Re: [osg-users] to draw landscapes beginning from a matrix

2008-02-06 Thread Jean-Christophe Lombardo
Hi,

You should have look to the osgshape example source code 
(http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgshape/osgshape.cpp)

jcl




 
 

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Re: [osg-users] Looking for CARBON integration example, like osgviewerMFC

2008-02-06 Thread Adrian Egli OpenSceneGraph (3D)
ok, it seams that i should retest it myself. but the problem is that i don't
have much knowledge on OS/X. it doesn't attach the osgViewer into the
context / window rect of the WindowRef is pointing to.

/

2008/2/6, Stephan Huber [EMAIL PROTECTED]:

 Adrian Egli OpenSceneGraph (3D) schrieb:
  is there a carbon (safari plugin) demo / example for osg viewer
  integration into carbon like viewer mfc

 afaik no. What are the requirements?

 With the current implementation you can pass your own WindowRef and/or
 disable the registering of the EventCallbacks. See
 GraphicsWindowCarbon::WindowData. But this codepath is not well tested.

 cheers,
 Stephan
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Re: [osg-users] drawing a sphere

2008-02-06 Thread Serge Lages
Hi,

Just take a look at the osgplanets example, it shows how to use a sphere
shape and texture it.

On Feb 6, 2008 10:53 AM, wanyama harold [EMAIL PROTECTED] wrote:

 Hi guys,
 could someone help me with code for drawing a sphere.
 something in the shape of a planet.
 thx.



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[osg-users] How to modify the array of vertex from a Geometry object

2008-02-06 Thread lucas Grijander

Dear all,

I have to create a 3D surface, and then such surface will be modified during 
the application with several deformations. I've tried to create a Geometry 
object, then I set the VertexArray, and finally inside the render callback I 
update such vertex with the new ones. I got some errors during the rendering:

Warning: detected OpenGL error value not valid after RenderBin::draw(,)

Does anyone has an idea of such error? In addition, I'm sure the way I am 
accessing the vertex is not the right one, anybody knows the best way?

here is the code:


//Create the 3D geometry
-
osg::Vec3Array(m*n));
osg::Vec2Array t= *(new osg::Vec2Array(m*n));
osg::Vec4Array col  = *(new osg::Vec4Array(1));

col[0][0] = col[0][1] = col[0][2] = col[0][3] = 1.0f;

int index = 0;
for( i = 0; i  m; i++ )
{
for(j = 0; j  n; j++)
{
v[index][0] = i;
v[index][1] = 0;
v[index][2] = j;

t[index][0] = (float)i/(m-1);
t[index][1] = (float)j/(n-1);

index++;
}
}

myGeom = new osg::Geometry;

myGeom-setVertexArray( v );
myGeom-setTexCoordArray( 0, t );

myGeom-setColorArray( col );
myGeom-setColorBinding( osg::Geometry::BIND_OVERALL );

for( i = 0; i  m-1; i++ )
{
osg::DrawElementsUShort* elements = new 
osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLE_STRIP);
elements-reserve(m*2);
for( j = 0; j  n; j++ )
{
elements-push_back((i+0)*n+j);
elements-push_back((i+1)*n+j);
}
myGeom-addPrimitiveSet(elements);
}


osg::Texture2D *tex = new osg::Texture2D;

tex-setImage(osgDB::readImageFile(Images/breast.png));

osg::StateSet *dstate = new osg::StateSet;
dstate-setMode( GL_LIGHTING, osg::StateAttribute::OFF );
dstate-setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
dstate-setTextureAttribute(0, new osg::TexEnv );

myGeom-setStateSet( dstate );

osg::Geode *geode = new osg::Geode;
geode-addDrawable( myGeom );

---

//Accessing the elements
---

osg::Vec3Array *test = dynamic_cast(myGeom-getVertexArray());  

for(int i = 0; i  numVertex; i++)
{
NxMat34 pose = listShapes.at(i)-shape-getGlobalPose();  
   osg::Vec3f trans = osg::Vec3(pose.t.x,pose.t.y,pose.t.z);

   test-at(i) = trans;



}   
myGeom-dirtyDisplayList();
myGeom-dirtyBound();


thank you very much for your help!!!

Crisalix.


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Re: [osg-users] making a movie of an OSG simulation

2008-02-06 Thread Alberto Luaces
El Wednesday 06 February 2008 14:00:26 hemanth korrapati escribió:
 hi

 I wanted to make a movie of whatever is displayed on the screen when
 running an osg program.
 how do i do it ?

It is described here using a post frame callback:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-August/000884.html

or you can either use an external program.
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Re: [osg-users] making a movie of an OSG simulation

2008-02-06 Thread Gordon Tomlinson
Possible ways may include but not limited to

Use Video capture to card the output
Write directly to an AVI/QuickTime or other format every frame
Make a screen grab every frame then compile these still frame into a movie 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of hemanth
korrapati
Sent: Wednesday, February 06, 2008 8:00 AM
To: OpenSceneGraph Users
Subject: [osg-users] making a movie of an OSG simulation

hi

I wanted to make a movie of whatever is displayed on the screen when running
an osg program.
how do i do it ?

Thank You
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Re: [osg-users] making a movie of an OSG simulation

2008-02-06 Thread Sebastian Messerschmidt
IIRC a little tool called fraps is doing the job.

cheers
psy
 hi

 I wanted to make a movie of whatever is displayed on the screen when
 running an osg program.
 how do i do it ?

 Thank You
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[osg-users] ShadowMap and TEXTURE_COMPARE_MODE

2008-02-06 Thread Sebastian Messerschmidt
Hi everyone,

I've been struggling with the implementation of osgShadow::ShadowMap in 
osg 2.2.0.
It seems to me the shadow texture compare mode is not set, which results 
in strange results.
My project requieres per pixel illumination, which is why I have to 
calculate all projections in the vertex shader.

If take a closer look at:

http://img238.imagevenue.com/img.php?image=07135_wrongShadow_122_12lo.jpg

You will notice that the bars in the 3rd and 4th row are shadowed by the 
first row which should be occluded.
Any hints?


cheers
psy


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Re: [osg-users] intersect() methods in LineSegment (probably others)

2008-02-06 Thread Andy Skinner
I got the LineSegment::intersect() method to work when I converted the
vectors you get from finding the difference between the start and the
sphere center, and the difference between the start and the end, to
Vec3d.  You want the dot product to be in doubles.

In my version, I get the difference in terms of Vec3, and then convert
them to Vec3d.  The rest of the method is in doubles until setting r1
and r2.  Another approach would be to change the internal representation
of _e and _s to Vec3d, or maybe just keep _e - _s as a Vec3d so you
don't have to subtract that one each time.

