Re: [osg-users] Scribe outline only

2008-06-10 Thread Ulrich Hertlein

Mike Greene wrote:
Trying to modify the osgscribe example. I want to display the scribe 
lines, without the underlying model beneath it.

...
loadedModel-setNodeMask(0), nothing appears. Intuitively, I would have 
thought this would show the scribe lines only. How do I achieve this 
effect?


The 'loadedModel' node is shared by the root node and the decorator.  Setting 
the nodemask also turns off traversal by the decorator.


What you can do is to introduce another node between 'rootnode' and 
'loadedModel'.  You can then set the nodemask on that node and the original 
model will disappear and only the scribes will be visible.


However you'll also see the lines from the back-facing polygons which may or may 
not be what you want.  (You're effectively seeing a wireframe model.)


To remove the backfacing polys you can play around with osg::CullFace or 
osg::ColorMask.


Cheers,
/ulrich

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Re: [osg-users] Manually setting osgManipulator transformations

2008-06-10 Thread Julian Looser

Hi Guy,

Thanks for your response. I think we are thinking of different 
manipulators. I'm talking about the classes in the osgManipulator 
namespace. Were you referring to camera manipulators like the trackball? 
osgManipulator already provides GUI objects for doing the 
transformations (just run the osgManipulator example).


That part works OK - I can click and drag the little widgets to 
manipulate the model. However, I also want to be able to specify the 
manipulation directly. For example, I could drag the widgets around to 
scale the model to 0.5, but I also want to be able to type in 0.5 in my 
interface and get the same result. Problem is that seems to put the 
widgets out of sync with the model. :-(


I haven't looked at osgWidget. Perhaps it does what I need...

Julian.

Guy wrote:

Hello Julian,
 What EXACTLY are you trying to achieve?
Do you need some objects (GUI objects if I understand correctly) to have
their own transformations without being affected by the Manipulator?
If so, you can use set the transformation to ABSOLUTE_RF.
   transform-setReferenceFrame(osg::Transform::ABSOLUTE_RF);

You can also use billboards so their position will change with the
manipulator transformation, but they will always direct towards the
observer.

And of course, you might want to check osgWidget that supply GUI tools
for osg scenes, (And if I'm wrong with the description I apologies).

Good luck,
 Guy.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Julian
Looser
Sent: Monday, June 09, 2008 5:04 AM
To: OpenSceneGraph Users
Subject: [osg-users] Manually setting osgManipulator transformations

Hi,

I posted a question a while ago about osgManipulator, but didn't get any

replies. My problem is that I want to be able to set the transformation 
matrix directly on a selected object, in addition to using the various 
osgManipulator widgets. That is, setting the matrix in code should 
update the widgets, and interacting with the widgets should update the 
matrix. From what I can tell, it's currently only possible to generate 
the transformation matrix with osgManipulator - you can't modify the 
transformation matrix and see that change reflected back in the widgets.


I would be surprised if nobody has run into this problem before. It 
seems like required functionality for many applications where the 
widgets in osgManipulator would be most helpful. In my case, I'm trying 
to recreate a rudimentary 3D editor and the ability to type specific 
translation and rotation values into the GUI is just as important as 
being able to directly drag the handles on the manipulator widgets.


I've reached the conclusion that I can't do this with osgManipulator so 
I'm considering reimplementing something to suit my needs. I'd really 
appreciate it if someone could tell me:


a) that I'm wrong and osgManipulator *can* do this (would be great!)
b) is anybody working on osgManipulator who I could collaborate with on 
adding what I need?

c) would it be easier/cleaner/faster to simply start from scratch?

I only propose (c) because it looks to me like osgManipulator is 
designed as a sort of message-passing system that incrementally modifies


a transformation matrix. Trying to make that process work backwards 
sounds tricky, and making it so you can seamlessly jump between manual 
(typing) and direct (click and drag) editing modes sounds even harder.


As always, thanks for listening. :-)

Cheers,
Julian.
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Re: [osg-users] Manually setting osgManipulator transformations

2008-06-10 Thread Can T. Oguz
I think you need to use PositionAttitudeTransform (OSGQSG.pdf page 49) but
there's a big chance that I misunderstand the case.

2008/6/10 Julian Looser [EMAIL PROTECTED]:

 Hi Guy,

 Thanks for your response. I think we are thinking of different
 manipulators. I'm talking about the classes in the osgManipulator namespace.
 Were you referring to camera manipulators like the trackball? osgManipulator
 already provides GUI objects for doing the transformations (just run the
 osgManipulator example).

 That part works OK - I can click and drag the little widgets to manipulate
 the model. However, I also want to be able to specify the manipulation
 directly. For example, I could drag the widgets around to scale the model to
 0.5, but I also want to be able to type in 0.5 in my interface and get the
 same result. Problem is that seems to put the widgets out of sync with the
 model. :-(

 I haven't looked at osgWidget. Perhaps it does what I need...

 Julian.


 Guy wrote:

 Hello Julian,
  What EXACTLY are you trying to achieve?
 Do you need some objects (GUI objects if I understand correctly) to have
 their own transformations without being affected by the Manipulator?
 If so, you can use set the transformation to ABSOLUTE_RF.
   transform-setReferenceFrame(osg::Transform::ABSOLUTE_RF);

 You can also use billboards so their position will change with the
 manipulator transformation, but they will always direct towards the
 observer.

 And of course, you might want to check osgWidget that supply GUI tools
 for osg scenes, (And if I'm wrong with the description I apologies).

 Good luck,
  Guy.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Julian
 Looser
 Sent: Monday, June 09, 2008 5:04 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Manually setting osgManipulator transformations

 Hi,

 I posted a question a while ago about osgManipulator, but didn't get any

 replies. My problem is that I want to be able to set the transformation
 matrix directly on a selected object, in addition to using the various
 osgManipulator widgets. That is, setting the matrix in code should update
 the widgets, and interacting with the widgets should update the matrix. From
 what I can tell, it's currently only possible to generate the transformation
 matrix with osgManipulator - you can't modify the transformation matrix and
 see that change reflected back in the widgets.

 I would be surprised if nobody has run into this problem before. It seems
 like required functionality for many applications where the widgets in
 osgManipulator would be most helpful. In my case, I'm trying to recreate a
 rudimentary 3D editor and the ability to type specific translation and
 rotation values into the GUI is just as important as being able to directly
 drag the handles on the manipulator widgets.

 I've reached the conclusion that I can't do this with osgManipulator so
 I'm considering reimplementing something to suit my needs. I'd really
 appreciate it if someone could tell me:

 a) that I'm wrong and osgManipulator *can* do this (would be great!)
 b) is anybody working on osgManipulator who I could collaborate with on
 adding what I need?
 c) would it be easier/cleaner/faster to simply start from scratch?

