Re: [osg-users] animtk release 0.0.9

2008-11-01 Thread Ümit Uzun
Hi Sukender,

I have same problem under Windows. If you achive, please show how. And
another question to Cedric and Robert, In which version osganimation library
will be added ?

Best Regards.

Umıt Uzun

2008/11/1 Sukender [EMAIL PROTECTED]

  Yes i guess i would need to add export in order it compiles on windows.

 Hum... I'm interested in using animTK in a cross-platform way... I tried to
 CMake-it under Windows but it can't find pkg-config (of course). I guess the
 CMake script has to be changed, but I'm new to CMake and I can't. I will try
 to bybass that problem. If I get something compiled under Windows, I'll let
 you know.
 But if anyone did it before, please tell me!

 Sukender
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Re: [osg-users] Browser integration

2008-11-01 Thread Ümit Uzun
Hi Wang,

Community - Wiki Login Details

Username: osg
Password: 05G
(note: first digit is zero)

Regards.

Umit Uzun

2008/11/1 Wang Rui [EMAIL PROTECTED]

 Hi,

 ok... It is a RAR file with a VS8 project inside. i'm not sure if the
 project could run immediately on your computer, but the code is proved to be
 usable.

 BTW, I remember there is a publc account of the OSG website. But I lost the
 user name and password. Could anybody tell me again, plz? I would try to
 upload the simple osgviewerIE example and another osgviewerVBasic example to

 http://www.openscenegraph.org/projects/osg/wiki/Community/WindowingToolkits
 Regards,
 Wang Rui

 2008/11/1 Erik den Dekker [EMAIL PROTECTED]

  And five,…



 Isn't it a good idea to just to mail to osg-users?



 Erik


  --

 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *ami guru
 *Sent:* Friday, October 31, 2008 21:02
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] Browser integration



 me four!!!

 [EMAIL PROTECTED]

 sajjad

 On Fri, Oct 31, 2008 at 8:32 PM, Charles Cossé [EMAIL PROTECTED] wrote:

 me three!


 On Fri, Oct 31, 2008 at 12:43 PM, Mario Mango Furnari
 [EMAIL PROTECTED] wrote:
  Quoting Wang Rui [EMAIL PROTECTED]:
  Hi Wang,
 
  I'm interested too ([EMAIL PROTECTED])
  Thank you in advance.
 
  Mario Mango Furnari
  Hi,
 
  I don't think it easy for me to translate the whole page into english
 in a
  short time. :) But I'm glad to share my project freely. I will send you
 a
  private mail later in order not to bother others.
 
  Wang Rui
  2008/10/31 Andreas Goebel [EMAIL PROTECTED]
 
   Hello Wang Rui,
  
   if this is all code needed, it is quite simple. Very nice! Thank you
 for
   posting this.
  
   Unfortunately I do not understand enough to see if this would be
 useful
  for
   me. Maybe my interest motivates you to translate your wiki (at least
 this
   part of it) to english, I am sure other users could benefit from it
 as
  well.
  
   Regards,
  
   Andreas
  
 
 
 
  ---
 
  Istituto di Cibernetica E. Caianiello
  Comprensorio A. Olivetti Ed. 70
  Via Campi Flegrei, 34
 
  I-80078 - Pozzuoli (Italy)
 
  Tel:+39.081.867.5154
  Fax:+39.081.867.5109
  Mobile: +39.335.539.8250
 
  -
  This mail sent through IMP: http://horde.org/imp/
 
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[osg-users] terrain segmentation

2008-11-01 Thread hemanth korrapati
Hi,

I have a rough terrain model. now I want to segment the terrain into
multiple patches. Each patch should be an approximate plane.
So totally I want to segment the terrain into planes.
How can we do it ? is there any algorithm ? Is there any feature in
osg that can help completely or partially in this issue ?


Thank you
hemanth
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Re: [osg-users] Browser integration

2008-11-01 Thread Wang Rui
Hi,

The osgActiveX, which helps embed a osg viewer into IE or VisualBasic, is
added at wiki/Community/WindowingToolkits.
Thanks for help.

Regards,
Wang Rui
2008/11/1 Ümit Uzun [EMAIL PROTECTED]

 Hi Wang,

 Community - Wiki Login Details

 Username: osg
 Password: 05G
 (note: first digit is zero)

 Regards.