So is anyone counting on this being floats for performance?  Would
anyone else welcome this calculation in doubles?  I don't mind adding
some code in our own source if other people don't want this in doubles,
but I'd have to make my own IntersectVisitor as well as my own
LineSegment, when all I really want to replace is the LineSegment.
Having an almost-but-not-quite copy of a class and having to watch the
original for updates doesn't sound like any fun.  If I could get
IntersectVisitor to use a class derived from LineSegment, with just the
changes I want, that might not be bad.

I think I'll submit a version of LineSegment, and you (Robert and the
mailing list) can tell me what you think.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andy
Skinner
Sent: Tuesday, February 05, 2008 8:57 AM
To: OpenSceneGraph Users
Subject: [osg-users] intersect() methods in LineSegment (probably
others)

I'm not sure what changed (in OSG or our code), but one of our unittests
is failing on Windows as I try to upgrade our software to OSG 2.3.3.
The picking I'm doing isn't hitting anything.  It appears that the use
of floats in the LineSegment::intersect(BoundingSphere) method may be
hurting us.

I've seen mentions on this in the list archives.  Is the calculation
done in this method done in float on purpose?  If some of the
intermediate value in this calculation were done in double, would it
slow things down too much?

We're squaring some large numbers and subtracting them from each other,
and it isn't holding up for us.  I'm going to experiment with doing some
of this in double, but since it seems known that there are precision
problems in this code, I wonder if it has remained in float for a
reason.

I could try to make an example for this, but because there seems to be
an awareness of the issue, I'll raise it now.

Thoughts?

thanks
andy

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Re: [osg-users] ShadowMap and TEXTURE_COMPARE_MODE

2008-02-06 Thread Jean-Sébastien Guay
Hello Sebastian,

 I've been struggling with the implementation of osgShadow::ShadowMap in 
 osg 2.2.0.
 It seems to me the shadow texture compare mode is not set, which results 
 in strange results.
 My project requieres per pixel illumination, which is why I have to 
 calculate all projections in the vertex shader.
   

I can't say specifically as I haven't seen these particular artifacts, 
but then again I haven't used osgShadow as you are. It's very possible 
there are tweaks to be made. osgShadow in general needs some work, 
though the basics are there. If you work on this and there is anything 
you can contribute, it would be very appreciated.

I guess it also depends on the shader you're using, since you're 
probably replacing the osgShadow::ShadowMap shader to do your per-pixel 
lighting, right?

J-S

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[osg-users] generation of file .exe

2008-02-06 Thread aurora restivo
Hi!

how can I produce a file .exe, that can also be performed on a computer 
on which osg is not installed?
is this possible?

Aurora Restivo
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Re: [osg-users] intersect() methods in LineSegment (probably others)

2008-02-06 Thread Jean-Sébastien Guay
Hello Andy,

 So is anyone counting on this being floats for performance?  Would
 anyone else welcome this calculation in doubles?  

If you submit a patch, I can test it out in my Masters project which 
uses LineSegmentIntersector pretty heavily (not-quite-realtime 
raytracing :-) ) so that will tell us if there is really a performance 
difference. Off hand I can't really say, so I'd prefer to do some 
benchmarking.

 I don't mind adding
 some code in our own source if other people don't want this in doubles,
 but I'd have to make my own IntersectVisitor as well as my own
 LineSegment, when all I really want to replace is the LineSegment.
 Having an almost-but-not-quite copy of a class and having to watch the
 original for updates doesn't sound like any fun.  
   

I totally understand... It'll be a matter of the performance vs 
correctness tradeoff I guess, so as I said I can provide some answer to 
the performance side of that question and see what Robert thinks when he 
comes back.

So please, submit your changes and we'll see.

Thanks,

J-S

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Re: [osg-users] generation of file .exe

2008-02-06 Thread Jean-Sébastien Guay
Hello Aurora,

 how can I produce a file .exe, that can also be performed on a computer 
 on which osg is not installed?
 is this possible?

Yes it is possible, it's just a matter of including the right DLLs with 
your executable. The Dependency Walker tool 
(http://www.dependencywalker.com/) can be of some help to tell you which 
DLLs you executable depends on. Please search the archives for more 
information 
(http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user), as this 
has been discussed before.

Hope this helps,

J-S

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Re: [osg-users] ShadowMap and TEXTURE_COMPARE_MODE

2008-02-06 Thread Sebastian Messerschmidt
Hello Jean-Sébastien,

I reckon that my assumption regarding the texture compare mode were wrong.
But indeed the whole problem seems to be with my shaders. I'm willing to 
provide the per-pixel modifications.
I guess I'm doing something very wrong in my vertex shader. Upon 
completion and testing these shaders could be integrated into the 
osgShadow::ShadowMap implementation (if I get this working ;-))

Thanks so far,

I've added my shadercode for non-textured Elements below (the shadowmap 
is bound to TextureUnit 1)

snip
varying vec4 diffuse,ambient;
varying vec3 normal,lightDir,halfVector;
void main()
{   
normal = normalize(gl_NormalMatrix * gl_Normal);
  
lightDir = normalize(vec3(gl_LightSource[0].position));
   
halfVector = normalize(gl_LightSource[0].halfVector.xyz);
   
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
ambient += gl_LightModel.ambient * gl_FrontMaterial.ambient;
 
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;

gl_TexCoord[1].s = dot( ecPosition, gl_EyePlaneS[1] );
gl_TexCoord[1].t = dot( ecPosition, gl_EyePlaneT[1] );
gl_TexCoord[1].p = dot( ecPosition, gl_EyePlaneR[1] );
gl_TexCoord[1].q = dot( ecPosition, gl_EyePlaneQ[1] );
   
gl_Position = ftransform();
}

FragmentShader

varying vec4 diffuse,ambient;
varying vec3 normal,lightDir,halfVector;
uniform sampler2DShadow shadow_texture;
   
void main()
{
vec3 n,halfV;
float NdotL,NdotHV;
 
vec4 color = ambient;
   
n = normalize(normal);
   
   NdotL = max(dot(n,lightDir),0.0);
   
if (NdotL  0.0) {
color += diffuse * NdotL;
halfV = normalize(halfVector);
NdotHV = max(dot(n,halfV),0.0);
color += gl_FrontMaterial.specular *
gl_LightSource[0].specular *
pow(NdotHV, gl_FrontMaterial.shininess);
}
   

 gl_FragColor = color * (0.5 + shadow2DProj( shadow_texture, 
gl_TexCoord[1] ) * 1.0);
}


Jean-Sébastien Guay schrieb:
 Hello Sebastian,

   
 I've been struggling with the implementation of osgShadow::ShadowMap in 
 osg 2.2.0.
 It seems to me the shadow texture compare mode is not set, which results 
 in strange results.
 My project requieres per pixel illumination, which is why I have to 
 calculate all projections in the vertex shader.
   
 

 I can't say specifically as I haven't seen these particular artifacts, 
 but then again I haven't used osgShadow as you are. It's very possible 
 there are tweaks to be made. osgShadow in general needs some work, 
 though the basics are there. If you work on this and there is anything 
 you can contribute, it would be very appreciated.