 I only propose (c) because it looks to me like osgManipulator is designed
 as a sort of message-passing system that incrementally modifies

 a transformation matrix. Trying to make that process work backwards sounds
 tricky, and making it so you can seamlessly jump between manual (typing) and
 direct (click and drag) editing modes sounds even harder.

 As always, thanks for listening. :-)

 Cheers,
 Julian.
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Re: [osg-users] Manually setting osgManipulator transformations

2008-06-10 Thread Guy
Ok, sorry. I've no other idea.
Guy.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Julian
Looser
Sent: Tuesday, June 10, 2008 8:37 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Manually setting osgManipulator transformations

Hi Guy,

Thanks for your response. I think we are thinking of different 
manipulators. I'm talking about the classes in the osgManipulator 
namespace. Were you referring to camera manipulators like the trackball?

osgManipulator already provides GUI objects for doing the 
transformations (just run the osgManipulator example).

That part works OK - I can click and drag the little widgets to 
manipulate the model. However, I also want to be able to specify the 
manipulation directly. For example, I could drag the widgets around to 
scale the model to 0.5, but I also want to be able to type in 0.5 in my 
interface and get the same result. Problem is that seems to put the 
widgets out of sync with the model. :-(

I haven't looked at osgWidget. Perhaps it does what I need...

Julian.

Guy wrote:
 Hello Julian,
  What EXACTLY are you trying to achieve?
 Do you need some objects (GUI objects if I understand correctly) to
have
 their own transformations without being affected by the Manipulator?
 If so, you can use set the transformation to ABSOLUTE_RF.
transform-setReferenceFrame(osg::Transform::ABSOLUTE_RF);

 You can also use billboards so their position will change with the
 manipulator transformation, but they will always direct towards the
 observer.

 And of course, you might want to check osgWidget that supply GUI tools
 for osg scenes, (And if I'm wrong with the description I apologies).

 Good luck,
  Guy.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
Julian
 Looser
 Sent: Monday, June 09, 2008 5:04 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Manually setting osgManipulator transformations

 Hi,

 I posted a question a while ago about osgManipulator, but didn't get
any

 replies. My problem is that I want to be able to set the
transformation 
 matrix directly on a selected object, in addition to using the various

 osgManipulator widgets. That is, setting the matrix in code should 
 update the widgets, and interacting with the widgets should update the

 matrix. From what I can tell, it's currently only possible to generate

 the transformation matrix with osgManipulator - you can't modify the 
 transformation matrix and see that change reflected back in the
widgets.

 I would be surprised if nobody has run into this problem before. It 
 seems like required functionality for many applications where the 
 widgets in osgManipulator would be most helpful. In my case, I'm
trying 
 to recreate a rudimentary 3D editor and the ability to type specific 
 translation and rotation values into the GUI is just as important as 
 being able to directly drag the handles on the manipulator widgets.

 I've reached the conclusion that I can't do this with osgManipulator
so 
 I'm considering reimplementing something to suit my needs. I'd really 
 appreciate it if someone could tell me:

 a) that I'm wrong and osgManipulator *can* do this (would be great!)
 b) is anybody working on osgManipulator who I could collaborate with
on 
 adding what I need?
 c) would it be easier/cleaner/faster to simply start from scratch?

 I only propose (c) because it looks to me like osgManipulator is 
 designed as a sort of message-passing system that incrementally
modifies

 a transformation matrix. Trying to make that process work backwards 
 sounds tricky, and making it so you can seamlessly jump between manual

 (typing) and direct (click and drag) editing modes sounds even harder.

 As always, thanks for listening. :-)

 Cheers,
 Julian.
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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-10 Thread Alberto Luaces
I somehow managed to decode the file. I hope it is the whole file.
# This is the CMakeCache file.
# For build in directory: /usr/develop/obj/osg
# It was generated by CMake: /usr/bin/cmake.exe
# You can edit this file to change values found and used by cmake.
# If you do not want to change any of the values, simply exit the editor.
# If you do want to change a value, simply edit, save, and exit the editor.
# The syntax for the file is as follows:
# KEY:TYPE=VALUE
# KEY is the name of a variable in the cache.
# TYPE is a hint to GUI's for the type of VALUE, DO NOT EDIT TYPE!.
# VALUE is the current value for the KEY.


# EXTERNAL cache entries


//Location of 3rdparty dependencies
ACTUAL_3DPARTY_DIR:PATH=/usr/src/3rdparty

//Build osg documentation
BUILD_DOCUMENTATION:BOOL=OFF

//Enable the build of the MFC Example
BUILD_MFC_EXAMPLE:BOOL=OFF

//Enable to build OSG Applications (e.g. osgviewer)
BUILD_OSG_APPLICATIONS:BOOL=ON

//Enable to build OSG Examples
BUILD_OSG_EXAMPLES:BOOL=ON

//Enable to build OSG Plugins
BUILD_OSG_PLUGINS:BOOL=ON

//Enable to build Introspection and Wrappers
BUILD_OSG_WRAPPERS:BOOL=OFF

//Build OpenSceneGraph reference documentation using doxygen (use:
// make DoxygenDoc)
BUILD_REF_DOCS:BOOL=OFF

//Path to a program.
CMAKE_AR:FILEPATH=/usr/bin/ar.exe

//For backwards compatibility, what version of CMake commands and
// syntax should this version of CMake try to support.
CMAKE_BACKWARDS_COMPATIBILITY:STRING=2.4

//Choose the type of build, options are: None(CMAKE_CXX_FLAGS or
// CMAKE_C_FLAGS used) Debug Release RelWithDebInfo MinSizeRel.
CMAKE_BUILD_TYPE:STRING=

//Enable/Disable color output during build.
CMAKE_COLOR_MAKEFILE:BOOL=ON

//CXX compiler.
CMAKE_CXX_COMPILER:FILEPATH=/usr/bin/c++.exe

//Flags used by the compiler during all build types.
CMAKE_CXX_FLAGS:STRING=

//Flags used by the compiler during debug builds.
CMAKE_CXX_FLAGS_DEBUG:STRING=-g

//Flags used by the compiler during release minsize builds.
CMAKE_CXX_FLAGS_MINSIZEREL:STRING=-Os -DNDEBUG

//Flags used by the compiler during release builds (/MD /Ob1 /Oi
// /Ot /Oy /Gs will produce slightly less optimized but smaller
// files).
CMAKE_CXX_FLAGS_RELEASE:STRING=-O3 -DNDEBUG

//Flags used by the compiler during Release with Debug Info builds.
CMAKE_CXX_FLAGS_RELWITHDEBINFO:STRING=-O2 -g

//C compiler.
CMAKE_C_COMPILER:FILEPATH=/usr/bin/gcc.exe

//Flags used by the compiler during all build types.
CMAKE_C_FLAGS:STRING=

//Flags used by the compiler during debug builds.
CMAKE_C_FLAGS_DEBUG:STRING=-g

//Flags used by the compiler during release minsize builds.
CMAKE_C_FLAGS_MINSIZEREL:STRING=-Os -DNDEBUG

