[osg-users] A problem related to the ive file size and loading speed

2008-07-30 Thread TANG Fangqin
Hi all,

I convert some existing 3ds models to ive format through the following two
steps:

1) call osgDB::writeNodeFile func to save the loaded 3ds model into osg
format;
2) run osgconv to convert osg to ive format.

But I find that the size of ive file I finally get is much larger than the
original 3ds file. (3ds: 10 M, ive: 100 M) And it cost me much time to load
ive file (about 15 s) into the program. It is said on internet that reading
ive files is quite fast. So something wrong? Is there any way to improve
(ive size and loading speed)?
Much appreciation to any comment.

With best regards,
Fangqin
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[osg-users] PAT and getWorldMatrices difference

2008-07-30 Thread Vincent Bourdier
Hi All,

Working on a way to find the good world matrix for a node, I've encountered
some problems :

My structure is this one :

-root
  |-Node...(not osg::Tranform)
 |-PAT (osg::PositionAtitudeTransform)

If I get the PAT translation and rotation, I've a vector and a Quat, which
looks good,
if I consider pat as a node and use _node-getWorldMatrices()[0] and get
Rotation and Translation, the results are not the same...

What can do this ?
How to get real world coordinate form a node (Transform or not) ?

thanks,

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

2008-07-30 Thread David Spilling
Look in the osghandglide example for MoveEarthySkyWithEyePointTransform;
you will need to add the z-coordinate transform as well (currently 0.0 in
the code).

David
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Re: [osg-users] Using SSE within OSG

2008-07-30 Thread Mathias Fröhlich

James,

The most obvious problem: Group::traverse ...
Is one of the visitors you use a TRAVERSE_ALL_CHILDREN visitor? If so, the 
Group::traverse profile makes sense. Make sure that you do traverse only this 
subgraphps you need to traverse. You can then minimize that calls too. Will 
help overall!!!

Ok, so the PositionAttitudeTransform is the matrix multiplication problem.
Try that specialized transform patch I have sent to you.
That will help a bit here. But you might do even better:

You are talking about a game. So I expect that you have transform nodes to 
animate parts of the scenegraph.
I agree that you will need the full PositionAttitudeTransform in some cases. 

But I can well imagine to have special transforms in such a game where you can 
make use of specialized implementations.
Specialized with respect to:

* The kind of the transform.
Often you just have to rotate around the origin. Nothing more. Or you might 
have some linear transform to make something move but no rotation and no 
scaling.
For this case implement you own say LinearTransform or RotationTransform nodes 
derived from osg::Transform and reimplement the the computeLocalToWorldMatrix 
and computeWorldToLocalMatrix and computeBound methods with something more 
optimized. May be use that specialized preMultTranslate or equivalent methods 
from the patch I sent. You can avoid many matrix multiplications for that.

* Recomputation of the bounding sphere.
Sometimes with such special transforms, you do not need to dirty the bounding 
sphere.
Take a rotation. Say you have a leg that can rotate around the knee. Just 
compute the bounding sphere for all possible rotation values of that 
rotation. With that you will have slightly worse bounding spheres, but You do 
not need to walk large scenegraphs to invalidate the bound and you do not 
need to recompute the bound for large parts of the scene again and again.
If you have a human body for example with many transform nodes for arms legs 
and fingers and so on. Your human body bounding sphere will not be much 
larger with that kind of bounding box compared to the exact case. The 
interresting cull case is to cull away the *whole* human body which will 
happen about the same as with the exact bounding spheres.
Translations along an axis for example are a bit more difficult in this case 
since they would blow up the sphere to infinity if you want to catch any 
translation value. But if you have a translation axis, a maximum scalar value 
a minimum scalar value and a current scalar translation value, you can do 
about the same.

Hope this helps.

Greetings

Mathais

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Re: [osg-users] osg make error in mingw

2008-07-30 Thread songbo_1220
sorry!
I was following some mistakes。

Linking CXX shared library ../../lib/libosg.dll
Creating library file: ../../lib/libosg.dll.a
[ 11%] Built target osg
Scanning dependencies of target osgDB
[ 11%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/Archive.obj
f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/osgDB/Archive.cpp:51: 
internal compiler error: in maybe_emit_vtables, at cp/decl2.c:1678
Please submit a full bug report,
with preprocessed source if appropriate.
See http://gcc.gnu.org/bugs.html for instructions.
make[2]: *** [src/osgDB/CMakeFiles/osgDB.dir/Archive.obj] Error 1
make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2
make: *** [all] Error 2

what can i do? thank!

 
 
 

在2008-07-29,songbo_1220 [EMAIL PROTECTED] 写道:

 thanks Philip Lowman!
 i will try it!

 
 

在2008-07-29,Philip Lowman [EMAIL PROTECTED] 写道:

On Tue, Jul 29, 2008 at 1:00 AM, songbo_1220 [EMAIL PROTECTED] wrote:

hello everyone!
sorry my english is poor.
i working at the mingw, i make the osg, find below some error, can you tell me 
why and how to do?
thanks!
[EMAIL PROTECTED] 
/f/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/build_msys
$ make
Scanning dependencies of target OpenThreads
[  0%] Building CXX object 
src/OpenThreads/win32/CMakeFiles/OpenThreads.dir/WIN32Condition.obj
In file included from 
f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/Win32ConditionPrivateData.h:29,
 from 
f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/WIN32Condition.cpp:20:
f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/Win32ThreadPrivateData.h:22:1:
 warning: _WIN32_WINNT redefined
In file included from 
f:\mingw\build\bin\../lib/gcc/i386-pc-mingw32/4.3.0/../../../../include/windows.h:48,
 from 
f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/Win32ConditionPrivateData.h:24,
 from 
f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/WIN32Condition.cpp:20:
f:\mingw\build\bin\../lib/gcc/i386-pc-mingw32/4.3.0/../../../../include/windef.h:20:1:
 warning: this is the location of the previous definition
[  0%] Building CXX object 
src/OpenThreads/win32/CMakeFiles/OpenThreadsdir/Win32Mutex.obj
[  0%] Building CXX object 
src/OpenThreads/win32/CMakeFiles/OpenThreads.dir/Win32Thread.obj
f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/Win32Thread.cpp:
 In static member function 'static int 
OpenThreads::ThreadPrivateActions::SetThreadSchedulingParams(OpenThreads::Thread*)':
f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/Win32Thread.cpp:196:
 error: 'getenv' was not declared in this scope
make[2]: *** [src/OpenThreads/win32/CMakeFiles/OpenThreads.dir/Win32Thread.obj] 
Error 1
make[1]: *** [src/OpenThreads/win32/CMakeFiles/OpenThreads.dir/all] Error 2
make: *** [all] Error 2

Songbo,

Looks like a bug.  To workaround the problem on your system, add the following 
to Win32Thread.cpp, near the top:
#include stdlib.h



osg-submissions,

I can't reproduce the compilation error with my MinGW and the latest OSG trunk 
but I'm attaching the fix anyways since stdlib.h should be #included in this 
source file anyways.  I can reproduce the warning due to the redefinition of 
_WIN32_WINNT and I've fixed it.

-- 
Philip Lowman
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Re: [osg-users] A problem related to the ive file size and loading speed

2008-07-30 Thread David Spilling
Fangqin,

Can't comment about your file size, but you could save yourself a step by
doing osgconv My3DSFile.3ds MyIVEFile.ive directly...

David
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Re: [osg-users] A problem related to the ive file size and loading speed

2008-07-30 Thread Paul Melis

David Spilling wrote:

Fangqin,

Can't comment about your file size, but you could save yourself a step 
by doing osgconv My3DSFile.3ds MyIVEFile.ive directly...
The increase in size might be because of textures that get included in 
the .ive, while the .3ds refered to them by file name only.


Paul
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[osg-users] 回复: help me!

2008-07-30 Thread monkey
Thank for you all!
 osgExp is REALLY NOT surport Texture UV repeat!
 But I have make it run ok through change its code!
 Thank you very much!
  
  
 -- 原始邮件 --
  发件人: GMD GammerMaxyandex.ru[EMAIL PROTECTED];
 发送时间: 2008年7月29日(星期二) 凌晨02:59
 收件人: osg-usersosg-users@lists.openscenegraph.org; 
 
 主题: Re: [osg-users] help me!

  
  osgExp is not surport Texture UV repeat?
Yes  :( 


28.07.08, 14:43, Alberto Luaces [EMAIL PROTECTED]:

 Hi,
 Sorry, I have no expertise with 3DSMax and/or osgExp, so I cannot help you 
 further. Nevertheless, here is the osgExp code download page address:
 http://sourceforge.net/svn/?group_id=148454
 I suppose there are compilation instructions within the source.
 El Viernes 25 Julio 2008ES 07:00:08 monkeymonkey escribió:
  hi!Thank you for your answer!
  I try it as you say,
  but not right also,i think because Texture Coord output of osgExp is not
  right,they are between 0 and 1,it should be 0 to 3. i change it , it is
  OK!, so it is the really reason.
  I must change osgExp scource code,and recompile it? how to do it?
 
   From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Date: 
   Wed,
   23 Jul 2008 09:57:33 +0200 Subject: Re: [osg-users] help me!  Hi, 
   El Miércoles 23 Julio 2008ES 08:48:19 monkeymonkey escribió:  hi!   
i use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then
   use  osgViewer to look,texture is not right.   it seem that repeat is
   not work! why? osgExp is not surport Texture UV repeat? how to
   make it?  Convert your .ive to .osg with osgconv, then look for the
   wrap parameter in  the file like  wrap_s,t,... REPEAT  If there is
   something other word than REPEAT, change it.  Alberto
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Re: [osg-users] ??: help me!

2008-07-30 Thread Kallfass, Daniel
Could you submit your code changes to the community?

Thanks,
Daniel

 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of monkey
Sent: Wednesday, July 30, 2008 10:47 AM
To: OpenSceneGraph Users
Subject: [osg-users] ??: help me!

 

Thank for you all!

osgExp is REALLY NOT surport Texture UV repeat!