 I guess it also depends on the shader you're using, since you're 
 probably replacing the osgShadow::ShadowMap shader to do your per-pixel 
 lighting, right?

 J-S
   

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Re: [osg-users] intersect() methods in LineSegment (probably others)

2008-02-06 Thread Adrian Egli OpenSceneGraph (3D)
Hi Andy,

I feel open to change to double if we are working with double precision as
internal representation. Or if we have double precsion in bounding sphere.
For all care about performance, i don't be sure this change will become much
slower as it is for the moment. But of course double is not as fast as
floating point operations are. Few weeks ago i sent to the submission one
change i did in the intersection test, it make the tri-checks a little
faster, but it's not yet in the current SVN. May we could take it first, and
check the correctness, then we can do the double fix.

But if you like to change the intersection test, you should take care about
the number of triangles check: at the moment the check is done in O(n).
there is a need of kd-tree support in line intersection (real time ray
tracing data structure for ray intersection test).
i know that i still mentioned to propose some line of code, but
unfortunatelly i never get the needed time slot for doing that. if you were
interest in it, please let me know. but this change will be one of the most
important with respect to performance w.r.t. line intersection tests.

(screenshots on openscenegraph webpages)

/adegli

2008/2/6, Andy Skinner [EMAIL PROTECTED]:

 I got the LineSegment::intersect() method to work when I converted the
 vectors you get from finding the difference between the start and the
 sphere center, and the difference between the start and the end, to
 Vec3d.  You want the dot product to be in doubles.

 In my version, I get the difference in terms of Vec3, and then convert
 them to Vec3d.  The rest of the method is in doubles until setting r1
 and r2.  Another approach would be to change the internal representation
 of _e and _s to Vec3d, or maybe just keep _e - _s as a Vec3d so you
 don't have to subtract that one each time.

 So is anyone counting on this being floats for performance?  Would
 anyone else welcome this calculation in doubles?  I don't mind adding
 some code in our own source if other people don't want this in doubles,
 but I'd have to make my own IntersectVisitor as well as my own
 LineSegment, when all I really want to replace is the LineSegment.
 Having an almost-but-not-quite copy of a class and having to watch the
 original for updates doesn't sound like any fun.  If I could get
 IntersectVisitor to use a class derived from LineSegment, with just the
 changes I want, that might not be bad.

 I think I'll submit a version of LineSegment, and you (Robert and the
 mailing list) can tell me what you think.

 andy

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Andy
 Skinner
 Sent: Tuesday, February 05, 2008 8:57 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] intersect() methods in LineSegment (probably
 others)

 I'm not sure what changed (in OSG or our code), but one of our unittests
 is failing on Windows as I try to upgrade our software to OSG 2.3.3.
 The picking I'm doing isn't hitting anything.  It appears that the use
 of floats in the LineSegment::intersect(BoundingSphere) method may be
 hurting us.

 I've seen mentions on this in the list archives.  Is the calculation
 done in this method done in float on purpose?  If some of the
 intermediate value in this calculation were done in double, would it
 slow things down too much?

 We're squaring some large numbers and subtracting them from each other,
 and it isn't holding up for us.  I'm going to experiment with doing some
 of this in double, but since it seems known that there are precision
 problems in this code, I wonder if it has remained in float for a
 reason.

 I could try to make an example for this, but because there seems to be
 an awareness of the issue, I'll raise it now.

 Thoughts?

 thanks
 andy

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Re: [osg-users] intersect() methods in LineSegment (probably others)

2008-02-06 Thread Andy Skinner
In your work, could you give me an idea of how often you intersect with a 
particular line segment object?  I'm trying to decide if it is worth it to keep 
a Vec3d in the class (marking whether it is valid), or keeping double versions 
of _s and _e.

thanks,

andy

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien 
Guay
Sent: Wednesday, February 06, 2008 9:52 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] intersect() methods in LineSegment (probably others)

Hello Andy,

 So is anyone counting on this being floats for performance?  Would
 anyone else welcome this calculation in doubles?  

If you submit a patch, I can test it out in my Masters project which 
uses LineSegmentIntersector pretty heavily (not-quite-realtime 
raytracing :-) ) so that will tell us if there is really a performance 
difference. Off hand I can't really say, so I'd prefer to do some 
benchmarking.

 I don't mind adding
 some code in our own source if other people don't want this in doubles,
 but I'd have to make my own IntersectVisitor as well as my own
 LineSegment, when all I really want to replace is the LineSegment.
 Having an almost-but-not-quite copy of a class and having to watch the
 original for updates doesn't sound like any fun.  
   

I totally understand... It'll be a matter of the performance vs 
correctness tradeoff I guess, so as I said I can provide some answer to 
the performance side of that question and see what Robert thinks when he 
comes back.

So please, submit your changes and we'll see.

Thanks,

J-S

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http://whitestar02.webhop.org/

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Re: [osg-users] Efficient mesh data structures

2008-02-06 Thread Adrian Egli OpenSceneGraph (3D)
Hi all,

i am working with openMesh, is a nice datastructure and it works quite well.
you can doing quit a loot think with the mesh, if you will adding this to
the openscenegraph world, may we should start a mesh libaray or node kit for
manipulating the mesh. also support of common osg mesh can be an option, may
i open osg file / 3ds ... then by a mesh service i can translate the mesh
into an openmesh and finnaly our node is an openmesh node as well as it's an
OSG node. the openscenegraph can render it. you see there is of course a
need for such datastructre.
what are you planing for the next step towards a node kit?

/adegli

2008/2/6, Morné Pistorius [EMAIL PROTECTED]:

 Hmm, haven't tried building it on anything other than Windows yet, but
 I recon it should be easy enough to convert it to CMake.  It looks
 like a pretty good datastructure, but I didn't want dive in and start
 bashing away at the keyboard if there is a better solution out there.
 I had hoped that someone might have used it before.

 Morne

 On Feb 5, 2008 8:45 PM, Nicholas Yue [EMAIL PROTECTED] wrote:
 
  On 05/02/2008, Morné Pistorius [EMAIL PROTECTED] wrote:
   Hi all,
  
   I am looking for an efficient general mesh data structure and I
   thought I would bounce this one off the list.  I came across OpenMesh
   (http://www.openmesh.org), which looks like it might be useful and
   could conceivably be integrated into an osgNodeKit.  Has anyone here
   ever used it or could you recommend something else?
  
   As always, feedback is greatly appreciated!
 
  OpenMesh uses something call acgmake to build it.
 
  I have not had success in building it on Ubuntu.
 