//Flags used by the compiler during release builds (/MD /Ob1 /Oi
// /Ot /Oy /Gs will produce slightly less optimized but smaller
// files).
CMAKE_C_FLAGS_RELEASE:STRING=-O3 -DNDEBUG

//Flags used by the compiler during Release with Debug Info builds.
CMAKE_C_FLAGS_RELWITHDEBINFO:STRING=-O2 -g

//add a postfix, usually d on windows
CMAKE_DEBUG_POSTFIX:STRING=d

//Flags used by the linker.
CMAKE_EXE_LINKER_FLAGS:STRING=

//Flags used by the linker during debug builds.
CMAKE_EXE_LINKER_FLAGS_DEBUG:STRING=

//Flags used by the linker during release minsize builds.
CMAKE_EXE_LINKER_FLAGS_MINSIZEREL:STRING=

//Flags used by the linker during release builds.
CMAKE_EXE_LINKER_FLAGS_RELEASE:STRING=

//Flags used by the linker during Release with Debug Info builds.
CMAKE_EXE_LINKER_FLAGS_RELWITHDEBINFO:STRING=

//You may add additional search paths here. Use ; to separate multiple
// paths.
CMAKE_INCLUDE_PATH:STRING=

//Install path prefix, prepended onto install directories.
CMAKE_INSTALL_PREFIX:PATH=/usr/local

//You may add additional search paths here. Use ; to separate multiple
// paths.
CMAKE_LIBRARY_PATH:STRING=

//Path to a program.
CMAKE_LINKER:FILEPATH=/usr/bin/ld.exe

//Path to a program.
CMAKE_MAKE_PROGRAM:FILEPATH=/usr/bin/make.exe

//Flags used by the linker during the creation of modules.
CMAKE_MODULE_LINKER_FLAGS:STRING=

//Flags used by the linker during debug builds.
CMAKE_MODULE_LINKER_FLAGS_DEBUG:STRING=

//Flags used by the linker during release minsize builds.
CMAKE_MODULE_LINKER_FLAGS_MINSIZEREL:STRING=

//Flags used by the linker during release builds.
CMAKE_MODULE_LINKER_FLAGS_RELEASE:STRING=

//Flags used by the linker during Release with Debug Info builds.
CMAKE_MODULE_LINKER_FLAGS_RELWITHDEBINFO:STRING=

//Path to a program.
CMAKE_NM:FILEPATH=/usr/bin/nm.exe

//Path to a program.
CMAKE_OBJCOPY:FILEPATH=/usr/bin/objcopy.exe

//Path to a program.
CMAKE_OBJDUMP:FILEPATH=/usr/bin/objdump.exe

//(EXPERIMENTAL) You may add additional search paths here. Use
// ; to separate multiple paths.
CMAKE_PREFIX_PATH:STRING=

//Path to a program.
CMAKE_RANLIB:FILEPATH=/usr/bin/ranlib.exe

//Flags used by the linker during the creation of dll's.
CMAKE_SHARED_LINKER_FLAGS:STRING=

//Flags used by the linker during debug builds.
CMAKE_SHARED_LINKER_FLAGS_DEBUG:STRING=


[osg-users] osgmovie with mpgs or avis on windows

2008-06-10 Thread David De Weerdt
Hi all,

I use osg 2.4 and followed
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPluginsfor
installing the quicktime plugin. However, it seems that mpg/avi
support
in the quicktime plugin is not supported under windows. Also xine is
probably not an option as I understand that nobody managed to get xine
running with osg yet (on windows).

So my question is: is there currently a reasonable way on windows to run the
osgmovie example with an mpg/avi?

Thanks,
David DW
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Re: [osg-users] osgmovie with mpgs or avis on windows

2008-06-10 Thread Joakim Simonsson


I tried the quicktime plugin for the first time yesterday. I tried with  
mov and mp4 movies. But I had to specify -e qt as an argument.


Does it work for you if you specify the same argument?

Den 2008-06-10 13:07:57 skrev David De Weerdt [EMAIL PROTECTED]:


Hi all,

I use osg 2.4 and followed
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPluginsfor
installing the quicktime plugin. However, it seems that mpg/avi
support
in the quicktime plugin is not supported under windows. Also xine is
probably not an option as I understand that nobody managed to get xine
running with osg yet (on windows).

So my question is: is there currently a reasonable way on windows to run  
the

osgmovie example with an mpg/avi?

Thanks,
David DW




--
Joakim Simonsson
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Re: [osg-users] osgmovie with mpgs or avis on windows

2008-06-10 Thread David De Weerdt
yes, that works for .mov and .mp4, but not for .mpg and .avi

On Tue, Jun 10, 2008 at 1:12 PM, Joakim Simonsson [EMAIL PROTECTED] wrote:


 I tried the quicktime plugin for the first time yesterday. I tried with mov
 and mp4 movies. But I had to specify -e qt as an argument.

 Does it work for you if you specify the same argument?

 Den 2008-06-10 13:07:57 skrev David De Weerdt [EMAIL PROTECTED]:


  Hi all,

 I use osg 2.4 and followed

 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPluginsfor
 installing the quicktime plugin. However, it seems that mpg/avi
 support
 in the quicktime plugin is not supported under windows. Also xine is
 probably not an option as I understand that nobody managed to get xine
 running with osg yet (on windows).

 So my question is: is there currently a reasonable way on windows to run
 the
 osgmovie example with an mpg/avi?

 Thanks,
 David DW




 --
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[osg-users] Ray Tracing a BRLCAD model in Openscenegraph

2008-06-10 Thread Watkins, Steven M CIV NSWCDD, G24
Hi All
 
I have implemented BRLCAD, which is a CSG based ray tracing api, into an 
Openscenegraph application.  I am currently displaying BRLCAD models in the 
Openscenegraph world by generating a point cloud using the native BRLCAD ray 
tracer and rendering that as Osg point geometry.  
 
I would like to display these BRLCAD models by ray trace in Openscenegraph 
(yes, it will be slow!).  I have done some searches through the archives and 
have not found a lot of info.  It appears that I am going to have to use 
glReadPixels and glWritePixels prior to the swapbuffers (I am not using 
osgViewer yet).  Does anyone know of a better method to render via ray trace in 
Openscenegraph?
 
Thanks
 
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Re: [osg-users] osgmovie with mpgs or avis on windows

2008-06-10 Thread Stephan Maximilian Huber

David De Weerdt schrieb:

yes, that works for .mov and .mp4, but not for .mpg and .avi
quicktime can't play movies of type avi or mpg. You can install these 
codecs on OS X via Perian or other tools but IMHO not on Windows. The 
best would be a directshow-plugin for windows, so all these video-types 
can be played on windows.