But I have make it run ok through change its code!

Thank you very much!

 

 

-- 原始邮件 --

发件人: GMD GammerMaxyandex.ru[EMAIL PROTECTED];

发送时间: 2008年7月29日(星期二) 凌晨02:59

收件人: osg-usersosg-users@lists.openscenegraph.org; 

主题: Re: [osg-users] help me!

 

 osgExp is not surport Texture UV repeat?
Yes  :( 


28.07.08, 14:43, Alberto Luaces [EMAIL PROTECTED]:

 Hi,
 Sorry, I have no expertise with 3DSMax and/or osgExp, so I cannot help you 
 further. Nevertheless, here is the osgExp code download page address:
 http://sourceforge.net/svn/?group_id=148454
 I suppose there are compilation instructions within the source.
 El Viernes 25 Julio 2008ES 07:00:08 monkeymonkey escribió:
  hi!Thank you for your answer!
  I try it as you say,
  but not right also,i think because Texture Coord output of osgExp is not
  right,they are between 0 and 1,it should be 0 to 3. i change it , it is
  OK!, so it is the really reason.
  I must change osgExp scource code,and recompile it? how to do it?
 
   From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Date: 
   Wed,
   23 Jul 2008 09:57:33 +0200 Subject: Re: [osg-users] help me!  Hi, 
   El Miércoles 23 Julio 2008ES 08:48:19 monkeymonkey escribió:  hi!   
i use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then
   use  osgViewer to look,texture is not right.   it seem that repeat is
   not work! why? osgExp is not surport Texture UV repeat? how to
   make it?  Convert your .ive to .osg with osgconv, then look for the
   wrap parameter in  the file like  wrap_s,t,... REPEAT  If there is
   something other word than REPEAT, change it.  Alberto
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] A problem related to the ive file size and loading speed

2008-07-30 Thread Ulrich Hertlein

Paul Melis wrote:
Can't comment about your file size, but you could save yourself a step 
by doing osgconv My3DSFile.3ds MyIVEFile.ive directly...
The increase in size might be because of textures that get included in 
the .ive, while the .3ds refered to them by file name only.


And you can disable this behaviour by specifying the 'noTexturesInIVEFile' 
option:

osgconv -O noTexturesInIVEFile file.3ds file.ive

/ulrich
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Re: [osg-users] vpb on cluster example

2008-07-30 Thread J.P. Delport

Hi,

sorry, I can only guess at potential problems...

I am assuming you are viewing the data with osgviewer so that I can 
discard other cases where blending might not be set up correctly.


The black portions normally indicate that something is up with the 
blending of data. E.g. sometimes the geotiffs have transparent areas 
that have to be blended with other tiles. This occurs e.g. when the 
tiles are not square. Since the dted data has no colour data, I'm not 
sure what the image data will blend with.


What I would try is to use one of the BMNG tiles as a backdrop. See on 
the wiki for a link. The BMNG tile covers a wide area and would be used 
for places in the terrain where you do not supply your own higher res 
image data.


jp

Greg Myers wrote:

I have another question for you JP.  I have been playing with the osgdem
tool and trying to create a terrain database with some aerial photos (
geotiffs ).  After my database is generated using the command:

Osgdem --geocentric --terrain -d DTED -t image.tif -l 4 -o test\test.ive

I get something that looks about right except that the terrain around the
image is blacked out.  More area is blacked out when I'm viewing the higher
layers.  I'm attaching a small image so that you can see what I'm talking
about.  If you look near the top left corner of the black area you can
barely make out my tiny little geotiff image.  When I zoom out the black
area becomes larger.  When I zoom in it becomes smaller but never goes
completely away.  It seems that whichever tile ( I think that's the right
term ) the image is located in is blacked out everywhere except where the
image is.  Is it not possible to use images that only cover a portion of
your terrain or am I just missing some command line arguments or something?

Thanks
Greg





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Monday, July 28, 2008 11:49 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] vpb on cluster example

Hi,

Greg Myers wrote:

Hi JP,

I'm new and I'm a little fuzzy on the versioning between VPB and OSG.
It looks like for the example you have provided, we need an older
version (2.3.6) of OSG.  Do you know if there are plans to upgrade VPB
to work with the latest releases of OSG or am I totally missing
something?

Thanks for any info.
Greg


sorry, I should have made the versions I used more explicit. For the 
example I used OSG and VPB from svn around June.


osgversion says 2.5.1.

svn info gives:
Revision: 8413 for OSG
and
Revision: 914 for VPB

I'll add the info to the example page.

regards
jp








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Re: [osg-users] render to texture - alpha blending

2008-07-30 Thread Stephan Maximilian Huber

Hi Sherman,

sherman wilcox schrieb:

My question is this: what other method might I employ to deal with
these alpha blending issues? How do you guys recommend handling this?
What's the recommend route to take?
have you tried using osg::ColorMask and disable writing to the 
alpha-channel? You'll get nicely blended RGB, but the alpha-channel 
remain untouched. I used this with some RTT-code where I experienced 
similar problems.


HTH,
Stephan
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Re: [osg-users] transparency becomes dark

2008-07-30 Thread Dieter Pfeffer


Thanks Ulrich and Dimi


I supposed that it has s.th to do with the missing material paramters; my
idea was to change the original material of the node, therefore I set:

osg::StateSet *ss = loadedModel -getOrCreateStateSet();
osg::Material* blendMaterial =
(osg::Material*)(ss-getAttribute(osg::StateAttribute::MATERIAL));

but the material is always NULL so I don't have the original material


Is this the wrong function call ?


Dieter



Unclassified Mail

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Ulrich
Hertlein
Sent: Saturday, 26 July, 2008 08:08
To: OpenSceneGraph Users
Subject: Re: [osg-users] transparency becomes dark


Hi Dieter,

Dieter Pfeffer wrote:
 I am trying to set the object transparency from 1.0 - 0.0 and vice versa;
 but when I start changing the alpha of the material the object becomes
 dark.

 I have changed the material parameters but without success; when I look
 in the loaded model (for example cow.osg) for material, the material is
 always null.

 I have modified the osgviewer example and attached it.

 Could s.o. give me a hint what I am doing wrong ?

You're creating a new Material that overrides the material of the node
you're
fading.  However, you're not setting the Material properties (ambient,
diffuse,
specular, emissive, shininess) and the default values for Material are
unlikely
to match that of the node you're trying to blend.  Hence when you override
the
original material it will switch from the original settings to the default
Material.

For an experiment, have a look at any .osg file and look at the material
properties.  Then set those values on the 'blendMaterial' node you're
creating
and it should look smooth.

You're probably better off modifying the original Material(s) of the node
hierarchy.  Or try another approach, like using blendcolor.

Cheers,
/ulrich

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Re: [osg-users] View Frutrum Culling

2008-07-30 Thread Kaiser, Hagen (CT)
I did the following:

class CullCallback : public osg::NodeCallback
{
public:
bool isVisible;
CullCallback():isVisible(false){}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{ 
traverse(node,nv);
if (!((osgUtil::CullVisitor*) nv)-isCulled(*node))
this-isVisible=true;
}
};

I installed this to every node where I want to know if its currently
visible or not with setCullCallback

Then I question somewhere else the flag like this:

return ((CullCallback*)this-node-getCullCallback())-isVisible;

Even if my camera is far away and facing somewhere, where nothing is
visible.
Everything is said to be visible.

Please help me. I really don't get it.

Greeting 
Hagen
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Re: [osg-users] View Frutrum Culling

2008-07-30 Thread Paul Melis

Hi Hagen,

Kaiser, Hagen (CT) wrote:

I did the following:

class CullCallback : public osg::NodeCallback
{
public:
bool isVisible;
CullCallback():isVisible(false){}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{ 
traverse(node,nv);

if (!((osgUtil::CullVisitor*) nv)-isCulled(*node))
this-isVisible=true;
}
};

I installed this to every node where I want to know if its currently
visible or not with setCullCallback

Then I question somewhere else the flag like this:

return ((CullCallback*)this-node-getCullCallback())-isVisible;

Even if my camera is far away and facing somewhere, where nothing is
visible.
Everything is said to be visible.

Please help me. I really don't get it.
  
Could it be that the cull callback is only called for objects that are 
NOT culled, i.e. whose bounding spheres overlap with the frustum?


Paul
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Re: [osg-users] transparency becomes dark

2008-07-30 Thread Gordon Tomlinson
OGL sets up a default material , you may be picking this up

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dieter
Pfeffer
Sent: Wednesday, July 30, 2008 8:09 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] transparency becomes dark



Thanks Ulrich and Dimi


I supposed that it has s.th to do with the missing material paramters; my
idea was to change the original material of the node, therefore I set:

osg::StateSet *ss = loadedModel -getOrCreateStateSet();
osg::Material* blendMaterial =
(osg::Material*)(ss-getAttribute(osg::StateAttribute::MATERIAL));

but the material is always NULL so I don't have the original material


Is this the wrong function call ?


Dieter



Unclassified Mail

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Ulrich
Hertlein
Sent: Saturday, 26 July, 2008 08:08
To: OpenSceneGraph Users
Subject: Re: [osg-users] transparency becomes dark


Hi Dieter,

Dieter Pfeffer wrote:
 I am trying to set the object transparency from 1.0 - 0.0 and vice 
 versa; but when I start changing the alpha of the material the object 
 becomes dark.

 I have changed the material parameters but without success; when I 
 look in the loaded model (for example cow.osg) for material, the 
 material is always null.

 I have modified the osgviewer example and attached it.

 Could s.o. give me a hint what I am doing wrong ?

You're creating a new Material that overrides the material of the node
you're fading.  However, you're not setting the Material properties
(ambient, diffuse, specular, emissive, shininess) and the default values for
Material are unlikely to match that of the node you're trying to blend.
Hence when you override the original material it will switch from the
original settings to the default Material.

For an experiment, have a look at any .osg file and look at the material
properties.  Then set those values on the 'blendMaterial' node you're
creating and it should look smooth.

You're probably better off modifying the original Material(s) of the node
hierarchy.  Or try another approach, like using blendcolor.