  I am also looking for an efficient general mesh data structure
  (hopefully templatize)
 
  Regards
  --
  Nicholas Yue BSc (Hons) MACM
  Graphics - RenderMan, RIB, Visualization, OpenGL
  Custom Dev - C++ porting, OSX, Linux, Windows
  http://www.proceduralinsight.com/about.html
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Re: [osg-users] intersect() methods in LineSegment (probably others)

2008-02-06 Thread Adrian Egli OpenSceneGraph (3D)
Hi Andy,

If we are using drive manipulator, then we are testing many time with many
objects against a line.

/adegli

2008/2/6, Andy Skinner [EMAIL PROTECTED]:

 In your work, could you give me an idea of how often you intersect with a
 particular line segment object?  I'm trying to decide if it is worth it to
 keep a Vec3d in the class (marking whether it is valid), or keeping double
 versions of _s and _e.

 thanks,

 andy

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Jean-Sébastien
 Guay
 Sent: Wednesday, February 06, 2008 9:52 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] intersect() methods in LineSegment (probably
 others)

 Hello Andy,

  So is anyone counting on this being floats for performance?  Would
  anyone else welcome this calculation in doubles?

 If you submit a patch, I can test it out in my Masters project which
 uses LineSegmentIntersector pretty heavily (not-quite-realtime
 raytracing :-) ) so that will tell us if there is really a performance
 difference. Off hand I can't really say, so I'd prefer to do some
 benchmarking.

  I don't mind adding
  some code in our own source if other people don't want this in doubles,
  but I'd have to make my own IntersectVisitor as well as my own
  LineSegment, when all I really want to replace is the LineSegment.
  Having an almost-but-not-quite copy of a class and having to watch the
  original for updates doesn't sound like any fun.
 

 I totally understand... It'll be a matter of the performance vs
 correctness tradeoff I guess, so as I said I can provide some answer to
 the performance side of that question and see what Robert thinks when he
 comes back.

 So please, submit your changes and we'll see.

 Thanks,

 J-S

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Re: [osg-users] intersect() methods in LineSegment (probably others)

2008-02-06 Thread Jean-Sébastien Guay
Hi Andy,

 In your work, could you give me an idea of how often you intersect with a 
 particular line segment object?  I'm trying to decide if it is worth it to 
 keep a Vec3d in the class (marking whether it is valid), or keeping double 
 versions of _s and _e.
   

In general terms, my program will do n^2 intersections from each vertex 
in directions around a sphere, where n=20 to 100 (so 400 to 10,000 
intersections per vertex). And right now, I'm working with scenes which 
have roughly 5,000 to 100,000 vertices. So say for the simplest scene at 
n=20, that would be 2 million intersection tests. And in terms of time, 
I'll take what I can get, but with Adrian Egli's kdtree I'm currently 
getting about 20 seconds (IIRC) for that, so that's about 100,000 
intersections per second. With the LineSegmentIntersector, I was getting 
about 10,000 to 20,000 intersections per second.

But I don't keep the line segment objects since none of my tests are 
have the same start _and_ end values... I guess I could precompute them 
and store them and then just use them each time, but since my goal is to 
do this for dynamic scenes, it would be one more thing to recalculate if 
something changes...

J-S

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Re: [osg-users] ShadowMap and TEXTURE_COMPARE_MODE

2008-02-06 Thread Jean-Sébastien Guay
Hello Sebastian,

 I reckon that my assumption regarding the texture compare mode were wrong.
 But indeed the whole problem seems to be with my shaders. I'm willing to 
 provide the per-pixel modifications.
 I guess I'm doing something very wrong in my vertex shader. Upon 
 completion and testing these shaders could be integrated into the 
 osgShadow::ShadowMap implementation (if I get this working ;-))
   

Before writing your shader, did you look at the shader in 
src/osgShadow/ShadowMap.cpp? It does things a bit differently than 
classic shadow map implementations (in particular it does not need a 
vertex shader), so I'd also suspect something is wrong in your vertex 
shader. Also, I think you need to use the same uniform sampler names in 
your fragment shader that ShadowMap sets, otherwise you're not using the 
same sampler, right?


//
// fragment shader
//
static const char fragmentShaderSource_withBaseTexture[] =
uniform sampler2D osgShadow_baseTexture; \n
uniform sampler2DShadow osgShadow_shadowTexture; \n
uniform vec2 osgShadow_ambientBias; \n
\n
void main(void) \n
{ \n
vec4 color = gl_Color * texture2D( osgShadow_baseTexture, 
gl_TexCoord[0].xy ); \n
gl_FragColor = color * (osgShadow_ambientBias.x + shadow2DProj( 
osgShadow_shadowTexture, gl_TexCoord[1] ) * osgShadow_ambientBias.y); \n
}\n;


Unfortunately I cannot dive into this right now, but I think you have 
some leads... Keep us updated on how it goes.

Hope this helps,

J-S

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Re: [osg-users] intersect() methods in LineSegment (probably others)

2008-02-06 Thread Adrian Egli OpenSceneGraph (3D)
:-) only the first version of my kd.tree. latest i still extermly slow with
about 700K-800K intersection test per second. there are latest kd-Tree ray
check with more than ++ 6M rays per second. www.ompf.org :-)

so if we will have such a datastructure, we can do lot special effects, like
global illumination, high quality shadows, reflection , ... :-)



2008/2/6, Jean-Sébastien Guay [EMAIL PROTECTED]:

 Hi Andy,

  In your work, could you give me an idea of how often you intersect with
 a particular line segment object?  I'm trying to decide if it is worth it to
 keep a Vec3d in the class (marking whether it is valid), or keeping double
 versions of _s and _e.
 

 In general terms, my program will do n^2 intersections from each vertex
 in directions around a sphere, where n=20 to 100 (so 400 to 10,000
 intersections per vertex). And right now, I'm working with scenes which
 have roughly 5,000 to 100,000 vertices. So say for the simplest scene at
 n=20, that would be 2 million intersection tests. And in terms of time,
 I'll take what I can get, but with Adrian Egli's kdtree I'm currently
 getting about 20 seconds (IIRC) for that, so that's about 100,000
 intersections per second. With the LineSegmentIntersector, I was getting
 about 10,000 to 20,000 intersections per second.

 But I don't keep the line segment objects since none of my tests are
 have the same start _and_ end values... I guess I could precompute them
 and store them and then just use them each time, but since my goal is to
 do this for dynamic scenes, it would be one more thing to recalculate if
 something changes...

 J-S

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

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Re: [osg-users] intersect() methods in LineSegment (probably others)

2008-02-06 Thread Jean-Sébastien Guay
Hello Adrian,

 :-) only the first version of my kd.tree. latest i still extermly slow 
 with about 700K-800K intersection test per second. there are latest 
 kd-Tree ray check with more than ++ 6M rays per second. www.ompf.org 
 http://www.ompf.org :-)

Don't take it personally, I didn't mean it's slow at 100k intersections 
per second! Remember each application will be different, so you cannot 
compare 100k in my program to 700-800k in yours. My program probably 
does more processing between intersection tests than yours, since it 
traces in a sphere at each vertex and then stores that as vertex 
attributes in the Spherical Harmonics basis... Your program is just 
raytracing from the viewpoint and displaying that, which is simpler...

