Re: [osg-users] Scribe outline only
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Manually setting osgManipulator transformations
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Manually setting osgManipulator transformations
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie with mpgs or avis on windows
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie with mpgs or avis on windows
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 -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Ray Tracing a BRLCAD model in Openscenegraph
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie with mpgs or avis on windows
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Unclassified Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie with mpgs or avis on windows
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Building sln for VS 9 with CMAKE results in wrong Paths
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Manually setting osgManipulator transformations
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ray Tracing a BRLCAD model in Openscenegraph
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie with mpgs or avis on windows
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. -- Mathieu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building sln for VS 9 with CMAKE results in wrong Paths
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ray Tracing a BRLCAD model in Openscenegraph
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 winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building sln for VS 9 with CMAKE results in wrong Paths
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compiler discomfort on IRIX at OpenFlight plugin
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OcclusionQueryNode woes
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OcclusionQueryNode woes
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] question of camera computeLocalToWorldMatrix
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OcclusionQueryNode woes
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Convert/use GIS coordinates
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OcclusionQueryNode woes
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 copies of the original message. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ccmake issue with 2.4.0 release
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ccmake issue with 2.4.0 release (fwd)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] lighting in osgViewer...
Shayne, If you really want to control lighting, you have to use osg::Light and osg::LightSource. If you look at the code for the example osglight you will see how those types of lights are set up. Say for instance, you want a constant, non-directional light. Copy the osglight example, but instead of what they do with the osg::Light, do: m_Light = new osg::Light(); m_Light-setLightNum( 0 ); // this will override the Look at me, I am the sun light. m_Light-setAmbient( osg::Vec4f( 1.0f, 1.0f, 1.0f, 1.0f ) ); m_Light-setDiffuse( osg::Vec4f( 0.0f, 0.0f, 0.0f, 0.0f ) ); and you don't have to worry about where it's located because it has 0 directional lighting. John Argentieri Software Engineer GENERAL DYNAMICS C4 Systems (407) 281-5568 [EMAIL PROTECTED] This email message is for the sole use of the intended recipient(s) and may 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 copies of the original message. 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Coordinate Systems and Quaternions
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Convert/use GIS coordinates
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 winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] INHERIT_RENDERBIN_DETAILS
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 copies of the original message. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ray Tracing a BRLCAD model in Openscenegraph
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 __ Information from ESET NOD32 Antivirus, version of virus signature database 3172 (20080610) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Information from ESET NOD32 Antivirus, version of virus signature database 3172 (20080610) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org