Cheers,
/ulrich

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Re: [osg-users] Shadow techniques status

2008-07-30 Thread Jean-Sébastien Guay

Hello Jim,


ShadowMap does suffer from bad aliasing when the viewpoint is very
near the shadow.
The Orange book (GLSL shader) describes how to super-sample
the depth buffer to mitigate aliasing.


Indeed, aliasing is a big problem with vanilla shadow mapping in 
almost all real-world cases.


What you describe can easily be done by client code, using the 
osgShadow::ShadowMap::clearShaderList() and 
osgShadow::ShadowMap::addShader() methods with the appropriate shaders. 
One thing that you need to be careful about when replacing the default 
shaders is to use the same uniform names to access the shadow map 
sampler and other variables.


J-S
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Re: [osg-users] Qt + non-continuous draw + pagedLOD: Random loss of detail??

2008-07-30 Thread Glenn Waldron
John,

I have run into the same issue. PagedLOD children expire after a certain
period of time (default is something like 5 seconds?) If a PagedLOD child
has not been visited in the last N seconds, the pager will discard it and
revert to a lower LOD. OSG updates the time-last-visited during the cull
traversal in order to check for expiration. So, if you are not continuously
running the frame loop, PagedLOD's will think their children have expired
and will drop to the lowest LOD.

I used to refer to the technique you're using as lazy rendering (i.e. only
render a frame when something has changed) ... try searching the archives
... but at the time I never did find a good way to do this in OSG without
confusing the pager.

Glenn

-- 
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791

On Wed, Jul 30, 2008 at 8:39 AM, John Vidar Larring
[EMAIL PROTECTED]wrote:

 Hi all,

 Background:
 ---
 In our application the user can set up scenes ( or sequences as we call
 them) for playback on a timeline (e.g. seq.1 - transition - seg.2 -
 transition ... seq.N). Some scenes are too complex to render real-time and
 are recorded to movies before playback. Hence, when scenes are edited by the
 user all scenes are redrawn as needed rather than continuously to avoid
 sluggish GUI response.

 Problem:
 
 _Sometimes_ when the scene is redrawn in edit mode (i.e. redraw only if
 needed), the pagedLOD DB (osgTerrain) drops to the lowest detail level (Ref.
 osg_original.jpg and osg_problem.jpg). This behavior seems to appear at
 randomly. In playback mode (i.e. when frame rate is constant) the problem
 never occurs.

 Reproduce / Code example:
 --
 The problem has been reproduces in a small test program
 (osgtest_source_code.tgz) derived from the osgviewerQT example (since we are
 using Qt 4.x in our application). To reproduce: run the compiled
 application: 'osgtest -t your osgTerrain db' . To trigger refreshes,
 occlude parts of the window with another window. The problem typically
 reveals itself when at a redraw or when the window looses focus (be patient,
 since this happens randomly it may take some time before the problem
 occurs).

 Since I'm still quite new to OSG, I'm not sure where to look for a
 solution. Hopefully someone will spot the obvious error in the sample code.
 Any advice is highly appreciated.

 Versions:
 -
 OSG svn rev 8700
 Qt 4.2.3

 Best regards,
 John Larring

 --
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Re: [osg-users] VPB Status

2008-07-30 Thread Ralf Stokholm
Hi Robert / all

Thanks for the info on vpbmaster again, finally got around to trying it out.
My data is in the ecw format and after some initial problems the trick about
transforming them into vrt which is recommentet in another thread worked
like a charm.

Im currently building what will be a roughly 600 gig database 14 levels
deep. I cant wait to see how it runs in my sim. :-)

During my investigations I tried specifying different output formats like
jpeg, I expected a jpeg database to be smaller than what is currently
generatet, but it wassent. Is there no way of generating a database
containing more compressed data than the default? I know it would propably
hurt paging performance, but it might be worth it in may case.

Brgs.

Ralf
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[osg-users] Behaviour of function osg::Image-getPixelSizeInBits() is strange.

2008-07-30 Thread GMD GammerMaxyandex.ru
Behaviour of function osg::Image-getPixelSizeInBits() is strange. After 
loadind OSG-file, I tryed get 
count bits by pixel (several different images was examinated)? and function 
returns 64! After 
changing image of texture by its copy:
osg::Image* dest =dynamic_castosg::Image* 
(MyImage-clone(osg::CopyOp::DEEP_COPY_ALL));
MyTexture-setImage(dest);

function osg::Image-getPixelSizeInBits() returns correct values 24/32.
Is any ideas?

System: OSG 2.6.0 rc1, WinXp / Vista, VS 2008
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Re: [osg-users] Win32 keyboard bug

2008-07-30 Thread Jean-Sébastien Guay

Hello Robert, all,


As for fixing this in an osg application one idea for Win32 could be
to add a WM_ACTIVATE handler in
GraphicWindowWin32::handleNativeWindowingEvent. Note that this method
is virtual so the message can be handled by just deriving a class from
GraphicWindowWin32 so you do not have to modify any code inside the
osg library for this fix.
When the application get focus some calls to GetAsyncKeyState can be
made to check the status of the modifier keys and calls can be made to
EventQueue::keyPress/keyRelease to update the osg modifier key mask
accordingly. If you need to keep track of other keys that might have
been released or pressed when your application did not have focus you
have to call GetAsyncKeyState for them as well.


I am currently testing out a pretty small patch to 
osgViewer::GraphicsWindowWin32 that will fix this issue. I decided to 
fix it in the core, because otherwise I'd have to construct all my 
GraphicsWindow objects myself (using a derived class) instead of using 
the factory methods (which create a GraphicsWindowWin32 directly). And 
fixing the problem at the root just seems like the right thing to do.


I'll submit the fix to osg-submissions once I'm done, hopefully this 
will be considered a bug fix and will be integrated into 2.6.


Just a heads up.

J-S
--
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[osg-users] Win32 window resize mouse cursors

2008-07-30 Thread Jean-Sébastien Guay

Hello all,

Along with another Win32 fix I'll be submitting soon (see the Win32 
keyboard bug message I just sent), I'd like to fix another issue that's 
been nagging me a bit, which is that when you move the mouse cursor to 
the edge of an osgViewer window, they don't change to the resize 
arrows. You can resize the window just fine, but the visual hint that 
you can is not present.


I'm not extremely familiar with low-level Win32 windowing, but I'm 
willing to code up the fix if someone can point me in the right 
direction. Where should this happen? Is there a check based on mouse 
position in which if the position is near an edge of the window I can 
make the cursor change?


Help from a Win32 guru would be appreciated, just to get me started. 
Thanks in advance,


J-S
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Re: [osg-users] somewhat off-topic: sources of real-world lidar point cloud data?

2008-07-30 Thread Jason Ziglar
I don't know any publicly available real-world LIDAR data, though I  
know Velodyne has some pretty nice datasets they were passing about  
fairly freely to DARPA Urban Challenge teams. Their sensor is a 360  
degree, ~1 million points/second sensor, so it produces some beautiful  
point clouds of real world scenes.


Jason

On Jul 29, 2008, at 12:42 PM, Lucas wrote:

I've been looking around for non-topographic lidar data, does anyone  
here know of any sources?  Radiohead's House of Cards data is very  
interesting to visualize with and a great resource for students and  
hobbyists, and I'd like to get access to more.  Data derived from or  
applicable to mobile robotics would be particularly useful.  I've  
had some luck getting sample data from lidar manufacturers, but very  
little with google.


Thanks,

Lucas
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[osg-users] Lazy Rendering with pagedLOD databases

2008-07-30 Thread John Vidar Larring

Hi Glenn,

Thanks for your quick reply as always:) Changing topic title to use more 
appropriate terms. See comments below:


 I used to refer to the technique you're using as lazy rendering
 (i.e. only render a frame when something has changed) ... try
 searching the archives ...

When searching the archives for lazy rendering through Google Groups 
and Gmain, I only found to posting on the subject, of which this one 
comments the former:

http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/8859/match=lazy+rendering

 I have run into the same issue. PagedLOD children expire after a
 certain period of time (default is something like 5 seconds?) If a
 PagedLOD child has not been visited in the last N seconds, the pager
 will discard it and revert to a lower LOD. OSG updates the
 time-last-visited during the cull traversal in order to check for
 expiration. So, if you are not continuously running the frame loop,
 PagedLOD's will think their children have expired and will drop to the
 lowest LOD.
 [snip]... but at the time I never did find a good way to do this in
 OSG without confusing the pager.

Hmmm... that's what I feared. Ok, I am just thinking aloud here since 
this is a problem I really need to get solved:


For real-time rendering paging out children on expery time is a good 
idea to keep memory consumption at minimum. However, this obvious does 
not work for lazy rendering.


What if the pager could be configured in the following way for lazy 
rendering:

* Set a maximum memory size osgDB::DatabasePager can occupy.
* When a new page/sub-graph is added, 
osgDB::DatabasePager::removeExpiredSubgraphs() will remove the oldest 
pages if the maximum limit is exceeded.


Would this be a feasible strategy? Or are there better ways/strategies 
to support lazy rendering of pagedLOD databases?


Best regards,
John Larring


Glenn Waldron wrote:

John,

I have run into the same issue. PagedLOD children expire after a 
certain period of time (default is something like 5 seconds?) If a 
PagedLOD child has not been visited in the last N seconds, the pager 
will discard it and revert to a lower LOD. OSG updates the 
time-last-visited during the cull traversal in order to check for 
expiration. So, if you are not continuously running the frame loop, 
PagedLOD's will think their children have expired and will drop to the 
lowest LOD.


I used to refer to the technique you're using as lazy rendering (i.e. 
only render a frame when something has changed) ... try searching the 
archives ... but at the time I never did find a good way to do this in 
OSG without confusing the pager.