And I recently integrated the last version of your kdtree in my 
application, and it works well... If you have a newer one, you can send 
it to me if you want... :-)

J-S

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Re: [osg-users] making a movie of an OSG simulation

2008-02-06 Thread Pete Carss
Yukon does the same as fraps on Linux...

Pete



Sebastian Messerschmidt wrote:
 IIRC a little tool called fraps is doing the job.
 
 cheers
 psy
 hi

 I wanted to make a movie of whatever is displayed on the screen when
 running an osg program.
 how do i do it ?

 Thank You
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Re: [osg-users] ShadowMap and TEXTURE_COMPARE_MODE

2008-02-06 Thread Jean-Sébastien Guay
Hi Sebastian,

 I derived my shader from the shader in the sources. 

Ok, that's what I was wondering about.

 I really need the vertex shader in order to
 calculate lighting on per pixel base. 

Of course, I didn't mean to remove the vertex shader, I just meant that 
if you're doing things that are not as they are done in the fixed 
function vertex processing stage, that could cause problems. If you 
don't have a vertex shader then the fixed function pipeline does the 
vertex processing, so if you want equivalent results you have to do the 
same things as the fixed function pipeline in your vertex shader. So 
there are a lot of things that could go wrong there...

 Sampler names should not matter, 
 as the texture objects are rebound to my names (which should take all 
 texgens etc into account). 

As long as you bind them at the root node (the shadowed scene) so that 
the uniforms are applied to all the nodes of your graph, that should be 
ok. It's still a possible point of failure, so why not just use the same 
names and save yourself the trouble?

 Sadly I suspect that the only thing that 
 might be wrong is the comparison :-(
   

If you suspect that, you could modify osgShadow::ShadowMap.cpp to try it 
out... Sorry I can't help you any more than that...

J-S

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Re: [osg-users] generation of file .exe

2008-02-06 Thread Mike Weiblen
Your question has unstated context and assumptions.  Without more
specifics, there are many interpretations:

- OSG does not have to be installed on a computer to work, in that you
do not need to run an installer.  There is a .zip of prebuilt OSG
2.2.0 at http://mew.cx/osg/ that can be unpacked anywhere and paths
tweaked to work without admin rights.

- OSG can be built statically and so can be run as a single file,
without dependence on other .dll files

- produce a file .exe requires a development environment like
VisualStudio to compile source code and link into a .exe file.

hth
-- mew


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of aurora restivo
 Sent: Wednesday, February 06, 2008 8:54 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] generation of file .exe
 
 Hi!
 
 how can I produce a file .exe, that can also be performed on a
computer
 on which osg is not installed?
 is this possible?
 
 Aurora Restivo

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Re: [osg-users] intersect() methods in LineSegment (probably others)

2008-02-06 Thread Adrian Egli OpenSceneGraph (3D)
:-)

2008/2/6, Jean-Sébastien Guay [EMAIL PROTECTED]:

 Hello Adrian,

  :-) only the first version of my kd.tree. latest i still extermly slow
  with about 700K-800K intersection test per second. there are latest
  kd-Tree ray check with more than ++ 6M rays per second. www.ompf.org
  http://www.ompf.org :-)

 Don't take it personally, I didn't mean it's slow at 100k intersections
 per second! Remember each application will be different, so you cannot
 compare 100k in my program to 700-800k in yours. My program probably
 does more processing between intersection tests than yours, since it
 traces in a sphere at each vertex and then stores that as vertex
 attributes in the Spherical Harmonics basis... Your program is just
 raytracing from the viewpoint and displaying that, which is simpler...

 And I recently integrated the last version of your kdtree in my
 application, and it works well... If you have a newer one, you can send
 it to me if you want... :-)

 J-S

 --
 __
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/

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Re: [osg-users] ShadowMap and TEXTURE_COMPARE_MODE

2008-02-06 Thread Sebastian Messerschmidt
Hello again,

I derived my shader from the shader in the sources. I really need the 
vertex shader in order to
calculate lighting on per pixel base. Sampler names should not matter, 
as the texture objects are rebound to my names (which should take all 
texgens etc into account). Sadly I suspect that the only thing that 
might be wrong is the comparison :-(

I'll try my luck with some trial'n'error,



Jean-Sébastien Guay schrieb:
 Hello Sebastian,

   
 I reckon that my assumption regarding the texture compare mode were wrong.
 But indeed the whole problem seems to be with my shaders. I'm willing to 
 provide the per-pixel modifications.
 I guess I'm doing something very wrong in my vertex shader. Upon 
 completion and testing these shaders could be integrated into the 
 osgShadow::ShadowMap implementation (if I get this working ;-))
   
 

 Before writing your shader, did you look at the shader in 
 src/osgShadow/ShadowMap.cpp? It does things a bit differently than 
 classic shadow map implementations (in particular it does not need a 
 vertex shader), so I'd also suspect something is wrong in your vertex 
 shader. Also, I think you need to use the same uniform sampler names in 
 your fragment shader that ShadowMap sets, otherwise you're not using the 
 same sampler, right?


 //
 // fragment shader
 //
 static const char fragmentShaderSource_withBaseTexture[] =
 uniform sampler2D osgShadow_baseTexture; \n
 uniform sampler2DShadow osgShadow_shadowTexture; \n
 uniform vec2 osgShadow_ambientBias; \n
 \n
 void main(void) \n
 { \n
 vec4 color = gl_Color * texture2D( osgShadow_baseTexture, 
 gl_TexCoord[0].xy ); \n
 gl_FragColor = color * (osgShadow_ambientBias.x + shadow2DProj( 
 osgShadow_shadowTexture, gl_TexCoord[1] ) * osgShadow_ambientBias.y); \n
 }\n;


 Unfortunately I cannot dive into this right now, but I think you have 
 some leads... Keep us updated on how it goes.

 Hope this helps,

 J-S

   

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Re: [osg-users] ShadowMap and TEXTURE_COMPARE_MODE

2008-02-06 Thread Sebastian Messerschmidt


Hi Jean-Sébastien
 Hi Sebastian,

   
 I derived my shader from the shader in the sources. 
 

 Ok, that's what I was wondering about.

   
 I really need the vertex shader in order to
 calculate lighting on per pixel base. 
 

 Of course, I didn't mean to remove the vertex shader, I just meant that 
 if you're doing things that are not as they are done in the fixed 
 function vertex processing stage, that could cause problems. If you 
 don't have a vertex shader then the fixed function pipeline does the 
 vertex processing, so if you want equivalent results you have to do the 
 same things as the fixed function pipeline in your vertex shader. So 
 there are a lot of things that could go wrong there...
   