You can can convert your media to mp4, that should work.

cheers,
Stephan
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Re: [osg-users] osgmovie with mpgs or avis on windows

2008-06-10 Thread Dieter Pfeffer

Hi

osgmovie is running on my windows computer with .mov and .mpg - I am using
osg2.3.6 and quicktime71sdk;

so it should also work for you


Dieter


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Stephan
Maximilian Huber
Sent: Tuesday, 10 June, 2008 14:05
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgmovie with mpgs or avis on windows


David De Weerdt schrieb:
 yes, that works for .mov and .mp4, but not for .mpg and .avi
quicktime can't play movies of type avi or mpg. You can install these
codecs on OS X via Perian or other tools but IMHO not on Windows. The
best would be a directshow-plugin for windows, so all these video-types
can be played on windows.

You can can convert your media to mp4, that should work.

cheers,
Stephan
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Re: [osg-users] osgmovie with mpgs or avis on windows

2008-06-10 Thread Mike Greene
I have it working with both avis and mpgs on Windows. You need to make 
copies of the osgdb_qtd.dll  (in the plugins directory) and rename them 
osgdb_mpgd.dll and osgdb_avid.dll . Then you can give either of these 
types of files as arguments to osgmovie.

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[osg-users] Building sln for VS 9 with CMAKE results in wrong Paths

2008-06-10 Thread Ariasgore

Hello,

I am trying to build OSG from source, so I followed the explanations 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio


Now I got the sln File, opened it, tried to build and ended with sth like 
150 LNK Errors.


I use the standard folder configuration, so that all lib files should be 
placed in lib.
Unfortunately each project links against dependencies in a similar way like 
this-


$(NOINHERIT) kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib 
ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib  ..\..\lib\osgGAd 
..\..\lib\osgUtild ..\..\lib\osgd ..\..\lib\OpenThreadsd glu32.lib 
opengl32.lib


And I get lots of Linker Errors, since I have no idea why cmake (or whoever) 
created a CDUP twice.
Rewriting everything from ..\..\lib\osg to osg (removing the ..\..) 
works but is there another way to do this not spending the whole afternoon 
rewriting those files? :)


Thanks
Samuel 


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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-10 Thread Jean-Sébastien Guay

Hello Paul,

For what it's worth... the whole messages are coming through for me but 
they are just not visible.  If I view the message source then I can see 
the contents... including the encoded attachment.  I'm not sure why 
Thunderbird is getting confused by them.


Hey, you're right. Weird, first time I see something like that.

The only thing I can find different about your messages upon quick 
glance is that the Content-Type: boundary designator is very high in the 
header.  And it contains a line break... which in my limited experience 
seems a little odd.  As does the :thesoftwaresource.com part but that 
should be ok, I think.


So I would probably blame an e-mail client bug. Brian, what client are 
you using and can you try another one? (but we're pretty far from OSG 
support/discussion here :-) )


Just trying to be helpful...

J-S
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Re: [osg-users] Manually setting osgManipulator transformations

2008-06-10 Thread Jean-Sébastien Guay

Hello Julian,

However, I also want to be able to specify the 
manipulation directly. For example, I could drag the widgets around to 
scale the model to 0.5, but I also want to be able to type in 0.5 in my 
interface and get the same result. Problem is that seems to put the 
widgets out of sync with the model. :-(


I would have thought that you just need to give the 
osgManipulator::Dragger's matrix the same transform as your object's 
matrix (assuming your object has an osg::MatrixTransform as a parent, 
for example). I don't quite remember the structure, but doesn't the 
Dragger decorate the object anyways? So just apply your transform to the 
Dragger itself (which is a subclass of osg::MatrixTransform) and both 
the object and the manipulator should be transformed in the same way.


If you're talking about changing the object's vertices directly, then 
you need to do something a bit different. I did it this way in my 
Masters project whenever an object's vertices changed:


void updateDragger(osgManipulator::Dragger* d, osg::Geode* g)
{
osg::BoundingBox bb;
for (unsigned int i = 0; i  g-getNumDrawables(); ++i)
{
bb.expandBy(g-getDrawable(i)-getBound());
}

float x = bb.xMax() - bb.xMin();
float y = bb.yMax() - bb.yMin();
float z = bb.zMax() - bb.zMin();

osg::Vec3d t, s;
osg::Quat q, q2;

d-getMatrix().decompose(t, q, s, q2);

osg::Matrix m = osg::Matrix::rotate(q) * osg::Matrix::scale(x+.1, 
y+.1, z+.1);

m.setTrans(d-getMatrix().getTrans() + bb.center());
d-setMatrix(m);
}

(Note that I add 0.1 to the scale so that in the case of a cube for 
example, the planes of my TabBoxDragger don't coincide with the cube's 
faces. You may want something different, this is just an example)


Hope this helps,

J-S
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Re: [osg-users] Ray Tracing a BRLCAD model in Openscenegraph

2008-06-10 Thread Jean-Sébastien Guay

Hello Steven,

I would like to display these BRLCAD models by ray trace in 
Openscenegraph (yes, it will be slow!).  I have done some searches 
through the archives and have not found a lot of info.  It appears that 
I am going to have to use glReadPixels and glWritePixels prior to the 
swapbuffers (I am not using osgViewer yet).  Does anyone know of a 
better method to render via ray trace in Openscenegraph?


If all you need is to ray trace an image, you could use a textured quad 
instead of glWritePixels. I would probably be faster, especially if you 
can somehow render to the same memory buffer as you use for the OpenGL 
texture. But in any case, displaying the result of the raytrace is not 
likely to be your bottleneck...


Note that in that case (as with glWritePixels), all you get is a 2D 
image of your render. So if the user changes the point of view, you have 
to re-render. Whereas your previous method, rendering to a point cloud, 
at least gave you some 3D positions which you could orbit around and 
examine. As long as you don't need specular shading (reflections, etc) 
and your scene doesn't change, you don't need to re-render. Diffuse 
shading is view independent, and with static geometry, the resulting 3D 
points would stay valid even if the viewpoint changes.


It's a case of what you want to do at a higher level. I guess I don't 
see the point of rendering to an image to display that image in OSG... 
What do you use OSG for in that case? Is the viewpoint fixed? (just 
curious...)


Hope this helps,

J-S
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Re: [osg-users] osgmovie with mpgs or avis on windows

2008-06-10 Thread David De Weerdt
ok, both suggestions (copying and renaming the dll's and using the Registry)
work.

Thanks!!!
David DW

On Tue, Jun 10, 2008 at 3:02 PM, Mathieu MARACHE [EMAIL PROTECTED]
wrote:

 Another way would be ot addFileExtensionAlias to the Registry

 for example :

 osgDB::Registry::instance()-addFileExtensionAlias(mpg, qt);
 osgDB::Registry::instance()-addFileExtensionAlias(avi, qt);

 in your application

 or use the attached file in place of src/osgDB/Registry.cpp if you are
 using OSG's svn or latest dev release.