Glenn

--
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 
+1.703.652.4791


On Wed, Jul 30, 2008 at 8:39 AM, John Vidar Larring 
[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote:


Hi all,

Background:
---
In our application the user can set up scenes ( or sequences as we
call them) for playback on a timeline (e.g. seq.1 - transition -
seg.2 - transition ... seq.N). Some scenes are too complex to render
real-time and are recorded to movies before playback. Hence, when
scenes are edited by the user all scenes are redrawn as needed
rather than continuously to avoid sluggish GUI response.

Problem:

_Sometimes_ when the scene is redrawn in edit mode (i.e. redraw only
if needed), the pagedLOD DB (osgTerrain) drops to the lowest detail
level (Ref. osg_original.jpg and osg_problem.jpg). This behavior
seems to appear at randomly. In playback mode (i.e. when frame rate
is constant) the problem never occurs.

Reproduce / Code example:
--
The problem has been reproduces in a small test program
(osgtest_source_code.tgz) derived from the osgviewerQT example
(since we are using Qt 4.x in our application). To reproduce: run
the compiled application: 'osgtest -t your osgTerrain db' . To
trigger refreshes, occlude parts of the window with another window.
The problem typically reveals itself when at a redraw or when the
window looses focus (be patient, since this happens randomly it may
take some time before the problem occurs).

Since I'm still quite new to OSG, I'm not sure where to look for a
solution. Hopefully someone will spot the obvious error in the
sample code. Any advice is highly appreciated.

Versions:
-
OSG svn rev 8700
Qt 4.2.3

Best regards,
John Larring

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Re: [osg-users] Lazy Rendering with pagedLOD databases

2008-07-30 Thread Glenn Waldron
John,

Digging into my memories on the subject...

One issue is, like you said, keeping data from paging out when the renderer
is idle. One approach might be to force a cull traversal every so often, or
to visit the scene graph and manually update the timestamps on your
PagedLODs. There may be more to it however.

The other issue is making sure the pager completes all the tasks it has
queued up. The pager does a little slice of work each frame in order to
avoid frame rate hiccups. So when you go to render on demand, you have to
keep looping until the pager goes idle ... i.e. its queues empty out. You
can query the state with requiresUpdateSceneGraph(),
getFileRequestListSize(), et al.

Now, my experimentation in this area was with an older version of OSG and
Robert has refactored the pager since then. It ended up being a much more
complex task than I anticipated.

Glenn

On Wed, Jul 30, 2008 at 10:12 AM, John Vidar Larring
[EMAIL PROTECTED]wrote:

 Hi Glenn,

 Thanks for your quick reply as always:) Changing topic title to use more
 appropriate terms. See comments below:

  I used to refer to the technique you're using as lazy rendering
  (i.e. only render a frame when something has changed) ... try
  searching the archives ...

 When searching the archives for lazy rendering through Google Groups and
 Gmain, I only found to posting on the subject, of which this one comments
 the former:

 http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/8859/match=lazy+rendering

  I have run into the same issue. PagedLOD children expire after a
  certain period of time (default is something like 5 seconds?) If a
  PagedLOD child has not been visited in the last N seconds, the pager
  will discard it and revert to a lower LOD. OSG updates the
  time-last-visited during the cull traversal in order to check for
  expiration. So, if you are not continuously running the frame loop,
  PagedLOD's will think their children have expired and will drop to the
  lowest LOD.
  [snip]... but at the time I never did find a good way to do this in
  OSG without confusing the pager.

 Hmmm... that's what I feared. Ok, I am just thinking aloud here since this
 is a problem I really need to get solved:

 For real-time rendering paging out children on expery time is a good idea
 to keep memory consumption at minimum. However, this obvious does not work
 for lazy rendering.

 What if the pager could be configured in the following way for lazy
 rendering:
 * Set a maximum memory size osgDB::DatabasePager can occupy.
 * When a new page/sub-graph is added,
 osgDB::DatabasePager::removeExpiredSubgraphs() will remove the oldest pages
 if the maximum limit is exceeded.

 Would this be a feasible strategy? Or are there better ways/strategies to
 support lazy rendering of pagedLOD databases?

 Best regards,
 John Larring


 Glenn Waldron wrote:

 John,

 I have run into the same issue. PagedLOD children expire after a certain
 period of time (default is something like 5 seconds?) If a PagedLOD child
 has not been visited in the last N seconds, the pager will discard it and
 revert to a lower LOD. OSG updates the time-last-visited during the cull
 traversal in order to check for expiration. So, if you are not continuously
 running the frame loop, PagedLOD's will think their children have expired
 and will drop to the lowest LOD.

 I used to refer to the technique you're using as lazy rendering (i.e.
 only render a frame when something has changed) ... try searching the
 archives ... but at the time I never did find a good way to do this in OSG
 without confusing the pager.

 Glenn

 --
 Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
 +1.703.652.4791

 On Wed, Jul 30, 2008 at 8:39 AM, John Vidar Larring 
 [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote:

Hi all,

Background:
---
In our application the user can set up scenes ( or sequences as we
call them) for playback on a timeline (e.g. seq.1 - transition -
seg.2 - transition ... seq.N). Some scenes are too complex to render
real-time and are recorded to movies before playback. Hence, when
scenes are edited by the user all scenes are redrawn as needed
rather than continuously to avoid sluggish GUI response.

Problem:

_Sometimes_ when the scene is redrawn in edit mode (i.e. redraw only
if needed), the pagedLOD DB (osgTerrain) drops to the lowest detail
level (Ref. osg_original.jpg and osg_problem.jpg). This behavior
seems to appear at randomly. In playback mode (i.e. when frame rate
is constant) the problem never occurs.

Reproduce / Code example:
--
The problem has been reproduces in a small test program
(osgtest_source_code.tgz) derived from the osgviewerQT example
(since we are using Qt 4.x in our application). To reproduce: run
the compiled application: 'osgtest -t your osgTerrain db' . To
trigger refreshes, occlude parts of the window with another 

[osg-users] osgViewer on MFC

2008-07-30 Thread Ümit Uzun
Hi all,

Sorry for simple question, but I am new on MFC windowing toolkit. I have
looked at the mail-archive and web-site but there was no more sample except
osgviewerMFC. I want to open my project on MFC window. At normal, I am using
code as below.

osgViewer::Viewer viewer;
viewer.setSceneData( root.get() );
viewer.realize();

while( !viewer.done() )
{
viewer.frame();
}

But for using MFC, how can I create my window. Am I using
osg::GraphicsContext ? And how can I use osg::GraphicsContext for opening
MFC mod? I mean, How can a manage open my project in mfc?

Thanks so much. Best regards.

Umit UZUN
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[osg-users] Threading models on startup - win32

2008-07-30 Thread Glenn Waldron
Hi everyone, I am noticing something strange with osgviewer.

When I start up osgviewer (with any old terrain model), and turn on the
stats, I see DrawThreadPerContext mode with an unusually long draw time. In
one case, it's 22 ms and pretty much pegging one of my cores. If I cycle
though the threading modes with the 'm' key, all the way back to
DrawThreadPerContext, now I get a draw time of 0.3 ms and a virtually idle
CPU. Almost seems like it's starting in single-threaded mode.

Has anyone noticed this? I see the same behavior on OSG 2.6 and 2.4. Win32,
4-core intel, GeForce 880 GT, Forceware 169.21.

Thanks,
Glenn

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Re: [osg-users] Getting a TextureObject into a Texture2D

2008-07-30 Thread Alberto Luaces
Hi Steffen,

I also didn't find anything on the API, so I'm afraid you'll have to dive into 
the code and find if you can get this functionality by subclassing or if you 
have to modify OSG instead.

Alberto

El Martes 29 Julio 2008ES 17:28:09 Steffen Kim escribió:
 Hi,

 I'm a little lost on creating an osg::Texture2D from an OpenGL-texture-ID I
 have.

 I tried to do this by creating an TextureObject with
 osg::Texture::TextureObject* tObject = new
 osg::Texture::TextureObject(_ilaceData.renderTextureID, GL_TEXTURE_2D);

 But now I'm stuck when it comes to putting this TextureObject into the
 Texture2D I want to use to display it.

 The usage of getTextureObject wasn't successful (I get a blank texture) so
 I would be very happy if anyone can give me a hint on how to do this. It
 seems like a quite strange questions to me and I guess I'm overlooking some
 simple function but I cannot find anything in the documentation.


 Thanks a lot,
 Steffen


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[osg-users] Changes on the 2.6 branch

2008-07-30 Thread Paul Martz
Hi all -- Now that the write permission issues have been resolved, I've
checked in a few changes on the 2.6 branch in Robert's absence.

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph
-2.6/

The 2.6 branch could definitely benefit from testing; please do so when you
get a chance.

There are currently two submitted changes remaining that I'm aware of:
 - problem with osgUtil::LineSegmentIntersector
 - Matrixf multiply Optimization

I'm not inclined to commit these changes, as I feel obligated to fully
understand the changes before committing them, and due to prior obligations
this week, I'm unable to give them the attention they require.

Eric, Jeremy, Bob, Paul Melis -- you all have write permission, so if any of
you would like to take a look at these remaining changes and commit them, be
my guest. Otherwise, they can wait for Robert to return.

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

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Re: [osg-users] vpb on cluster example

2008-07-30 Thread Greg Myers
Hey JP,

First of all I want you to know that I really appreciate your help. :)

I tried the BMNG image that covers my area of interest and that worked
like a charm.  No more black areas.

Now, I only ran the data using a level setting of 10.  When I zoom in
on the high res image that I provided, it is not high res at all.
Does the level setting need to be cranked way up in order to be able
to see the details in the high res image?  Do I need to specify layer
options for my high res image like you did in your example?

And one more question, what is the purpose of the archive file output
type ( the -a option ) ?

Thanks
Greg

On Jul 30, 3:33 am, J.P. Delport [EMAIL PROTECTED] wrote:
 Hi,

 sorry, I can only guess at potential problems...

 I am assuming you are viewing the data with osgviewer so that I can
 discard other cases where blending might not be set up correctly.

 The black portions normally indicate that something is up with the
 blending of data. E.g. sometimes the geotiffs have transparent areas
 that have to be blended with other tiles. This occurs e.g. when the
 tiles are not square. Since the dted data has no colour data, I'm not
 sure what the image data will blend with.