Indeed ... I once spent half a day figuring out that the texture matrix 
wasn't applied ;-)
 Sampler names should not matter, 
 as the texture objects are rebound to my names (which should take all 
 texgens etc into account). 
 

 As long as you bind them at the root node (the shadowed scene) so that 
 the uniforms are applied to all the nodes of your graph, that should be 
 ok. It's still a possible point of failure, so why not just use the same 
 names and save yourself the trouble?
   
Me culpa! ... it was the uniform name. I accidentally added them 
somewhere else with the PROTECTED-flag.
So thank you for pointing to the problem! If I want to contribute, how 
may I submit suggestions/ patches?
I really appreciate your fast and exact response ... saved me some gray 
hair ;-)

cheers
psy
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Re: [osg-users] X11 keyboard bug (+ fix)

2008-02-06 Thread Melchior FRANZ
Thanks to all who replied. I've now written a cleaner fix.
The focus on modifiers was silly. After we lose all releases
on a window hide event, not only modifier releases, we also
have to fake-release all of them. What made the most sense
to me was to maintain a keyStateMap which keeps track of
the pressed/released state. On UnmapNotify all pressed
keys are released. (I didn't mess with the current-event-state's
modifier mask, as this is updated with the next event, anyway.)

Patch attached. (I'll submit that if there are no serious
objections.)

m.
Index: src/osgViewer/GraphicsWindowX11.cpp
===
--- src/osgViewer/GraphicsWindowX11.cpp	(revision 7855)
+++ src/osgViewer/GraphicsWindowX11.cpp	(working copy)
@@ -918,8 +918,20 @@
 break;
 
 case UnmapNotify :
+{
 osg::notify(osg::INFO)UnmapNotify event recievedstd::endl;
+osgGA::EventQueue *eq = getEventQueue();
+std::mapint,bool::iterator it, end = _keyStateMap.end();
+for (it = _keyStateMap.begin(); it != end; ++it)
+{
+if (it-second)
+{
+eq-keyRelease(it-first, eventTime);
+it-second = false;
+}
+}
 break;
+}
 
 case ReparentNotify:
 osg::notify(osg::INFO)ReparentNotify event recievedstd::endl;
@@ -1093,6 +1105,7 @@
 
 //getEventQueue()-getCurrentEventState()-setModKeyMask(modifierMask);
 getEventQueue()-keyPress(keySymbol, eventTime);
+_keyStateMap[keySymbol] = true;
 break;
 }
 
@@ -1124,6 +1137,7 @@
 
 //getEventQueue()-getCurrentEventState()-setModKeyMask(modifierMask);
 getEventQueue()-keyRelease(keySymbol, eventTime);
+_keyStateMap[keySymbol] = false;
 break;
 }
 
Index: include/osgViewer/api/X11/GraphicsWindowX11
===
--- include/osgViewer/api/X11/GraphicsWindowX11	(revision 7855)
+++ include/osgViewer/api/X11/GraphicsWindowX11	(working copy)
@@ -179,6 +179,7 @@
 double  _timeOfLastCheckEvents;
 
 std::mapMouseCursor,Cursor _mouseCursorMap;
+std::mapint,bool _keyStateMap;
 };
 
 }
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Re: [osg-users] Looking for CARBON integration example, like osgviewerMFC

2008-02-06 Thread Stephan Maximilian Huber
Adrian Egli OpenSceneGraph (3D) schrieb:
 ok, it seams that i should retest it myself. but the problem is that i don't
 have much knowledge on OS/X. it doesn't attach the osgViewer into the
 context / window rect of the WindowRef is pointing to.
I did some minor tests while implementing GraphicsWindowCarbon, and 
attaching a graphicsContext to an existing window did work, but perhaps 
it got broken.

Do you have a small example which shows the error?

cheers,
Stephan
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[osg-users] performance fbo

2008-02-06 Thread martinic
Hi all,

I modified the osgprerender example to add a certain number of cameras,
doing exactly the same thing as the one thats rendering to a texture, but
made them render to a texture that is not used.
So in the scene, there is the main viewer, the camera that's doing rtt,
and a lot of other cameras doing rtt for nothing.
What I've experienced is that by using the fbo implementation, the fps is
really lower than the one I get by using any of the other implementation
...
You may ask why I'm doing this, but I want to do a lot of rtt saving each
render to an image, so I thought that just by modifying the osgprerender
example, it would do the trick ... but :(
Is there some kind of overhead related to using a lot of fbos compared to
another method ??

Thanks all
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[osg-users] CompositeViewer remove View with Eventhandler crash

2008-02-06 Thread Steve Schneider
Compositeview:  Two views.  Big View and Little View.  Big View is loaded with 
the image of a Cessna going down in flames with the example 'Scribe' event 
handler.  Little View is the beginnings of a user interface.
   
  So based on a  pick - another view is created, populated and an eventhandler 
is attached.  Very cool.
   
  Now - based on a pick - I want to tear down said view and eventhandler.  So I 
try some variant of:
  
  osgViewer::View* DoomedView = viewer-getView(ViewIndex);
  // break down the camera as much as possible.
  DoomedView-getCamera()-setAllowEventFocus(false);
  unsigned int DoomedChildren = DoomedView-getCamera()-getNumChildren();
  DoomedView-getCamera()-removeChildren(0,DoomedChildren);
  viewer-removeView(DoomedView);
  
  in an event handler of the Little View.
   
  So I follow the process and eventually get to:  
CompositeViewer::eventTraversal()
   
  for(ViewEventsMap::iterator veitr = viewEventsMap.begin();
  veitr != viewEventsMap.end();
  ++veitr)
  {
  View* view = veitr-first;
  --
  --At this point in the execution 'view' is pretty thrashed - probably 
referencing the 
  -- view that no longer there???  There are no event handlers associated with 
  -- this view.  I point this out to build the drama. :)
  --
  _eventVisitor-setActionAdapter(view);
  
  for(osgGA::EventQueue::Events::iterator itr = veitr-second.begin();
  itr != veitr-second.end();
  ++itr)
  {
  osgGA::GUIEventAdapter* event = itr-get();
  for(View::EventHandlers::iterator hitr = view-getEventHandlers().begin();
  hitr != view-getEventHandlers().end();
  ++hitr)
  --
  -- At this point I try to wave it off: Stop!  Stop!.  There are no event 
handlers!
  -- Don't look for a begining and an end to nothing. Please!
  -- All in vain . . . 
  -- Everyone in the audience can see it coming.  Everyone in the cast and 
crew.
  -- The only one ignorant of his/her fate is the hero of the story.
  --
  std::list
  iterator begin()
  { // return iterator for beginning of mutable sequence
  return (iterator(_Nextnode(_Myhead), this));
  }
  --
  --  Access violation reading address XYZ.  There is no _Nextnode of _Myhead.
  --  I told the computer to stop but would it listen?  Oh no.  
  --  In my despair I wonder if it would've listened to my warnings about the 
white rabbit.
  --  Probably not - even with the supporting evidence of all the bones.
  --
   
  Now a clever programmer like myself could simply add a check for this and 
skip over the offending check in the CompositeViewer.  I could also pour sand 
into the gears of a finely crafted clock.  I'm not in my 20's anymore, and so I 
figured I present my case and let those wiser then myself offer guidance.  That 
I learned in my 30's. :)


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Re: [osg-users] Looking for CARBON integration example, like osgviewerMFC

2008-02-06 Thread Adrian Egli OpenSceneGraph (3D)
Hi Stephan,

i will test it tomorrow, today i did some short test, it's hard to say whats
going wrong. may tomorrow i will be able to say more.