 I cross posted to submission so we can keep track of this.

 HTH

 2008/6/10 Mike Greene [EMAIL PROTECTED]:

 I have it working with both avis and mpgs on Windows. You need to make
 copies of the osgdb_qtd.dll  (in the plugins directory) and rename them
 osgdb_mpgd.dll and osgdb_avid.dll . Then you can give either of these types
 of files as arguments to osgmovie.




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Re: [osg-users] Building sln for VS 9 with CMAKE results in wrong Paths

2008-06-10 Thread Vincent Bourdier
Hello

I had the problem, and I solve it using other version or Cmake

Cmake 2.4 for osg2.4
Cmake 2.6 for osg2.5.1

(with VS2005... don't know with VS9)

2008/6/10 Ariasgore [EMAIL PROTECTED]:

 Hello,

 I am trying to build OSG from source, so I followed the explanations
 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

 Now I got the sln File, opened it, tried to build and ended with sth like
 150 LNK Errors.

 I use the standard folder configuration, so that all lib files should be
 placed in lib.
 Unfortunately each project links against dependencies in a similar way like
 this-

 $(NOINHERIT) kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib
 ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib  ..\..\lib\osgGAd
 ..\..\lib\osgUtild ..\..\lib\osgd ..\..\lib\OpenThreadsd glu32.lib
 opengl32.lib

 And I get lots of Linker Errors, since I have no idea why cmake (or
 whoever) created a CDUP twice.
 Rewriting everything from ..\..\lib\osg to osg (removing the ..\..)
 works but is there another way to do this not spending the whole afternoon
 rewriting those files? :)

 Thanks
 Samuel
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Re: [osg-users] Ray Tracing a BRLCAD model in Openscenegraph

2008-06-10 Thread Watkins, Steven M CIV NSWCDD, G24
Hi
 
It's a case of what you want to do at a higher level. I guess I don't
see the point of rendering to an image to display that image in OSG...
What do you use OSG for in that case? Is the viewpoint fixed? (just
curious...)

The viewpoint in the simulation is not fixed.  The point cloud was for 
interactive mode with the mouse.  One of the main demo functions of  the 
simulation is to create avi's, that can directly incorporated in PowerPoint 
(ie. you can show bright, shiny objects to manager types during presentations). 
  I have various view scripts that can be set up to move the view during the 
simulation run /movie capture.  The  reasoning behind raytrace rendering is 
that point cloud objects do not really fit in with other lit and/or textured 
objects in the scene.  Since avi's are being created, horrific frame rates 
during the capture, are not that big of an issue.  I was just looking for other 
techniques before I went ahead and brute forced it with glReadPixels and 
glDrawPixels.

Thanks

 

 

 

 

 



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Re: [osg-users] Building sln for VS 9 with CMAKE results in wrong Paths

2008-06-10 Thread Jean-Sébastien Guay

Hello Samuel,

Unfortunately each project links against dependencies in a similar way 
like this-


$(NOINHERIT) kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib 
ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib  
..\..\lib\osgGAd ..\..\lib\osgUtild ..\..\lib\osgd 
..\..\lib\OpenThreadsd glu32.lib opengl32.lib


I suspect you're using CMake 2.6 with OSG 2.4? The CMake files were not 
compatible with CMake 2.6 at that time. We had to make changes that did 
not land in time for the OSG 2.4 release.


You have two options:
- Get CMake 2.4.x (2.4.8 I guess is the last release of the 2.4 line) 
with OSG 2.4

- Get OSG from SVN or the recent 2.5.2 developer release with CMake 2.6.

Then delete your generated project files and regenerate them.

Hope this helps,

J-S
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Re: [osg-users] Compiler discomfort on IRIX at OpenFlight plugin

2008-06-10 Thread Martin Spott
Martin Spott wrote:

 Reverting the change in 'src/osgPlugins/OpenFlight/Record.h' at line 64 to 
 read:
 
   virtual ~Record();
 
  makes the compiler happy - yet I don't have the slightest clue if
 this has any influence on proper functionality   :-)

Hehe, it has. I'm getting the binaries and libraries compiled and
linked properly, but the OpenFlight loader fails miserably. Well,
somehow I _did_ expect such result 

Martin.
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Re: [osg-users] OcclusionQueryNode woes

2008-06-10 Thread Eduard Trulls

Hi Paul,


So I can reproduce the problem by running osgocclusionquery
yourfile.osg? (all that example does is place an OQN above the .osg file
that is loaded.) If so, please post your .osg file so I can take a look at
the problem.
  
I had forgotten osgocclusionquery could read external files. It seems I 
can't reproduce the problem, it runs flawlessly (after lowering 
occlusion and visibility thresholds, of course). Placing the OQNs 
automatically on the same model using the same node visitor on *my* code 
does show the problem. I've tried turning off all I could think of, to 
no avail; I currently have one single model hanging from root with a 
default trackball manipulator, no stateset (under Qt). I'll see what 
else I can come up with tomorrow.



You can query the test pass/failure results on a per-camera basis. Are you
saying that this doesn't work for you for some reason? The osgocclusionquery
example does this, IIRC, to display some statistical information.

However, you are trying to use OQN for something that it wasn't designed
for. You might need to modify OQN or make your own custom node to make it do
what you want.

  
Yes, the query works. I was talking about recovering the pass/failure 
without acting accordingly (disabling the node if invisible), which, 
yes, is probably quite out of scope.


Thanks for your help,
E.
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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-10 Thread Brian Keener
Jean-Sébastien Guay wrote:
 So I would probably blame an e-mail client bug. Brian, what client are 
 you using and can you try another one? (but we're pretty far from OSG 
 support/discussion here :-) )
 
 Just trying to be helpful...

I'm suspecting the email client now - it is an open source project called 
Virtual-Access and they have done a lot of work lately changing some html 
logic (but I thought only on our viewing side).  I will post this 
scenario there based on the results you are seeing and see what happens.

I will also check posting from another email client - the problem is 
getting the from changed in Outlook or the Web interface on my domain 
since I use a doctored email address for spam protection on newsgroups.

bk




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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-10 Thread Brian Keener
Alberto Luaces wrote:
 I somehow managed to decode the file. I hope it is the whole file

whoa - good job!

Size 47481 bytes
md5sum 66b6269f412416423aaf06f3c9b14706

bk




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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-10 Thread Brian Keener
Paul Speed wrote:
 For what it's worth... the whole messages are coming through for me but 
 they are just not visible.  If I view the message source then I can see 
 the contents... including the encoded attachment.  I'm not sure why 
 Thunderbird is getting confused by them.

