[16];
   osg::Matrixd osgMat;
   glGetDoublev( GL_PROJECTION_MATRIX, glMat );
   osgMat.set( glMat );
   sceneViewer_[0]-getProjectionMatrix().set( osgMat );
   
   
   glGetDoublev( GL_MODELVIEW_MATRIX, glMat );
   osgMat.set( glMat );
   sceneViewer_[0]-getViewMatrix().set( osgMat );

   
   sceneViewer_[0]-update ();
   sceneViewer_[0]-cull ();
   sceneViewer_[0]-draw();

   glMatrixMode(GL_MODELVIEW);
   glPopMatrix();

   glMatrixMode(GL_TEXTURE);
   glPopMatrix();
   glMatrixMode(GL_PROJECTION);
   glPopMatrix();
   glPopAttrib()


 No virus found in this outgoing message.
 Checked by AVG Free Edition.
 Version: 7.5.516 / Virus Database: 269.19.16/1251 - Release Date:  
 1/30/2008
 9:29 AM


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