 What I would try is to use one of the BMNG tiles as a backdrop. See on
 the wiki for a link. The BMNG tile covers a wide area and would be used
 for places in the terrain where you do not supply your own higher res
 image data.

 jp



 GregMyerswrote:
  I have another question for you JP.  I have been playing with the osgdem
  tool and trying to create a terrain database with some aerial photos (
  geotiffs ).  After my database is generated using the command:

  Osgdem --geocentric --terrain -d DTED -t image.tif -l 4 -o test\test.ive

  I get something that looks about right except that the terrain around the
  image is blacked out.  More area is blacked out when I'm viewing the higher
  layers.  I'm attaching a small image so that you can see what I'm talking
  about.  If you look near the top left corner of the black area you can
  barely make out my tiny little geotiff image.  When I zoom out the black
  area becomes larger.  When I zoom in it becomes smaller but never goes
  completely away.  It seems that whichever tile ( I think that's the right
  term ) the image is located in is blacked out everywhere except where the
  image is.  Is it not possible to use images that only cover a portion of
  your terrain or am I just missing some command line arguments or something?

  Thanks
  Greg

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of J.P.
  Delport
  Sent: Monday, July 28, 2008 11:49 PM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] vpb on cluster example

  Hi,

  GregMyerswrote:
  Hi JP,

  I'm new and I'm a little fuzzy on the versioning between VPB and OSG.
  It looks like for the example you have provided, we need an older
  version (2.3.6) of OSG.  Do you know if there are plans to upgrade VPB
  to work with the latest releases of OSG or am I totally missing
  something?

  Thanks for any info.
  Greg

  sorry, I should have made the versions I used more explicit. For the
  example I used OSG and VPB from svn around June.

  osgversion says 2.5.1.

  svn info gives:
  Revision: 8413 for OSG
  and
  Revision: 914 for VPB

  I'll add the info to the example page.

  regards
  jp

  

  

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Re: [osg-users] vpb on cluster example

2008-07-30 Thread Jason Beverage
Hi Greg,

I would just remove the -l command line and let vpb run as long as it needs
to.  Depending on the level of your data, it might need to go higher than
level 10.

Thanks,

Jason

On Wed, Jul 30, 2008 at 1:33 PM, Greg Myers [EMAIL PROTECTED] wrote:

 Hey JP,

 First of all I want you to know that I really appreciate your help. :)

 I tried the BMNG image that covers my area of interest and that worked
 like a charm.  No more black areas.

 Now, I only ran the data using a level setting of 10.  When I zoom in
 on the high res image that I provided, it is not high res at all.
 Does the level setting need to be cranked way up in order to be able
 to see the details in the high res image?  Do I need to specify layer
 options for my high res image like you did in your example?

 And one more question, what is the purpose of the archive file output
 type ( the -a option ) ?

 Thanks
 Greg

 On Jul 30, 3:33 am, J.P. Delport [EMAIL PROTECTED] wrote:
  Hi,
 
  sorry, I can only guess at potential problems...
 
  I am assuming you are viewing the data with osgviewer so that I can
  discard other cases where blending might not be set up correctly.
 
  The black portions normally indicate that something is up with the
  blending of data. E.g. sometimes the geotiffs have transparent areas
  that have to be blended with other tiles. This occurs e.g. when the
  tiles are not square. Since the dted data has no colour data, I'm not
  sure what the image data will blend with.
 
  What I would try is to use one of the BMNG tiles as a backdrop. See on
  the wiki for a link. The BMNG tile covers a wide area and would be used
  for places in the terrain where you do not supply your own higher res
  image data.
 
  jp
 
 
 
  GregMyerswrote:
   I have another question for you JP.  I have been playing with the
 osgdem
   tool and trying to create a terrain database with some aerial photos (
   geotiffs ).  After my database is generated using the command:
 
   Osgdem --geocentric --terrain -d DTED -t image.tif -l 4 -o
 test\test.ive
 
   I get something that looks about right except that the terrain around
 the
   image is blacked out.  More area is blacked out when I'm viewing the
 higher
   layers.  I'm attaching a small image so that you can see what I'm
 talking
   about.  If you look near the top left corner of the black area you can
   barely make out my tiny little geotiff image.  When I zoom out the
 black
   area becomes larger.  When I zoom in it becomes smaller but never goes
   completely away.  It seems that whichever tile ( I think that's the
 right
   term ) the image is located in is blacked out everywhere except where
 the
   image is.  Is it not possible to use images that only cover a portion
 of
   your terrain or am I just missing some command line arguments or
 something?
 
   Thanks
   Greg
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of J.P.
   Delport
   Sent: Monday, July 28, 2008 11:49 PM
   To: OpenSceneGraph Users
   Subject: Re: [osg-users] vpb on cluster example
 
   Hi,
 
   GregMyerswrote:
   Hi JP,
 
   I'm new and I'm a little fuzzy on the versioning between VPB and OSG.
   It looks like for the example you have provided, we need an older
   version (2.3.6) of OSG.  Do you know if there are plans to upgrade VPB
   to work with the latest releases of OSG or am I totally missing
   something?
 
   Thanks for any info.
   Greg
 
   sorry, I should have made the versions I used more explicit. For the
   example I used OSG and VPB from svn around June.
 
   osgversion says 2.5.1.
 
   svn info gives:
   Revision: 8413 for OSG
   and
   Revision: 914 for VPB
 
   I'll add the info to the example page.
 
   regards
   jp
 
  
 
 
  
 
 
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 www.csir.co.za/disclaimer.html.
 
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Re: [osg-users] vpb on cluster example

2008-07-30 Thread Greg Myers
Hey Jason,

Thanks for the reply.  I guess I'm going to have to bite the bullet
and try that out.  It just takes a substantial amount of time so I
hate to do it without knowing if I'm doing it right in the first
place.  Tell me this though, is it possible to add new images to an
existing ive file?  For instance, if I ran osgdem against just some
plain old DTED data without images and output the results to dted.ive,
could I then run another osgdem command and pass in image data using
the same dted.ive file?  Would it just add in the images to the
terrain or would it start fresh and blow away my existing terrain?

Thanks
Greg

On Jul 30, 10:43 am, Jason Beverage [EMAIL PROTECTED] wrote:
 Hi Greg,

 I would just remove the -l command line and let vpb run as long as it needs
 to.  Depending on the level of your data, it might need to go higher than
 level 10.

 Thanks,

 Jason

 On Wed, Jul 30, 2008 at 1:33 PM, Greg Myers [EMAIL PROTECTED] wrote:
  Hey JP,

  First of all I want you to know that I really appreciate your help. :)

  I tried the BMNG image that covers my area of interest and that worked
  like a charm.  No more black areas.

  Now, I only ran the data using a level setting of 10.  When I zoom in
  on the high res image that I provided, it is not high res at all.
  Does the level setting need to be cranked way up in order to be able
  to see the details in the high res image?  Do I need to specify layer
  options for my high res image like you did in your example?

  And one more question, what is the purpose of the archive file output
  type ( the -a option ) ?

  Thanks
  Greg

  On Jul 30, 3:33 am, J.P. Delport [EMAIL PROTECTED] wrote:
   Hi,

   sorry, I can only guess at potential problems...

   I am assuming you are viewing the data with osgviewer so that I can
   discard other cases where blending might not be set up correctly.

   The black portions normally indicate that something is up with the
   blending of data. E.g. sometimes the geotiffs have transparent areas
   that have to be blended with other tiles. This occurs e.g. when the
   tiles are not square. Since the dted data has no colour data, I'm not
   sure what the image data will blend with.

   What I would try is to use one of the BMNG tiles as a backdrop. See on
   the wiki for a link. The BMNG tile covers a wide area and would be used
   for places in the terrain where you do not supply your own higher res
   image data.

   jp

   GregMyerswrote:
I have another question for you JP.  I have been playing with the
  osgdem
tool and trying to create a terrain database with some aerial photos (
geotiffs ).  After my database is generated using the command:

Osgdem --geocentric --terrain -d DTED -t image.tif -l 4 -o
  test\test.ive

I get something that looks about right except that the terrain around
  the
image is blacked out.  More area is blacked out when I'm viewing the
  higher
layers.  I'm attaching a small image so that you can see what I'm
  talking
about.  If you look near the top left corner of the black area you can
barely make out my tiny little geotiff image.  When I zoom out the
  black
area becomes larger.  When I zoom in it becomes smaller but never goes
completely away.  It seems that whichever tile ( I think that's the
  right
term ) the image is located in is blacked out everywhere except where
  the
image is.  Is it not possible to use images that only cover a portion
  of
your terrain or am I just missing some command line arguments or
  something?

Thanks
Greg

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Monday, July 28, 2008 11:49 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] vpb on cluster example

Hi,

GregMyerswrote:
Hi JP,

I'm new and I'm a little fuzzy on the versioning between VPB and OSG.
It looks like for the example you have provided, we need an older
version (2.3.6) of OSG.  Do you know if there are plans to upgrade VPB
to work with the latest releases of OSG or am I totally missing
something?

Thanks for any info.
Greg

sorry, I should have made the versions I used more explicit. For the
example I used OSG and VPB from svn around June.

osgversion says 2.5.1.

svn info gives:
Revision: 8413 for OSG
and
Revision: 914 for VPB

I'll add the info to the example page.

regards
jp

  

  

___
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[EMAIL PROTECTED]
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
  ..

   --
   This message is subject to the CSIR's copyright terms and conditions,
  e-mail legal notice, and implemented Open Document Format (ODF) 

Re: [osg-users] vpb on cluster example

2008-07-30 Thread Jason Beverage
Hi Greg,

I don't believe it is currently possible to modify a database with new
imagery or terrain once a database is created.  That is something that I
know Robert was planning on working out at some point for osgTerrain/VPB but
I'm not sure what its status is.  Using the --terrain option should make
things run pretty quick though depending on how much data you're throwing at
it.  Also, try replacing the osgdem command line with vpbmaster as it
supports multiple cores and thankfully takes the exact same command line
optoins as osgdem.