/adegli

2008/2/6, Stephan Maximilian Huber [EMAIL PROTECTED]:

 Adrian Egli OpenSceneGraph (3D) schrieb:
  ok, it seams that i should retest it myself. but the problem is that i
 don't
  have much knowledge on OS/X. it doesn't attach the osgViewer into the
  context / window rect of the WindowRef is pointing to.
 I did some minor tests while implementing GraphicsWindowCarbon, and
 attaching a graphicsContext to an existing window did work, but perhaps
 it got broken.

 Do you have a small example which shows the error?

 cheers,
 Stephan
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Re: [osg-users] performance fbo

2008-02-06 Thread Paul Martz
How many fbos is a lot? Hundreds of BindBuffer calls per frame can not be
a good thing,  perhaps that explains the performance hit.
   -Paul


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of [EMAIL PROTECTED]
 Sent: Wednesday, February 06, 2008 10:42 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] performance fbo
 
 Hi all,
 
 I modified the osgprerender example to add a certain number 
 of cameras, doing exactly the same thing as the one thats 
 rendering to a texture, but made them render to a texture 
 that is not used.
 So in the scene, there is the main viewer, the camera that's 
 doing rtt, and a lot of other cameras doing rtt for nothing.
 What I've experienced is that by using the fbo 
 implementation, the fps is really lower than the one I get by 
 using any of the other implementation ...
 You may ask why I'm doing this, but I want to do a lot of rtt 
 saving each render to an image, so I thought that just by 
 modifying the osgprerender example, it would do the trick ... 
 but :( Is there some kind of overhead related to using a lot 
 of fbos compared to another method ??
 
 Thanks all
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Re: [osg-users] making a movie of an OSG simulation

2008-02-06 Thread Rubén López
Hi,

I have done it several times with gtk-recordmydesktop on Ubuntu. You
will have to tune parameters a bit to capture OpenGL windows, just read
the documentation, it is mentioned on it explicitly. The downside is
that this will lose frames. If you want all the frames and high quality,
follow the Alberto's link and code your post-frame callback. OSG has
enough tools to write this with a few lines of code.

El mié, 06-02-2008 a las 18:30 +0530, hemanth korrapati escribió:
 hi
 
 I wanted to make a movie of whatever is displayed on the screen when
 running an osg program.
 how do i do it ?
 
 Thank You
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Re: [osg-users] making a movie of an OSG simulation

2008-02-06 Thread Jeremy Moles

On Wed, 2008-02-06 at 16:16 +, Pete Carss wrote:
 Yukon does the same as fraps on Linux...

Bugle, too. However, I used to help the Yukon guys, and I'm glad they're
still up and running. I'd highly recommend both of these on Linux.

I used Bugle to make the osgWidget videos, btw...

 Pete
 
 
 
 Sebastian Messerschmidt wrote:
  IIRC a little tool called fraps is doing the job.
  
  cheers
  psy
  hi
 
  I wanted to make a movie of whatever is displayed on the screen when
  running an osg program.
  how do i do it ?
 
  Thank You
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Re: [osg-users] How to modify the array of vertex from a Geometry object

2008-02-06 Thread Rubén López
Hi,

Some hints:

1. Be sure that test-size() is equal to numVertex

2. I don't know what the at method is, I couldn't find it either on
the TemplateArray class or the std::vector class. Try with the vector []
operator, ie: (*test)[i] = trans

3. If you are updating the vertex data once per frame, don't use display
lists, it is the worst thing that you can ever do! It is cheaper even to
use direct mode. Use vertex buffer objects and configure the VBO
(getOrCreateVertexBufferObject) in streaming mode (GL_STREAM_DRAW).

Hope this helps.

Regards.

Rubén

El mié, 06-02-2008 a las 14:08 +0100, lucas Grijander escribió:
 Dear all,
 
 I have to create a 3D surface, and then such surface will be modified during 
 the application with several deformations. I've tried to create a Geometry 
 object, then I set the VertexArray, and finally inside the render callback I 
 update such vertex with the new ones. I got some errors during the rendering:
 
 Warning: detected OpenGL error value not valid after RenderBin::draw(,)
 
 Does anyone has an idea of such error? In addition, I'm sure the way I am 
 accessing the vertex is not the right one, anybody knows the best way?
 
 here is the code:
 
 
 //Create the 3D geometry
 -
 osg::Vec3Array(m*n));
 osg::Vec2Array t= *(new osg::Vec2Array(m*n));
 osg::Vec4Array col  = *(new osg::Vec4Array(1));
 
 col[0][0] = col[0][1] = col[0][2] = col[0][3] = 1.0f;
 
   int index = 0;
 for( i = 0; i  m; i++ )
 {
   for(j = 0; j  n; j++)
   {
   v[index][0] = i;
   v[index][1] = 0;
   v[index][2] = j;
 
   t[index][0] = (float)i/(m-1);
   t[index][1] = (float)j/(n-1);
 
   index++;
   }
 }
 
   myGeom = new osg::Geometry;
 
 myGeom-setVertexArray( v );
 myGeom-setTexCoordArray( 0, t );
 
 myGeom-setColorArray( col );
 myGeom-setColorBinding( osg::Geometry::BIND_OVERALL );
 
 for( i = 0; i  m-1; i++ )
 {
 osg::DrawElementsUShort* elements = new 
 osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLE_STRIP);
 elements-reserve(m*2);
 for( j = 0; j  n; j++ )
 {
 elements-push_back((i+0)*n+j);
 elements-push_back((i+1)*n+j);
 }
 myGeom-addPrimitiveSet(elements);
 }
 
 
   osg::Texture2D *tex = new osg::Texture2D;
 
 tex-setImage(osgDB::readImageFile(Images/breast.png));
 
   osg::StateSet *dstate = new osg::StateSet;
 dstate-setMode( GL_LIGHTING, osg::StateAttribute::OFF );
 dstate-setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
   dstate-setTextureAttribute(0, new osg::TexEnv );
 
 myGeom-setStateSet( dstate );
 
 osg::Geode *geode = new osg::Geode;
 geode-addDrawable( myGeom );
 
 ---
 
 //Accessing the elements
 ---
 
 osg::Vec3Array *test = dynamic_cast(myGeom-getVertexArray());
   
 for(int i = 0; i  numVertex; i++)
 {
 NxMat34 pose = listShapes.at(i)-shape-getGlobalPose();  
osg::Vec3f trans = osg::Vec3(pose.t.x,pose.t.y,pose.t.z);
 
test-at(i) = trans;
   
   
   
 } 
 myGeom-dirtyDisplayList();
 myGeom-dirtyBound();
 
 
 thank you very much for your help!!!
 