I posted to the newsgroup for my email client but I also just remembered - 
remember - each time I posted with an attachment I got a warning from the 
Mailing list saying I was not authorized to post as follows:

subject: Re: [osg-users] Build from svn in Cygwin still tries tobuild 
osgviewerWX but no WX
from: [EMAIL PROTECTED]
to: [EMAIL PROTECTED]
date: Mon, 09 Jun 2008 14:33:50 -0700
x-popfile-link: http://127.0.0.1:8080/jump_to_message?view=128050

You are not allowed to post to this mailing list, and your message has
been automatically rejected.  If you think that your messages are
being rejected in error, contact the mailing list owner at
[EMAIL PROTECTED]

date: Mon, 09 Jun 2008 17:33:16 -0400
to: OpenSceneGraph Users osg-users@lists.openscenegraph.org
from: Brian Keener [EMAIL PROTECTED]
subject: Re: [osg-users] Build from svn in Cygwin still tries to 
buildosgviewerWX but no WX
reply-to: [EMAIL PROTECTED],OpenSceneGraph Users 
osg-users@lists.openscenegraph.org




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Re: [osg-users] OcclusionQueryNode woes

2008-06-10 Thread Jean-Sébastien Guay

Hello Edward,


You can query the test pass/failure results on a per-camera basis.

(...)
Yes, the query works. I was talking about recovering the pass/failure 
without acting accordingly (disabling the node if invisible),


If all you want is to be able to determine if a node is visible or not, 
can't you just test its bounding volume against the camera's frustum? 
It's not quite trivial, but pretty easy once you get the hang of it.


Come to think of it, there should probably be a class to do this in OSG 
(perhaps osgUtil?) - can't remember if there really is, but if not, it 
would make a useful addition for a number of people I would think.


J-S
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Re: [osg-users] OcclusionQueryNode woes

2008-06-10 Thread Eduard Trulls

Hi,

I think that's still a bit beyond my osg/gl skills, and more so given my 
time frame; hence the convenience of using library code. (If this 
feature is already built in, I couldn't find it, please point!) I'll 
have a look at it if this doesn't pan out, anyway.


Thanks,
E.

Jean-Sébastien Guay wrote:

Hello Edward,


You can query the test pass/failure results on a per-camera basis.

(...)
Yes, the query works. I was talking about recovering the pass/failure 
without acting accordingly (disabling the node if invisible),


If all you want is to be able to determine if a node is visible or 
not, can't you just test its bounding volume against the camera's 
frustum? It's not quite trivial, but pretty easy once you get the hang 
of it.


Come to think of it, there should probably be a class to do this in 
OSG (perhaps osgUtil?) - can't remember if there really is, but if 
not, it would make a useful addition for a number of people I would 
think.


J-S

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Re: [osg-users] question of camera computeLocalToWorldMatrix

2008-06-10 Thread huiliang yang
First, Thank you Paul, answer my question, I am new to this newsletter so I 
didn't write thank you at last letter. 

huiliang yang wrote:
 Hi,

 Hello

 huiliang yang wrote:
  I have a question about computeLocalToWorldMatrix in camera class.
  First, since the openscenegraph use row matrix instead column matrix
 like opengl, I thought the default matrix multiply should be post
  multiply so that :
   V' = M*V  (opengl premultiply) chanage to
  V' = VT*MT  ( osg post multiply)
 Ok
  but looks like the camera still use pre_multiply as default, but the
  _viewmatrix define in camera class is apparently  is  a  row matrix  MT.
 How do you get to this statement, which section of the code do you 
 refer to?

 no any specific code for above statement. but I do trace the code and 
 find _viewmatrix in camera class
 is a row matrix, which means the translation (x, y, z) is at last row.
Ok
 So, if the matrix is a row matrix, only way for multiply is
 by  matrix = matrix*_viewmatrix. or matrix.postmultiply(_viewmatrix). 
 is that correct?
No, why would that be the case?

All matrices in OSG are of type osg::Matrixd (or Matrixf), which as you 
mentioned, has the translation part at the bottom row. In your multiply 
statement above (matrix = matrix*_viewmatrix) you say that because 
_viewmatrix is a row matrix it can only be post-multiplied. But what 
about matrix? It's also a row matrix, but it's being PRE-multiplied. 
As long as two matrices A and B have the same structure (translation at 
the bottom row/right-most column) you can compute both A*B and B*A. The 
results will be different, of course, but it's both legal in the 
mathematical sense. The fact that _viewmatrix is a model-view matrix 
doesn't matter, as that is simply also a form of linear transformation 
expressed by a 4x4 matrix.

What I mean is: if both matrix are col matrix, then a transformation from local 
to world should 
matrix(world) = _viewmatrix*matrix(local); 
Then back to osg's row matrix, which is the transpose of col matrix, then 
matrix(world)T = (_viewmatrix*matrix(local))T   ; T mean transpose. 
   =  matrix(local)T*_viewmatrixT   : 
   = matrix(local).postmult(_viewmatrix) ; should be post 
multiply. 
but look computeLocalToWorldMatrix: it is using 
  if( premultiply)
  matrix(local).premult(_viewmatrix); which is 
  _viewmatrixT*matrix(local)T;since they are both 
row matrix, transposed.  
 = matrix*_viewmatrix; here it totally change 
the order of transformation. 
I agree matrix multiplication can be done either way, but I if the order of 
transformation shouldn't be changed. Thanks for answer my question. 

 That is why I say why the default multiply in camera class is 
 premultiply, in computeLocalToWorldMatrix,
 it  use matrix = _viewmatrix*matrix or 
 matrix.premultiply(_viewmatrix), if _viewmatrix is a row matrix, it 
 looks weird.


 It also depends on your definition of 'pre-multiply'. If you say VT*MT
 is post multiply (as you do above), then this implies that you
 actually mean MT post-multiplies VT. This is turn also means that VT
 pre-multiplies MT. So it depends from which operand you look at it how
 you describe the operation.
 
  Second, even as the default pre_multiply, then let's say:
   V' = M*V  if (_transformOrder==PRE_MULTIPLY)
  then its inverse should be
   V = M-1* V' ,
  why in function computeWorldToLocalMatrix
 Which class? You say V, which implies a vector usually, but, for
 example, Camera::computeWorldToLocalMatrix works on a matrix as input.
 If you indeed refer to Camera::computeWorldToLocalMatrix() then I would
 say that that method does the inverse operation of
 computeLocalToWorldMatrix(). Assuming _referenceFrame==RELATIVE_RF and
 _transformOrder==PRE_MULTIPLY then the method computeLocalToWorldMatrix
 pre-multiplies its argument matrix with _viewMatrix. I.e.

   matrix.preMult(_viewMatrix);

 actually does

   matrix = _viewMatrix * matrix;

 Method computeWorldToLocalMatrix() does the inverse of this operation,
 so instead of pre-multiplying with _viewMatrix it post-multiplies with
 the inverse of _viewMatrix (the comments also say this).