 Umit Uzun

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[osg-users] addEventHandler with osg and wxWidget2.8.8

2008-11-01 Thread YangXiao
Hi Everyone:
 When i use below Canvas  calss  with osg and wxWidget2.8.8
   I found my viewer can not   addEventHandler(new PickHandler());
  Why?
   
  Best regards.
   
  #ifndef _CANVAS_H
#define _CANVAS_H
  #include wx/glcanvas.h
#include osgViewer/CompositeViewer
  class Canvas : public wxGLCanvas
{
public:
 Canvas(osgViewer::CompositeViewer* viewer, wxWindow* parent, wxWindowID id = 
wxID_ANY, 
  int* attribList = 0, const wxPoint pos = wxDefaultPosition, const wxSize 
size = wxDefaultSize, 
  long style=0, const wxString name=LGLCanvas, const wxPalette palette = 
wxNullPalette);
 ~Canvas();
   class View : public osgViewer::View
 {
 public:
  View();
  void requestRedraw();
  void requestContinuousUpdate(bool needed=true);
  void requestWarpPointer(float x,float y);
 private:
  void setCanvas(Canvas* _canvas);
  friend class Canvas;
  Canvas* _canvas;
 };
 void setView(View* view);
   void updateWhenIdle(bool update);
 void setUpdateWhenIdleOverride(bool status);
   void OnPaint(wxPaintEvent event);
 void OnEraseBackground(wxEraseEvent event);
 void OnIdle(wxIdleEvent event);
 void OnSize(wxSizeEvent event);
 void OnMouse(wxMouseEvent event);
 void OnMouseCaptureLost(wxMouseCaptureLostEvent event);
 void OnKey(wxKeyEvent event);
 void OnShow(wxShowEvent event);
  private:
 osg::ref_ptrosgViewer::CompositeViewer _viewer;
 osg::ref_ptrView _view;
   class GraphicsContext : public osgViewer::GraphicsWindow
 {
 protected:
  virtual ~GraphicsContext();
 public:
  GraphicsContext(Canvas* canvas);
void detachFromCanvas();
bool valid() const;
  bool realizeImplementation();
  bool isRealizedImplementation() const;
  void closeImplementation();
  bool makeCurrentImplementation();
  bool makeContextCurrentImplementation(osg::GraphicsContext *context);
  bool releaseContextImplementation();
  void bindPBufferToTextureImplementation(GLenum buffer);
  void swapBuffersImplementation();
wxGLContext* getWxContext();
  unsigned int getGlContext();
 private:
  wxGLContext* _wxContext;
  Canvas* _canvas;
  static unsigned int _s_glContexts;
  unsigned int _glContext;
 };
 osg::ref_ptrGraphicsContext _context;
   bool _renderingActive;
 int _mouseButtonCaptured;
 bool _updateWhenIdle;
 bool _updateWhenIdleOverride;
   DECLARE_EVENT_TABLE();
};
  #endif //_CANVAS_H


   
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Re: [osg-users] animtk release 0.0.9

2008-11-01 Thread Robert Osfield
2008/11/1 Ümit Uzun [EMAIL PROTECTED]:
 Hi Sukender,

 I have same problem under Windows. If you achive, please show how.

You guys are probably the first to run AnimTK under Windows, a port to
windows will take the addition of exports as well possible tweaks to
CMake.

 And
 another question to Cedric and Robert, In which version osganimation library
 will be added ?

My last proposal was for Cedric to coordinate with Jeremey on
integrating AnimTK into Jeremey's osgWidget dev branch in
OSG/svn/branches, at this integration point the new NodeKit name would
be osgAnimation.  This branch would then need to be tested and shook
down before integration from this experimental branch into
svn/trunk.   You can browse the branch via:

http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/branches/OpenSceneGraph-osgWidget-dev

Or check it out with:

svn co 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-osgWidget-dev
OpenSceneGreaph-osgWidget-dev

I quick browse just now suggests that Cedric hasn't yet merged
AnimTK/osgAnimation.  I'll have to defer to him for his own plans on
completing this.

As to whether osgAnimation will be merged with before 2.8 or after
will depend on whether it how well it ports across platforms and how
quickly it converges to a functional and stable enough state to make
it in.  The more developers pitch in with porting/testing/bug fixing
the sooner the merge point could be.

Robert.
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Re: [osg-users] terrain segmentation

2008-11-01 Thread Robert Osfield
Hi Memanth,

The OSG doesn't have a feature like the one your describe.