Good luck!

Jason

On Wed, Jul 30, 2008 at 2:10 PM, Greg Myers [EMAIL PROTECTED] wrote:

 Hey Jason,

 Thanks for the reply.  I guess I'm going to have to bite the bullet
 and try that out.  It just takes a substantial amount of time so I
 hate to do it without knowing if I'm doing it right in the first
 place.  Tell me this though, is it possible to add new images to an
 existing ive file?  For instance, if I ran osgdem against just some
 plain old DTED data without images and output the results to dted.ive,
 could I then run another osgdem command and pass in image data using
 the same dted.ive file?  Would it just add in the images to the
 terrain or would it start fresh and blow away my existing terrain?

 Thanks
 Greg

 On Jul 30, 10:43 am, Jason Beverage [EMAIL PROTECTED] wrote:
  Hi Greg,
 
  I would just remove the -l command line and let vpb run as long as it
 needs
  to.  Depending on the level of your data, it might need to go higher than
  level 10.
 
  Thanks,
 
  Jason
 
  On Wed, Jul 30, 2008 at 1:33 PM, Greg Myers [EMAIL PROTECTED] wrote:
   Hey JP,
 
   First of all I want you to know that I really appreciate your help. :)
 
   I tried the BMNG image that covers my area of interest and that worked
   like a charm.  No more black areas.
 
   Now, I only ran the data using a level setting of 10.  When I zoom in
   on the high res image that I provided, it is not high res at all.
   Does the level setting need to be cranked way up in order to be able
   to see the details in the high res image?  Do I need to specify layer
   options for my high res image like you did in your example?
 
   And one more question, what is the purpose of the archive file output
   type ( the -a option ) ?
 
   Thanks
   Greg
 
   On Jul 30, 3:33 am, J.P. Delport [EMAIL PROTECTED] wrote:
Hi,
 
sorry, I can only guess at potential problems...
 
I am assuming you are viewing the data with osgviewer so that I can
discard other cases where blending might not be set up correctly.
 
The black portions normally indicate that something is up with the
blending of data. E.g. sometimes the geotiffs have transparent areas
that have to be blended with other tiles. This occurs e.g. when the
tiles are not square. Since the dted data has no colour data, I'm not
sure what the image data will blend with.
 
What I would try is to use one of the BMNG tiles as a backdrop. See
 on
the wiki for a link. The BMNG tile covers a wide area and would be
 used
for places in the terrain where you do not supply your own higher res
image data.
 
jp
 
GregMyerswrote:
 I have another question for you JP.  I have been playing with the
   osgdem
 tool and trying to create a terrain database with some aerial
 photos (
 geotiffs ).  After my database is generated using the command:
 
 Osgdem --geocentric --terrain -d DTED -t image.tif -l 4 -o
   test\test.ive
 
 I get something that looks about right except that the terrain
 around
   the
 image is blacked out.  More area is blacked out when I'm viewing
 the
   higher
 layers.  I'm attaching a small image so that you can see what I'm
   talking
 about.  If you look near the top left corner of the black area you
 can
 barely make out my tiny little geotiff image.  When I zoom out the
   black
 area becomes larger.  When I zoom in it becomes smaller but never
 goes
 completely away.  It seems that whichever tile ( I think that's the
   right
 term ) the image is located in is blacked out everywhere except
 where
   the
 image is.  Is it not possible to use images that only cover a
 portion
   of
 your terrain or am I just missing some command line arguments or
   something?
 
 Thanks
 Greg
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 J.P.
 Delport
 Sent: Monday, July 28, 2008 11:49 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] vpb on cluster example
 
 Hi,
 
 GregMyerswrote:
 Hi JP,
 
 I'm new and I'm a little fuzzy on the versioning between VPB and
 OSG.
 It looks like for the example you have provided, we need an older
 version (2.3.6) of OSG.  Do you know if there are plans to upgrade
 VPB
 to work with the latest releases of OSG or am I totally missing
 something?
 
 Thanks for any info.
 Greg
 
 sorry, I should 

Re: [osg-users] vpb on cluster example

2008-07-30 Thread Jason Beverage
Hi again Greg,

Forgot to mention this previously...

You should also try building overviews for all of your geospatial data files
using the gdal utility gdaladdo if they don't already have them.  Doing so
can result in pretty dramatic increases in speed.

Jason

On Wed, Jul 30, 2008 at 2:44 PM, Jason Beverage [EMAIL PROTECTED]wrote:

 Hi Greg,

 I don't believe it is currently possible to modify a database with new
 imagery or terrain once a database is created.  That is something that I
 know Robert was planning on working out at some point for osgTerrain/VPB but
 I'm not sure what its status is.  Using the --terrain option should make
 things run pretty quick though depending on how much data you're throwing at
 it.  Also, try replacing the osgdem command line with vpbmaster as it
 supports multiple cores and thankfully takes the exact same command line
 optoins as osgdem.

 Good luck!

 Jason


 On Wed, Jul 30, 2008 at 2:10 PM, Greg Myers [EMAIL PROTECTED] wrote:

 Hey Jason,

 Thanks for the reply.  I guess I'm going to have to bite the bullet
 and try that out.  It just takes a substantial amount of time so I
 hate to do it without knowing if I'm doing it right in the first
 place.  Tell me this though, is it possible to add new images to an
 existing ive file?  For instance, if I ran osgdem against just some
 plain old DTED data without images and output the results to dted.ive,
 could I then run another osgdem command and pass in image data using
 the same dted.ive file?  Would it just add in the images to the
 terrain or would it start fresh and blow away my existing terrain?

 Thanks
 Greg

 On Jul 30, 10:43 am, Jason Beverage [EMAIL PROTECTED] wrote:
  Hi Greg,
 
  I would just remove the -l command line and let vpb run as long as it
 needs
  to.  Depending on the level of your data, it might need to go higher
 than
  level 10.
 
  Thanks,
 
  Jason
 
  On Wed, Jul 30, 2008 at 1:33 PM, Greg Myers [EMAIL PROTECTED] wrote:
   Hey JP,
 
   First of all I want you to know that I really appreciate your help. :)
 
   I tried the BMNG image that covers my area of interest and that worked
   like a charm.  No more black areas.
 
   Now, I only ran the data using a level setting of 10.  When I zoom in
   on the high res image that I provided, it is not high res at all.
   Does the level setting need to be cranked way up in order to be able
   to see the details in the high res image?  Do I need to specify layer
   options for my high res image like you did in your example?
 
   And one more question, what is the purpose of the archive file output
   type ( the -a option ) ?
 
   Thanks
   Greg
 
   On Jul 30, 3:33 am, J.P. Delport [EMAIL PROTECTED] wrote:
Hi,
 
sorry, I can only guess at potential problems...
 
I am assuming you are viewing the data with osgviewer so that I can
discard other cases where blending might not be set up correctly.
 
The black portions normally indicate that something is up with the
blending of data. E.g. sometimes the geotiffs have transparent areas
that have to be blended with other tiles. This occurs e.g. when the
tiles are not square. Since the dted data has no colour data, I'm
 not
sure what the image data will blend with.
 
What I would try is to use one of the BMNG tiles as a backdrop. See
 on
the wiki for a link. The BMNG tile covers a wide area and would be
 used
for places in the terrain where you do not supply your own higher
 res
image data.
 
jp
 
GregMyerswrote:
 I have another question for you JP.  I have been playing with the
   osgdem
 tool and trying to create a terrain database with some aerial
 photos (
 geotiffs ).  After my database is generated using the command:
 
 Osgdem --geocentric --terrain -d DTED -t image.tif -l 4 -o
   test\test.ive
 
 I get something that looks about right except that the terrain
 around
   the
 image is blacked out.  More area is blacked out when I'm viewing
 the
   higher
 layers.  I'm attaching a small image so that you can see what I'm
   talking
 about.  If you look near the top left corner of the black area you
 can
 barely make out my tiny little geotiff image.  When I zoom out the
   black
 area becomes larger.  When I zoom in it becomes smaller but never
 goes
 completely away.  It seems that whichever tile ( I think that's
 the
   right
 term ) the image is located in is blacked out everywhere except
 where
   the
 image is.  Is it not possible to use images that only cover a
 portion
   of
 your terrain or am I just missing some command line arguments or
   something?
 
 Thanks
 Greg
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 J.P.
 Delport
 Sent: Monday, July 28, 2008 11:49 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] vpb on cluster example
 
 Hi,
 
 GregMyerswrote:
 Hi JP,
 
 I'm new and 

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

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

Thanks much...:)

-Shayne

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

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






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




Hello,

 

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

 

Thanks in advance…

-Shayne




Få Hotmail du også. Windows Live Hotmail nå med 5000 MB gratis
lagringsplass.
http://clk.atdmt.com/GBL/go/msnnkdre001005gbl/direct/01/ 


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

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

Thanks for your help as well...

-Shayne

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

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

David




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Re: [osg-users] Shadow techniques status

2008-07-30 Thread Jim Brooks
  ShadowMap does suffer from bad aliasing when the viewpoint is very
  near the shadow.
  The Orange book (GLSL shader) describes how to super-sample
  the depth buffer to mitigate aliasing.

Indeed, aliasing is a big problem with vanilla shadow mapping in
almost all real-world cases.

What you describe can easily be done by client code, using the
osgShadow::ShadowMap::clearShaderList() and
osgShadow::ShadowMap::addShader() methods with the appropriate shaders.
One thing that you need to be careful about when replacing the default
shaders is to use the same uniform names to access the shadow map
sampler and other variables.

Doh!  I wrote shadow map code from scratch but was based on osg::ShadowMap.
My shader used 9x9 sampling (IIRC) which produced little aliasing with
a slight loss of speed.
Of course, 1x1 sampling can be used if the VP isn't near the shadowed object.
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Re: [osg-users] transparency becomes dark

2008-07-30 Thread Ulrich Hertlein

Hi Dieter,

Dieter Pfeffer wrote:

I supposed that it has s.th to do with the missing material paramters; my
idea was to change the original material of the node, therefore I set:

osg::StateSet *ss = loadedModel -getOrCreateStateSet();
osg::Material* blendMaterial = 
(osg::Material*)(ss-getAttribute(osg::StateAttribute::MATERIAL));

but the material is always NULL so I don't have the original material


 Is this the wrong function call ?