 That is I don't understand, if matrix' = _viewMatrix*matrix, then the 
 inverse operation is
 matrix = _viewMatrix-1*matrix', right?
 why here it change the order of multiply?
local_to_world = _viewMatrix * matrix
=
world_to_local = [local_to_world]^{-1} = [_viewMatrix * matrix]^{-1} = 
matrix^{-1} * _viewMatrix^{-1}

(inverse_of_A*B = inverse_of_B * inverse_of_A)

Ok I get it, the function is to create a transformation matrix, I thought it is 
using for vector transformation. Thanks. 

Paul

Regards

Huiliang


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Re: [osg-users] OcclusionQueryNode woes

2008-06-10 Thread Jean-Sébastien Guay

Hello Eduard,

I think that's still a bit beyond my osg/gl skills, and more so given my 
time frame; hence the convenience of using library code.


I just checked, there doesn't seem to be this specifically, but you
could use osgUtil::PolytopeIntersector for this. It would be pretty slow 
if you use it directly, because the default intersectors will build a 
list of all intersections (because you might want the closest one, for 
raytracing, for example). But you could subclass PolytopeIntersector and 
 just check the bounding volumes of drawables, for example.


I realize this may still be too complex for what you want to do and your 
time frame, but it would be feasible. I may look into submitting some 
basic test-intersection (versus find-intersection, which is what we have 
now) to Robert some time in the future. It seems generally useful to me.


J-S
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[osg-users] Convert/use GIS coordinates

2008-06-10 Thread Jean-Sébastien Guay

Hi fellow OSGers,

I was wondering if I could ask some questions about GIS in general on 
this list. I know there are some really knowledgeable people on this 
list (Glenn, I'm looking at you!). We have no one here who has any 
expertise in this subject... :-)


In one of the subprojects of our current project, we get some 
coordinates for objects from a network feed, in UTM projected using 
ED50 based on international 1924 spheroid, on zone 32. We'd need to use 
those to position objects in a given world space, and I was wondering if 
there was a general way to convert such values to something that we can 
use in OSG.


I suspect values such as Easting and Northing are not really linear, 
since they map to a sphere (note that as I said, I'm a total newbie to 
this). Also, the coordinate standard used could potentially change in 
mid-project, which is why I'd like a general way.


Can GDAL do this? Can osgGIS? Would that be the way you would recommend 
doing it? For now we just need conversion of coordinates, but eventually 
we could need more, so if using osgGIS in our project would scale well, 
we'll possibly do that.


Thanks in advance,

J-S
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Re: [osg-users] OcclusionQueryNode woes

2008-06-10 Thread Paul Martz
Eduard -- I thought you wanted more than just inside/outside the view
volume, I thought you wanted occlusion information (object is hidden behind
something in the scene).

J-S's suggestion will just tell you whether something is in or out of the
view volume, but won't tell you whether or not something is hidden. The way
to implement J-S's suggestion (if you want to use it) would be to add a cull
callback to the root node of your subgraph, and in that callback, call the
osgUtil::CullVisitor::isCulled() method. You pass in the bounding volume and
get a true/false return.

It would be nice if this mechanism also considered culling due to
OcclusionQueryNodes, but it does not at this time.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Eduard Trulls
 Sent: Tuesday, June 10, 2008 11:42 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OcclusionQueryNode woes
 
 Hi,
 
 I think that's still a bit beyond my osg/gl skills, and more 
 so given my time frame; hence the convenience of using 
 library code. (If this feature is already built in, I 
 couldn't find it, please point!) I'll have a look at it if 
 this doesn't pan out, anyway.
 
 Thanks,
 E.
 
 Jean-Sébastien Guay wrote:
  Hello Edward,
 
  You can query the test pass/failure results on a per-camera basis.
  (...)
  Yes, the query works. I was talking about recovering the 
 pass/failure 
  without acting accordingly (disabling the node if invisible),
 
  If all you want is to be able to determine if a node is visible or 
  not, can't you just test its bounding volume against the camera's 
  frustum? It's not quite trivial, but pretty easy once you 
 get the hang 
  of it.
 
  Come to think of it, there should probably be a class to do this in 
  OSG (perhaps osgUtil?) - can't remember if there really is, but if 
  not, it would make a useful addition for a number of people I would 
  think.
 
  J-S
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[osg-users] INHERIT_RENDERBIN_DETAILS

2008-06-10 Thread Argentieri, John-P63223
Robert,

I'm not convinced that INHERIT_RENDERBIN_DETAILS does what it's supposed
to do.

I've done this:

_group-getOrCreateStateSet()-setRenderBinDetails( 3, RenderBin ); 

_geode1-getOrCreateStateSet()-setRenderBinDetails( 1, RenderBin,
osg::StateSet::INHERIT_RENDERBIN_DETAILS ); 

_geode2-getOrCreateStateSet()-setRenderBinDetails( 2, RenderBin,
osg::StateSet::INHERIT_RENDERBIN_DETAILS ); 

_group-addChild( _geode1 );
_group-addChild( _geode2 );
_geode1-addDrawable( _draw1 );
_geode2-addDrawable( _draw2 );

And _draw2 gets drawn before _draw1. I know how much you love to read
code on this forum, so dare I ask, can you tell me what I've done wrong,
or is this a bug?

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
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[osg-users] ccmake issue with 2.4.0 release

2008-06-10 Thread Bob Huebert

Hi folks,

  I just grabbed the 2.4.0 release source of osg and have run into this 
when initiating the cmake (2.6.0) configuration:


CMake Error at CMakeLists.txt:9 (ADD_EXECUTABLE):
   Target cmTryCompileExec links to item  -lpthread which has leading 
or

   trailing whitespace.  This is now an error according to policy CMP0004.


  I've searched the gmane osg archive, but didn't see anything.

  Any clues on this? Maybe it's a cmake thing?

tia
-bob
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Re: [osg-users] ccmake issue with 2.4.0 release

2008-06-10 Thread Bob Huebert

nevermind.

Second time launching ccmake the message doesn't show. Configuration 
process seems to work despite the error.


sorry for the noise

-bob


On Tue, 10 Jun 2008, Bob Huebert wrote:


Hi folks,

 I just grabbed the 2.4.0 release source of osg and have run into this when 
initiating the cmake (2.6.0) configuration:


CMake Error at CMakeLists.txt:9 (ADD_EXECUTABLE):
  Target cmTryCompileExec links to item  -lpthread which has leading or
  trailing whitespace.  This is now an error according to policy CMP0004.


 I've searched the gmane osg archive, but didn't see anything.

 Any clues on this? Maybe it's a cmake thing?

tia
-bob

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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



smime.p7s
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Re: [osg-users] ccmake issue with 2.4.0 release (fwd)

2008-06-10 Thread Bob Huebert

more noise...