We do have VirtualPlanetBuilder that builds paged database that are
composed of a quad tree of tiles, the source data for this tool is
geospatial imagery and DEMs, but it doesn't build paged databases from
polygonal terrain models.

Robert.

On Sat, Nov 1, 2008 at 9:23 AM, hemanth korrapati
[EMAIL PROTECTED] wrote:
 Hi,

 I have a rough terrain model. now I want to segment the terrain into
 multiple patches. Each patch should be an approximate plane.
 So totally I want to segment the terrain into planes.
 How can we do it ? is there any algorithm ? Is there any feature in
 osg that can help completely or partially in this issue ?


 Thank you
 hemanth
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Re: [osg-users] Untextured materials = pure black

2008-11-01 Thread Terry Welsh
Hi Jefferson,
When using a shader that expects a texture, you must supply a texture
or the result is undefined.  I think with most graphics cards the
texture read just results in black.  So if you want to have models
that don't have a specific texture you should:
a) use another shader that doesn't do a texture read, or
b) set a simple default texture (for example, a 1x1 white texture) on
the root node of your scene.

- Terry

 Message: 4
 Date: Fri, 31 Oct 2008 23:30:23 -0300
 From: Jefferson Pinheiro [EMAIL PROTECTED]
 Subject: [osg-users] Untextured materials = pure black
 To: osg-users@lists.openscenegraph.org
 Message-ID:
[EMAIL PROTECTED]
 Content-Type: text/plain; charset=iso-8859-1

 Every material that has no texture associated becomes completely black when
 I do one of the following:

 - change the shadow technique from ShadowMap to SoftShadowMap
 - add any of the GLSL bloom shader I found on the net (
 http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=27976postdays=0postorder=ascstart=0or
 http://www.gamedev.net/community/forums/topic.asp?topic_id=395186)

 Any idea why this is happening?

 Details:

 I have a single light, declared thusly:

osg::Vec3 lightPosition(4,4,8); // my prog's scale is big
osg::LightSource* ls = new osg::LightSource;
ls-getLight()-setPosition(osg::Vec4(lightPosition,1));
ls-getLight()-setAmbient(osg::Vec4(0.5,0.5,0.5,1.0));
ls-getLight()-setDiffuse(osg::Vec4(0.9,0.9,0.9,1.0));
shadowedScene-addChild(ls);

 I'm posting direct links to the shaders, case you're lazy to open those ones
 :)

 http://magiadosdoces.com/temp/PP_GL_Bloom1.fx
 http://magiadosdoces.com/temp/PP_GL_Bloom2.fx
 http://magiadosdoces.com/temp/PP_GL_Bloom3.fx
 http://magiadosdoces.com/temp/PP_GL_Bloom4.fx
 http://magiadosdoces.com/temp/shader.frag

 And this is how I'm loading the shaders:
osg::ref_ptrosg::StateSet stateSet(root-getOrCreateStateSet());
osg::Program* program = new osg::Program;
osg::Shader* frag = new osg::Shader( osg::Shader::FRAGMENT );
frag-loadShaderSourceFromFile(Shaders/shader.frag);
program-addShader(frag);
stateSet.get()-setAttributeAndModes(program, osg::StateAttribute::ON);

 I'm using OSG 2.6, Windows Vista 64, Geforce 8800M GTS.

 Oh and by the way, the bloom shader effect doesn't works even on the
 textured surfaces. They simply remain the same. Image:
 http://magiadosdoces.com/temp/car.jpg

 Thanks,
 Jefferson
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Re: [osg-users] Disable self shadows (ShadowMap)

2008-11-01 Thread David Spilling
Jefferson,

I'm sure that Jean-Sebastien or Wojciech can answer better and more
correctly than me, but in the meantime...

Firstly, I notice that you are using OSG 2.6. The versatility of the API
into the shadowing stuff is much better in the 2.7 versions, and allows you
better control over what is being applied, so I recommend you move to that
if you can.

Secondly, in 2.6 at least, the only flag (castsShadow or receivesShadow)
that is honoured by the shadowedScene's subgraph is the castsShadow one.
Hence if things cast shadows they will also receive shadows.

However, in your example, it is only the default fragment shader applied by
the shadow map, in the end, which is shading your cars, so one way around
it is to reset/force the fragment shader on your cars to one that doesn't
try to do the lookup in the shadow texture. You can't do this at the
shadowMap level (as this would then be applied to everything including your
buildings), but you can do it to the cars individually. Create a shader -
you can use the GLSL in ShadowMap.cpp as a starting point - and then bind it
to your car node stateset with the usual methods

Hope that helps,

David
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[osg-users] 3D Graphs - edges?