 Crisalix.
 
 
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Re: [osg-users] ShadowMap and TEXTURE_COMPARE_MODE

2008-02-06 Thread Jean-Sébastien Guay
Hello Sebastian,

 Indeed ... I once spent half a day figuring out that the texture matrix 
 wasn't applied ;-)
   

Hehe, that happens to all of us!

 Me culpa! ... it was the uniform name. I accidentally added them 
 somewhere else with the PROTECTED-flag.
   

That has also happened to me more often than I'd like to admit... I once 
spent 3 days debugging why shadows were being done by the fixed 
pipeline, only to find out that the top node of my graph was getting an 
empty osg::Program with a PROTECTED flag, but that was so deep down in 
the framework code that I hadn't found it until I decided to do a 
complete dump of the graph...

 So thank you for pointing to the problem! If I want to contribute, how 
 may I submit suggestions/ patches?
   

  
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org

Note that Robert (project lead, and also the one who merges changes) is 
on vacation right now, so you might not get a response right now. Also see

  
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol

And also, if your submission is a per-fragment lighting shader for 
ShadowMap, you might want to either add parameters to control whether 
per-vertex or per-fragment lighting is applied, or ask Robert about 
adding the shader to OpenSceneGraph-Data instead... I think for a while 
now most people will still want per vertex lighting by default. But if 
the submission is for fixes or other things, go ahead and submit it!

 I really appreciate your fast and exact response ... saved me some gray 
 hair ;-)

My pleasure!

J-S

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[osg-users] VS2008+Collada=Crasch on exit

2008-02-06 Thread Anders Backman
Hi all.

I working in a mixed development environment regarding Windows versions, XP
and Vista.

I have been using VS2005 for a while, where I have pre-build binaries (osg,
collada, etc) build under VS2005 on a XP machine.
(The other way around does not work, that is, build in vista and use in XP
due to manifestation etc..., also, my XP is a 32bit, and my Vista is a
64Bit, but Im only building in 32bit.)

This works fine in VS2005/XP AND in VS2005/Vista.

Now when I started to use VS2008 I get into a few problems. Mainly around
the dae plugin.

When I build the dependencies in VS2008/XP and later use that on my Vista
machine, I get a crasch during exit when I try to render a .dae file.
In the call stack, it seems that the problem is related to unloading of the
collada plugin dll.)

I have experienced this before, and then it was related to the global
variables that the Collada reader uses.

This was fixed by using the dynamically linked version of collada (which
required a small patch to the CMakeLists.txt file in the dae plugin in osg).

Using exactly the same code/cmakefiles, it now crasches at exit.
The only difference is that I switched from VS2005 to VS2008 on all
platforms, all code rebuilt.

Now, my question is really, how others have experienced the transition from
VS2005 to VS2008?
and how (if they) manage prebuild binaries between XP and Vista?



-- 



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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
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Re: [osg-users] intersect() methods in LineSegment (probably others)

2008-02-06 Thread Andy Skinner
I've submitted a change to the submission list.  Please take a look and tell me 
if and how much it affects timing.

thanks
andy

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien 
Guay
Sent: Wednesday, February 06, 2008 11:11 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] intersect() methods in LineSegment (probably others)

Hello Adrian,

 :-) only the first version of my kd.tree. latest i still extermly slow 
 with about 700K-800K intersection test per second. there are latest 
 kd-Tree ray check with more than ++ 6M rays per second. www.ompf.org 
 http://www.ompf.org :-)

Don't take it personally, I didn't mean it's slow at 100k intersections 
per second! Remember each application will be different, so you cannot 
compare 100k in my program to 700-800k in yours. My program probably 
does more processing between intersection tests than yours, since it 
traces in a sphere at each vertex and then stores that as vertex 
attributes in the Spherical Harmonics basis... Your program is just 
raytracing from the viewpoint and displaying that, which is simpler...

And I recently integrated the last version of your kdtree in my 
application, and it works well... If you have a newer one, you can send 
it to me if you want... :-)

J-S

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Re: [osg-users] performance fbo

2008-02-06 Thread nicolas martin
Well, let's say that i'm adding like 50 cameras so basically 50
fbos ...
But as I currently don't really understand what is the need for fbo,
if
you're about to copy the texture to an image anyway, can anyone
explain it to me ???
I'm also really interested in understanding what is exactly osg doing
when it is rendering to an image ... Creating an fbo (with what format
for the texture ??), rendering to it, and then copying it to my
image ??

thanks

On Feb 6, 2:59 pm, Paul Martz [EMAIL PROTECTED] wrote:
 How many fbos is a lot? Hundreds of BindBuffer calls per frame can not be
 a good thing,  perhaps that explains the performance hit.
-Paul



  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf
  Of [EMAIL PROTECTED]
  Sent: Wednesday, February 06, 2008 10:42 AM
  To: [EMAIL PROTECTED]
  Subject: [osg-users] performance fbo

  Hi all,

  I modified the osgprerender example to add a certain number
  of cameras, doing exactly the same thing as the one thats
  rendering to a texture, but made them render to a texture
  that is not used.
  So in the scene, there is the main viewer, the camera that's
  doing rtt, and a lot of other cameras doing rtt for nothing.
  What I've experienced is that by using the fbo
  implementation, the fps is really lower than the one I get by
  using any of the other implementation ...
  You may ask why I'm doing this, but I want to do a lot of rtt
  saving each render to an image, so I thought that just by
  modifying the osgprerender example, it would do the trick ...
  but :( Is there some kind of overhead related to using a lot
  of fbos compared to another method ??

  Thanks all
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Re: [osg-users] generation of file .exe

2008-02-06 Thread peter

Hello


- OSG can be built statically and so can be run as a single file,
without dependence on other .dll files


i didnt realise this could be done, any info on how to do it in vs
2008 c++ ??

for example can you still do it if your proggram development is done
being linked to the precompiled dll's ?

and can you do this and remove the need to install the c++ runtime
library's on the traget machine under VS 2008 c++, or do you still
have to do that ?

thanks for any info

Peted


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[osg-users] Transparent sphere

2008-02-06 Thread Ahmed Nawar

Hi All,

How can I draw a Transparent sphere?

I need to draw a sphere inside a Transparent one. 
Can anyone tell me how to set the material and color of the Transparent one.

Thanks,
Ahmed Nawar


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