The function call is correct, you're probably looking in the wrong spot ;-)

I assume 'loadedModel' is the Node returned from 'readNodeFile'?
If this is the case than most likely this is only a Group node that contains the 
rest of the scene graph.  If you take a look at e.g. 'cow.osg' (or most of the 
examples) you'll see that the Material isn't actually attached to the top node.


What you'll need to do is traverse the scene graph and find the Material node(s) 
you're looking for.  For example you could look for a Node with a certain name 
and fetch it's Material.  Also keep in mind that Materials are attached to 
StateSets which may be attached to Nodes *or* Drawables (attached to Geodes).


Cheers!
/ulrich
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[osg-users] Converting a Drawable object to a Geometry object

2008-07-30 Thread Franclin Foping
Dear All,
 I would like to turn a Drawable object into a Geometry counterpart in order to 
retrieve its texture coordinates. 
 I have tried to use both the asGeometry method of the Drawable class and the 
dynamic cast operator but both attempts ended up delivering a NULL pointer. I 
am not sure if there is another way of doing it. 
Here is a code snippet.
osg::Geode myGeode = new osg::Geode;
 myGeode-addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(),1,1,1)));
osg::Drawable* myDrawable = myGeode-getDrawable(0);
osg::Geometry* myGeom = myDrawable-asGeometry(); //This returns NULL!
osg::Geometry*  myGeom2 = dynamic_castosg::Geometry *(myDrawable);
Unfortunately both  myGeom and myGeom3 are both NULL at this point. 
 What to do then, anyone to save me from embarrasment?
 Anxiously waiting for your reply.
 Franclin.
   
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Re: [osg-users] The problem disappeared! (problem with osgUtil::LineSegmentIntersector) Make it please in the next version.

2008-07-30 Thread Ulrich Hertlein

Hello stranger,

GMD GammerMaxyandex.ru wrote:

I decided my issue. I removed the code from the file. (as was the case
previously in 2.5.2). The problem disappeared! Make it please in the next 
version.
LineSegmentIntersector.cpp

removed the code from the file: line 290 ..

double epsilon = 1e-8;
if ((s-e).length()epsilon)
 {
 osg::Vec3d delta_e_end = _end - e;

 osg::Vec3d delta_s_start = _start - s;
 double scale = 0.001;
 s += (delta_s_start * scale);
 e += (delta_e_end * scale);
 }
...

The problem disappeared! Make it please in the next version.


I don't believe simply removing the code is the right answer.  Although it might 
solve the problem in your case it may create a problem for somebody else.  The 
case was put there for a purpose, namely (from svn log r8539) Added handling of 
co-incident start and end points.


There were a number of other changes in that area, maybe they're causing 
trouble?

Cheers,
/ulrich

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Re: [osg-users] Converting a Drawable object to a Geometry object

2008-07-30 Thread Ulrich Hertlein

Franclin Foping wrote:
 I would like to turn a Drawable object into a Geometry counterpart in 
order to retrieve its texture coordinates.
 I have tried to use both the asGeometry method of the Drawable class 
and the dynamic cast operator but both attempts ended up delivering a 
NULL pointer. I am not sure if there is another way of doing it.

Here is a code snippet.
osg::Geode myGeode = new osg::Geode;
 myGeode-addDrawable(new osg::ShapeDrawable(new 
osg::Box(osg::Vec3(),1,1,1)));

osg::Drawable* myDrawable = myGeode-getDrawable(0);
osg::Geometry* myGeom = myDrawable-asGeometry(); //This returns NULL!
osg::Geometry*  myGeom2 = dynamic_castosg::Geometry *(myDrawable);
Unfortunately both  myGeom and myGeom3 are both NULL at this point.


Sorry, but what you're trying to do is impossible, the class hierarchy isn't 
setup that way.


What you have is:
- ShapeDrawable is-a Drawable, and
- Geometry is-a Drawable

and what you're attempting is to cast a ShapeDrawable to a Geometry.  This can 
never work since they don't have a parent-child relationship.  The fact that 
they're both derived from Drawable is irrelevant for what you're attempting.


Cheers!
/ulrich
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[osg-users] glGetString returning NULL

2008-07-30 Thread sherman wilcox
Running latest version of OSG in SVN, calling glGetString(...) from
main render loop (single threaded osgViewer). Like this:

  while(viewer.done() == false)
  {
viewer.frame();

char* extensions = (char*)glGetString(GL_EXTENSIONS);
  }


extensions is always NULL. Am I doing something wrong here? Could
someone else test this?
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[osg-users] RE : Re: Converting a Drawable object to a Geometry object

2008-07-30 Thread Franclin Foping
Hi Ulrich,
 I am not sure if you have understood the code snippet I provided. I am also 
unsure about your C++ knowledge but I think it is better than mine. 
 From the code (and the title of the post), it is easy to see that I am 
downcasting from a Drawable object to a Geometry one. The shapeDrawable is 
stuck to the Geode, which is not a concern here. 
 Downcasting from a derived class to a parent class is possible with the 
dynamic_cast operator. From what you have written in your mail, it looks like 
the snippet won't compile at all, I can bet something it will as I tried it a 
couple of hours ago. Try it yourself and let me know.
 My concern in this post is not about shapedrawable. 
 Of course, downcasting from shapedrawable to geometry would have not worked 
and even worse would have not compiled at all. 
 Please have a look again at my mail and get back to me. I am sure you can find 
out what is going on. 
 Regards,
 Franclin.
 
Ulrich Hertlein [EMAIL PROTECTED] a écrit : Franclin Foping wrote:
  I would like to turn a Drawable object into a Geometry counterpart in 
 order to retrieve its texture coordinates.
  I have tried to use both the asGeometry method of the Drawable class 
 and the dynamic cast operator but both attempts ended up delivering a 
 NULL pointer. I am not sure if there is another way of doing it.
 Here is a code snippet.
 osg::Geode myGeode = new osg::Geode;
  myGeode-addDrawable(new osg::ShapeDrawable(new 
 osg::Box(osg::Vec3(),1,1,1)));
 osg::Drawable* myDrawable = myGeode-getDrawable(0);
 osg::Geometry* myGeom = myDrawable-asGeometry(); //This returns NULL!
 osg::Geometry*  myGeom2 = dynamic_cast(myDrawable);
 Unfortunately both  myGeom and myGeom3 are both NULL at this point.

Sorry, but what you're trying to do is impossible, the class hierarchy isn't 
setup that way.

What you have is:
- ShapeDrawable is-a Drawable, and
- Geometry is-a Drawable

and what you're attempting is to cast a ShapeDrawable to a Geometry.  This can 
never work since they don't have a parent-child relationship.  The fact that 
they're both derived from Drawable is irrelevant for what you're attempting.

Cheers!
/ulrich
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Re: [osg-users] osg make error in mingw

2008-07-30 Thread songbo_1220
 hi Philip Lowman!

my mingw version is 
binutils 2.18.50
gcc 4.3.0
runtime 3.14
w32api 3.11
gdb 6.8
my msys version is
core 1.0.11

thanks!!!


 
 
 

在2008-07-30,Philip Lowman [EMAIL PROTECTED] 写道:

2008/7/30 songbo_1220 [EMAIL PROTECTED]

sorry!
I was following some mistakes。

Linking CXX shared library ../../lib/libosg.dll
Creating library file: ../../lib/libosg.dll.a
[ 11%] Built target osg
Scanning dependencies of target osgDB
[ 11%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/Archive.obj
f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/osgDB/Archive.cpp:51: 
internal compiler error: in maybe_emit_vtables, at cp/decl2.c:1678
Please submit a full bug report,
with preprocessed source if appropriate.
See http://gcc.gnu.org/bugs.html for instructions.
make[2]: *** [src/osgDB/CMakeFiles/osgDB.dir/Archive.obj] Error 1
make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2
make: *** [all] Error 2

what can i do? thank!

What version of MinGW are you using?


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Re: [osg-users] RE : Re: Converting a Drawable object to a Geometry object

2008-07-30 Thread Ulrich Hertlein

Hi Franclin,

Downcasting from a derived class to a parent class is possible with the 
dynamic_cast operator. From what you have written in your mail, it looks like

the snippet won't compile at all, I can bet something it will as I tried it a
couple of hours ago. Try it yourself and let me know.


The code is correct and will compile, it's just that the casts won't work as you 
expect.


Okay, let's see:

osg::Geode myGeode = new osg::Geode;
myGeode-addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(),1,1,1)));
osg::Drawable* myDrawable = myGeode-getDrawable(0);


myDrawable is a Drawable* to a ShapeDrawable
This is fine since Drawable is a base class of ShapeDrawable.
(I assume there aren't any other Drawables in myGeode and the first one is 
actually the ShapeDrawable you added.)



osg::Geometry* myGeom = myDrawable-asGeometry();


If you take a look at 'osg::Drawable' you'll see that this actually *always* 
returns 0 and ShapeDrawable doesn't override it (Geometry is the only class that 
overrides it).


However, even doing what the comment says (and what you're doing for 'myGeom2'):

osg::Geometry* geom = dynamic_castosg::Geometry*(this)

This cannot succeed since the *object* is-a ShapeDrawable (even though the 
pointer is Drawable*).



Of course, downcasting from shapedrawable to geometry would have not worked
and even worse would have not compiled at all.


Agreed.  But introducing a Drawable* doesn't help because it doesn't change the 
type of the object the pointer is pointing to.


ShapeDrawable* shape = new ShapeDrawable(...)
Drawable* drawable = dynamic_castDrawable*(shape); // OK, is a base class
Geometry* geom = dynamic_castGeometry*(drawable); // is always 0

I'm probably not explaining this as clearly as possible but try to think of it 
this way: you have a base class 'Vehicle' and two derived classes 'Car' and 
'Plane'.  You can create a 'Plane' and have a 'Vehicle' pointer to it but you 
can't cast that pointer to a 'Car'.