The cmake configuration process bailed out during the generation phase 
with this:


CMake Warning (dev) at src/osg/CMakeLists.txt:173 (ADD_LIBRARY):
   Policy CMP0003 should be set before this line.  Add code such as

 if(COMMAND cmake_policy)
   cmake_policy(SET CMP0003 NEW)
 endif(COMMAND cmake_policy)

   as early as possible but after the most recent call to
   cmake_minimum_required or cmake_policy(VERSION).  This warning appears
   because target osg links to some libraries for which the linker must
   search:

 -lpthread

   and other libraries with known full path:

 /usr/local/pkg/osg/wrk.huebert/osg-2.4.0/lib/libOpenThreads.so.2.2.1

   CMake is adding directories in the second list to the linker search 
path in
   case they are needed to find libraries from the first list (for 
backwards
   compatibility with CMake 2.4).  Set policy CMP0003 to OLD or NEW to 
enable
   or disable this behavior explicitly.  Run cmake --help-policy CMP0003 
for

   more information.
 This warning is for project developers.  Use -Wno-dev to suppress it.


I'm no cmake expert, so I'm a bit lost on this.

This is osg-2.4.0 source as a relase build using cmake-2.6.0.

-bob



From: Bob Huebert [EMAIL PROTECTED]
Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] ccmake issue with 2.4.0 release

nevermind.

Second time launching ccmake the message doesn't show. Configuration process 
seems to work despite the error.


sorry for the noise

-bob


On Tue, 10 Jun 2008, Bob Huebert wrote:


Hi folks,

 I just grabbed the 2.4.0 release source of osg and have run into this when 
initiating the cmake (2.6.0) configuration:


CMake Error at CMakeLists.txt:9 (ADD_EXECUTABLE):
  Target cmTryCompileExec links to item  -lpthread which has leading or
  trailing whitespace.  This is now an error according to policy CMP0004.


 I've searched the gmane osg archive, but didn't see anything.

 Any clues on this? Maybe it's a cmake thing?

tia
-bob

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

2008-06-10 Thread Argentieri, John-P63223
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 contain GDC4S confidential or privileged information. Any
unauthorized review, use, disclosure or distribution is prohibited. If
you are not an intended recipient, please contact the sender by reply
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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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Re: [osg-users] Coordinate Systems and Quaternions

2008-06-10 Thread Michael Guerrero
Mrs. Mister [EMAIL PROTECTED] writes:

 
 hi,
 
 i am working with osg 2.4, osgCal 0.3.0 and cal 3d 0.11.
 
 in the cal3d faq i read:
 
 It should also be noted that Cal3D's math classes assume a left-handed 
 rotation system.
 
 i have trouble with setting the quaternions from osg to the cal3d model.
 
 which coordinate system do osg::Quat use?
 or, where can i read about the coordinate systems used in osg?
 
 bye
 henry
 

Hi Henry, you can changed the handedness of a quaternion by negating the w
component.  Delta3D does this in changing coordinate systems from Cal3D to OSG.

Good luck,
Michael




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Re: [osg-users] Convert/use GIS coordinates

2008-06-10 Thread McGlone, James C.



In one of the subprojects of our current project, we get some
coordinates for objects from a network feed, in UTM projected using
ED50 based on international 1924 spheroid, on zone 32. We'd need to use
those to position objects in a given world space, and I was wondering if
there was a general way to convert such values to something that we can
use in OSG.

this transformation is supported by PROJ4, for discrete coordinates, and by 
gdal (gdalwarp) for raster data using PROJ4. both are available at maptools.org

I suspect values such as Easting and Northing are not really linear,
since they map to a sphere 

UTM zones are 6 degrees on longitude wide, with the design goal being a scale 
error of 1 part in 1 at the edges. Depending on how big your area is, I 
doubt that the non-linearity of the projection will be an issue.  

If you're combining this with other data and want to be precise, you should 
determine the geographic 
datum (and vertical datum) of the other data sets. The most common these days 
is WGS84, used for GPS, with elevations referenced to the ellipsoid or to the 
geoid. 

chris


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Re: [osg-users] INHERIT_RENDERBIN_DETAILS

2008-06-10 Thread Paul Martz
INHERIT_RENDERBIN-DETAILS tells the CullVisitor to ignore a StateSet's bin
number and bin name, and instead simply keep using the current number/name.
So, in your example, I'd think both Drawables would go into the same bin,
and their order would be determined by the sorting associated with name
RenderBin. Is that not what's happening?
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Tuesday, June 10, 2008 3:25 PM
To: [EMAIL PROTECTED]
Subject: [osg-users] INHERIT_RENDERBIN_DETAILS



Robert, 

I'm not convinced that INHERIT_RENDERBIN_DETAILS does what it's supposed to
do. 

I've done this: 

_group-getOrCreateStateSet()-setRenderBinDetails( 3, RenderBin ); 

_geode1-getOrCreateStateSet()-setRenderBinDetails( 1, RenderBin,
osg::StateSet::INHERIT_RENDERBIN_DETAILS ); 

_geode2-getOrCreateStateSet()-setRenderBinDetails( 2, RenderBin,
osg::StateSet::INHERIT_RENDERBIN_DETAILS ); 

_group-addChild( _geode1 ); 
_group-addChild( _geode2 ); 
_geode1-addDrawable( _draw1 ); 
_geode2-addDrawable( _draw2 ); 

And _draw2 gets drawn before _draw1. I know how much you love to read code
on this forum, so dare I ask, can you tell me what I've done wrong, or is
this a bug?

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
contain GDC4S confidential or privileged information. Any unauthorized
review, use, disclosure or distribution is prohibited. If you are not an
intended recipient, please contact the sender by reply email and destroy all
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Re: [osg-users] Ray Tracing a BRLCAD model in Openscenegraph

2008-06-10 Thread hesicong2006




Hi, watkins,
You should try volume rendering technology here instead of "point
cloud". See osgVolume example for a good start, which provides two
methods - native texture based algorithm and use shader to do ray trace.

Watkins, Steven M CIV NSWCDD, G24 wrote:

  Hi
 
  
  
It's a case of what you want to do at a higher level. I guess I don't
see the point of rendering to an image to display that image in OSG...
What do you use OSG for in that case? Is the viewpoint fixed? (just
curious...)

  
  
The viewpoint in the simulation is not fixed.  The "point cloud" was for interactive mode with the mouse.  One of the main demo functions of  the simulation is to create avi's, that can directly incorporated in PowerPoint (ie. you can show bright, shiny objects to manager types during presentations).   I have various view scripts that can be set up to move the view during the simulation run /movie capture.  The  reasoning behind raytrace rendering is that "point cloud" objects do not really fit in with other lit and/or textured objects in the scene.  Since avi's are being created, horrific frame rates during the capture, are not that big of an issue.  I was just looking for other techniques before I went ahead and brute forced it with glReadPixels and glDrawPixels.

Thanks

 

 

 

 

 






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