2008-11-01 Thread Paul McIntosh
All,

I am wondering if anyone has tried to implement a graph edge? i.e. a
connection (such as a line) between geodes to make a 3D graph, where
the connection derives its properties from the geodes it connects. 

I need to implement such a connector myself, I'm thinking of making it
an actual osg node type (extended either osg::Geode or osg:Group) and
hopefully it will be good enough to include in OSG. OpenSG has a
NodeGraph::Edge (though I haven't looked at it in detail) so I am
guessing other OpenSceneGraph users may want one too and someone may
have even started...

Cheers, 

Paul 
-- 
Paul McIntosh 
www.internetscooter.com 

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Re: [osg-users] Shadows in osgviewerQT ? (solved / patch)

2008-11-01 Thread Julian Scheid
Hi again,

please find attached a patch against current trunk that fixes my problems.

This patch does the following (in order of the chunks in the patch):

- Add a missing include in GraphicsWindowsX11 without which it won't compile
on my Mac.
- Add a missing include to the osgviewerQt build (taken straight from
src/osgviewer/CMakeLists.txt)
- Ensure GraphicsWindowsCarbon::WindowData is used with QOSGWidget for Mac
builds even on 10.4 and 10.5.  Without this change, the widget will use the
X11 WindowData struct but the peer will expect a Carbon WindowData struct,
leading to a segfault. I'm not sure this is the right fix - it might have to
pay attention to other configure-time variables. (I.e. it might not work if
you asked for using the X11 peers instead of the carbon peers at configure
time)
- Extract a WindowPtr from the HIViewRef that QWidget::winId() returns.
Without this change, the peer tries to call GetWindowPort on the HIViewRef
which returns 0. This was the reason that the window remained white.
- Setup the camera only after ViewerQOSG's Qt base class has been
initialized. Without this change, the view is wrong (doesn't cover the whole
window).
- Open the ViewerQOSG window at 30/30 instead of 0/0.  When opened at 0/0 it
lacks any window decoration (not sure why that is so - might be a Qt
feature?)

I hope this helps.

Cheers,

Julian

On Fri, Oct 31, 2008 at 12:26 PM, Julian Scheid [EMAIL PROTECTED]wrote:

 Hi,

 OK so I figured out that my problems are due to using AdapterWidget - I
 understand that shadows etc. should work fine with QOSGWidget.

 Unfortunately QOSGWidget doesn't work here: the widgets remains white and
 Qt prints warnings about recursive repaint.

 I've checked out the latest OSG trunk and tried with that but get the same
 result (actually it segfaults due to a bogus ifdef in the QOSGWidget source
 code - I'll send over a patch shortly - but after fixing that I get the same
 result.)

 I've started tracking down the problem, so far the only thing that I
 figured out is that GetWindowPort always seems to return 0 for the
 QOSGWidget's native peer - is that expected?

 I'm using Qt 4.4.3 on an Intel Mac with OS X 10.5. The Carbon code paths
 are used, not X11.  Are there any known problems with QOSGWidget with Qt
 4.4, OS X 10.5 or with the Carbon peers?

 Thanks in advance,

 Julian



 On Thu, Oct 30, 2008 at 3:30 AM, Julian Scheid [EMAIL PROTECTED]wrote:

 Hi,

 I'm trying to embed osg in a Qt4 application. I've had some troubles with
 FSAA/multisampling but managed to work around it by configuring the
 QGLWidget for FSAA instead of osg.

 However, I'm now trying to get shadows to work based on the osgshadow
 code, and it seems that no matter which shadowing technique I try it brings
 my machine to a grinding halt - the whole screen starts to flicker wildly,
 circles and balls reminiscent of Katamari Damacy are drawn into the scene,
 and when continuous update (via timer) is enabled I have no recourse but to
 restart my machine. (This is one of the new Intel Macbooks running OS X
 10.5)

 I gather that when embedded in Qt, the GraphicsWindowCarbon code isn't
 used and osg just uses the existing GL context. Does that mean that I would
 have to manually setup Qt's GL context and somehow synchronize it with osg's
 shadow magic?

 If all that is meant to be supported in the Qt viewer, is there any chance
 you could add an example for this situation?

 Thanks in advance,

 -Julian





osg-qosgwidget-osx.patch
Description: Binary data
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