Hope this helps.

Cheers,
/ulrich

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Re: [osg-users] osg make error in mingw

2008-07-30 Thread songbo_1220
hi Philip Lowman!
You really a good man!
I have read this page, on the mingw osg compiled, 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Mingw
but feel it's too low osg version, so i didn't do that, first, i creat msys-osg 
using cmake, then, I made osg directness using msys-make,  whether or not to do 
some things before makeing? 
thank you for your help!

 
 
 

在2008-07-30,Philip Lowman [EMAIL PROTECTED] 写道:

2008/7/30 songbo_1220 [EMAIL PROTECTED]

sorry!
I was following some mistakes。

Linking CXX shared library ../../lib/libosg.dll
Creating library file: ../../lib/libosg.dll.a
[ 11%] Built target osg
Scanning dependencies of target osgDB
[ 11%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/Archive.obj
f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/osgDB/Archive.cpp:51: 
internal compiler error: in maybe_emit_vtables, at cp/decl2.c:1678
Please submit a full bug report,
with preprocessed source if appropriate.
See http://gcc.gnu.org/bugs.html for instructions.
make[2]: *** [src/osgDB/CMakeFiles/osgDB.dir/Archive.obj] Error 1
make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2
make: *** [all] Error 2

what can i do? thank!

What version of MinGW are you using?


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Re: [osg-users] osg make error in mingw

2008-07-30 Thread Philip Lowman
2008/7/30 songbo_1220 [EMAIL PROTECTED]

 hi Philip Lowman!
 You really a good man!
 I have read this page, on the mingw osg compiled,

 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Mingw
 but feel it's too low osg version, so i didn't do that, first, i creat
 msys-osg using cmake, then, I made osg directness using msys-make,  whether
 or not to do some things before makeing?
 thank you for your help!


Yes, that page is out of date.  I will update it if I can figure out how to
edit the darn wiki.
Anyways, to compile the OSG using MinGW (with no external dependencies) here
is what I do.  These directions are for MinGW makefiles though and not MSYS
I think.

1. Run CMake, point to source and build directory
2. Configure for MinGW Makefiles
3. Set CMAKE_BUILD_TYPE as desired
4. If and ONLY if you have OSG 2.0,2.2, or 2.4 binary packages installed you
must modify JPEG_LIBRARY, TIFF_LIBRARY, etc. to blank them
4a. If you are using CMake 2.6.0, there is a bug preventing you from
blanking JPEG_LIBRARY (fix in 2.6.1 or search CMake bugtracker for 2 line
patch)
5. Generate
6. Run command prompt, cd to build directory
7. C:\MinGW\bin\mingw32-make

If you need external dependencies presumably you'd have to obtain or compile
all of the various libraries yourself.


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Re: [osg-users] osg make error in mingw

2008-07-30 Thread Philip Lowman
2008/7/30 songbo_1220 [EMAIL PROTECTED]

  hi Philip Lowman!

 my mingw version is
 binutils 2.18.50
 gcc 4.3.0
 runtime 3.14
 w32api 3.11
 gdb 6.8
 my msys version is
 core 1.0.11

 thanks!!!


Songbo,

The GCC 4.3.0 release for MinGW is listed as alpha quality software (which
could explain the internal compiler error you got).  I would suggest using
the current stable release of MinGW which includes GCC 3.4.5 and see if that
works better.

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Re: [osg-users] osg make error in mingw

2008-07-30 Thread songbo_1220
 Thank you very much for help, I will follow you try to do that, thank you once 
again ^-^ !

 
 
 

在2008-07-31,Philip Lowman [EMAIL PROTECTED] 写道:

2008/7/30 songbo_1220 [EMAIL PROTECTED]

hi Philip Lowman!
You really a good man!
I have read this page, on the mingw osg compiled, 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Mingw
but feel it's too low osg version, so i didn't do that, first, i creat msys-osg 
using cmake, then, I made osg directness using msys-make,  whether or not to do 
some things before makeing? 
thank you for your help!

Yes, that page is out of date.  I will update it if I can figure out how to 
edit the darn wiki.
Anyways, to compile the OSG using MinGW (with no external dependencies) here is 
what I do.  These directions are for MinGW makefiles though and not MSYS I 
think.

1. Run CMake, point to source and build directory
2. Configure for MinGW Makefiles
3. Set CMAKE_BUILD_TYPE as desired
4. If and ONLY if you have OSG 2.0,2.2, or 2.4 binary packages installed you 
must modify JPEG_LIBRARY, TIFF_LIBRARY, etc. to blank them
4a. If you are using CMake 2.6.0, there is a bug preventing you from 
blanking JPEG_LIBRARY (fix in 2.6.1 or search CMake bugtracker for 2 line patch)
5. Generate
6. Run command prompt, cd to build directory
7. C:\MinGW\bin\mingw32-make

If you need external dependencies presumably you'd have to obtain or compile 
all of the various libraries yourself.
 

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Re: [osg-users] vpb on cluster example

2008-07-30 Thread Greg Myers
Jason,

Thanks for the vpbmaster tip.  I thought it only applied to multiple
systems... I guess I need to read things a little better ;)  My
database creation times went down dramatically now that all 8 cores
are being utilized.  I went ahead and launched a build with a decent
amount of imagery and DTED data before I left work.  Hopefully my hard
drive doesn't fill up before it gets done.  I'm having another hard
drive installed tomorrow so that I can run a bigger set of data over
the weekend.

I haven't tried creating the overviews yet.  How do they help increase
speed?  If the explanation is more of a class than a simple response
then don't worry about responding, I understand ;)

Thanks for all your help!
Greg



On Jul 30, 11:46 am, Jason Beverage [EMAIL PROTECTED] wrote:
 Hi again Greg,

 Forgot to mention this previously...

 You should also try building overviews for all of your geospatial data files
 using the gdal utility gdaladdo if they don't already have them.  Doing so
 can result in pretty dramatic increases in speed.

 Jason

 On Wed, Jul 30, 2008 at 2:44 PM, Jason Beverage [EMAIL PROTECTED]wrote:



  Hi Greg,

  I don't believe it is currently possible to modify a database with new
  imagery or terrain once a database is created.  That is something that I
  know Robert was planning on working out at some point for osgTerrain/VPB but
  I'm not sure what its status is.  Using the --terrain option should make
  things run pretty quick though depending on how much data you're throwing at
  it.  Also, try replacing the osgdem command line with vpbmaster as it
  supports multiple cores and thankfully takes the exact same command line
  optoins as osgdem.

  Good luck!

  Jason

  On Wed, Jul 30, 2008 at 2:10 PM, Greg Myers [EMAIL PROTECTED] wrote:

  Hey Jason,

  Thanks for the reply.  I guess I'm going to have to bite the bullet
  and try that out.  It just takes a substantial amount of time so I
  hate to do it without knowing if I'm doing it right in the first
  place.  Tell me this though, is it possible to add new images to an
  existing ive file?  For instance, if I ran osgdem against just some
  plain old DTED data without images and output the results to dted.ive,
  could I then run another osgdem command and pass in image data using
  the same dted.ive file?  Would it just add in the images to the
  terrain or would it start fresh and blow away my existing terrain?

  Thanks
  Greg

  On Jul 30, 10:43 am, Jason Beverage [EMAIL PROTECTED] wrote:
   Hi Greg,

   I would just remove the -l command line and let vpb run as long as it
  needs
   to.  Depending on the level of your data, it might need to go higher
  than
   level 10.

   Thanks,

   Jason

   On Wed, Jul 30, 2008 at 1:33 PM, Greg Myers [EMAIL PROTECTED] wrote:
Hey JP,

First of all I want you to know that I really appreciate your help. :)

I tried the BMNG image that covers my area of interest and that worked
like a charm.  No more black areas.

Now, I only ran the data using a level setting of 10.  When I zoom in
on the high res image that I provided, it is not high res at all.
Does the level setting need to be cranked way up in order to be able
to see the details in the high res image?  Do I need to specify layer
options for my high res image like you did in your example?

And one more question, what is the purpose of the archive file output
type ( the -a option ) ?

Thanks
Greg

On Jul 30, 3:33 am, J.P. Delport [EMAIL PROTECTED] wrote:
 Hi,

 sorry, I can only guess at potential problems...

 I am assuming you are viewing the data with osgviewer so that I can
 discard other cases where blending might not be set up correctly.

 The black portions normally indicate that something is up with the
 blending of data. E.g. sometimes the geotiffs have transparent areas
 that have to be blended with other tiles. This occurs e.g. when the
 tiles are not square. Since the dted data has no colour data, I'm
  not
 sure what the image data will blend with.

 What I would try is to use one of the BMNG tiles as a backdrop. See
  on
 the wiki for a link. The BMNG tile covers a wide area and would be
  used
 for places in the terrain where you do not supply your own higher
  res
 image data.

 jp

 GregMyerswrote:
  I have another question for you JP.  I have been playing with the
osgdem
  tool and trying to create a terrain database with some aerial
  photos (
  geotiffs ).  After my database is generated using the command:

  Osgdem --geocentric --terrain -d DTED -t image.tif -l 4 -o
test\test.ive

  I get something that looks about right except that the terrain
  around
the
  image is blacked out.  More area is blacked out when I'm viewing
  the
higher
  layers.  I'm attaching a small image so that you can see what I'm
talking
  about.  If you look near the top left 

Re: [osg-users] osg make error in mingw

2008-07-30 Thread Jean-Sébastien Guay

Hi Philip,

Yes, that page is out of date.  I will update it if I can figure out how 
to edit the darn wiki.


Pretty easy: go to
http://www.openscenegraph.org/projects/osg/wiki/Community/WikiLogIn

Click the Login link at the top-right of any page and use the username 
and password on the page linked above. Then, at the bottom of pages 
which that user is allowed to edit, you will have an Edit this page 
button.


Hope this helps,

J-S
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