Re: [osg-users] FFmpeg plugin
Hi Carlos, Good to here you've got things working. Still don't know what might have been wrong in your original setup... but at least things are working now. FYI, I'm currently use the Kubuntu 9.04 beta and ffmpeg that comes with it. Robert. 2009/3/31 Carlos Sanches ces...@gmail.com yeah !!! Finally I did it ! Today I installed the beta version of ubuntu 9.04 and OSG 2.9.2 Now is running ffmpeg plugin :) Now I can sleep . ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster vs osgdem
Hi Robert, I've put the tasks/logs on our ftp server: ftp.k2vi.com user: DIT_Guest password 33Karaka2oo9 (the two o's are the letter o, not numbers) file: /Download/OSG/vpb_task_logs.rar It does look like it goes down to level 21 looking at the log file that was last accessed but I can't see an error/warning. It just stops However when I compare this globe with a globe built by osgdem (also down to level 21) - the osgdem globe is way higher resolution both in terrain and aerial photo. Gert On Wed, 01 Apr 2009 02:59:53 +1300, osg-users-requ...@lists.openscenegraph.org wrote: Hi Gert, Could you post the .log files for the failed tasks. Robert. 2009/3/31 Gert van Maren g...@k2vi.com Hi Robert, Vpbmaster fires up, creates the task files and starts executing the tasks but in the very last task I get again errors. See attached dos output. Weird thing is that this last task appears to be at level 13 at least looking at the subtile naming. osgdem happily builds 21 levels with exactly the same input parameters. Maybe an issue with the task list creation? Have also attached the build_master.tasks and build_master.source files Any ideas? Cheers Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd 3 Cliff Wilson street Level 2, 9305 Wanaka, New Zealand Phone: +64 21 2855581 Email: g...@k2vi.com Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compressed texture
HI Yefei, The OSG has support for removing duplicate state on an already loaded scene graph, but at present there isn't any support in the .ive format for pooling imagery/texture between sets of .ive files. The later feature would be very useful though... so please feel free to dive in and implement it :-) The next question is... how would one go about it. Perhaps a custom state pool Node that does nothing more than hold a map of names/ID to StateAttribute. Then you could save this node out to it's own .ive file, then each of the other .ive files could include this StatePool node as an external file reference. Then use the Registry cache to make sure that each of the separate .ive then reuse the same StatePool. Finally the .ive plugin would need to have some kinda of ID system to pull the apprpriate attribute from the current StatePool(s). Robert. On Tue, Mar 31, 2009 at 7:07 PM, Yefei He y...@nads-sc.uiowa.edu wrote: Hi, Folks, If I create a flt file that uses compressed .dds files as textures, and then convert the flt file to ive format with the option -O noTexturesInIVEFile, do I still get compressed texture when loading the ive file? Reading through the source code, it seems to indicate that the internal texture format is preserved by the dds loader as compressed texture, and passed on to the osg core. So I assume it works. I have thought of converting the flt files that uses compressed textures to ive files with built-in texture and with one of the compressed texture options. But in my set up I use multiple flt files that share textures, and I'm not sure if with built-in textures in ive files, I will have multiple instances of the same texture loaded into memory, so instead of one uncompressed texture in memory, I may end up with 20 compressed texture of identical content in memory. Is this what's going to happen with ive files with built-in textures? Thanks, Yefei ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Import Large Meshes
Hi Brian, I'm afraid VirtualPlanetBuilder is based around processing heightfiels + imagery, not irregular polygonal meshes so won't be of any help. The osgUtil::Simplifier might be able to help though, although you'll probably need to break up the model into chunks first. One thing it would be worth doing is when loading you models is to disable the tri-stripping of the models. Robert. On Tue, Mar 31, 2009 at 7:12 PM, Brian R Hill bhil...@csc.com wrote: Folks, I'm trying to import large meshes, +10 million verts, +20 million tris from obj files. I'm not familiar with the terrain generation/processing parts of OSG and was wondering if there are any utilities that I can use to subdivide these or convert to pageable chunks. Thanks, Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. • ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DatabasePager Stats
Hi Mike, 2009/3/31 michael.schm...@l-3com.com I apologize in advance if this has already been answered, but I didn’t find anything. One of the stats views shows “DatabasePager time to merge new tiles”. What is the meaning of the different values, especially the “requests” value? What would cause it to spike on a flt file? Each external file reference that has to get paged in will be a single file request. The external file requests are instigated by either PagedLOD or ProxyNode, with .flt it'll have to be the ProxyNode as it doesn't have support for PagedLOD. The OpenFlight plugin uses ProxyNode for external file references. You can pass different options into the OpenFlight plugin to get it to loaded the the external file references up front. To see the options do: osgconv --format flt Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster vs osgdem
HI Gert, I downloaded the file but on attempting to unpack the archive using unrar I get an error: unrar x vpb_task_logs.rar UNRAR 3.80 freeware Copyright (c) 1993-2008 Alexander Roshal The archive header is corrupt Extracting from vpb_task_logs.rar Unexpected end of archive No files to extract If I run md5sum I get: md5sum vpb_task_logs.rar 454388294a9cab627e7e60ac7d1d5e36 vpb_task_logs.rar Is the file OK? Could you try posting a zipped file? Robert. On Wed, Apr 1, 2009 at 7:56 AM, Gert van Maren g...@k2vi.com wrote: Hi Robert, I've put the tasks/logs on our ftp server: ftp.k2vi.com user: DIT_Guest password 33Karaka2oo9 (the two o's are the letter o, not numbers) file: /Download/OSG/vpb_task_logs.rar It does look like it goes down to level 21 looking at the log file that was last accessed but I can't see an error/warning. It just stops However when I compare this globe with a globe built by osgdem (also down to level 21) - the osgdem globe is way higher resolution both in terrain and aerial photo. Gert On Wed, 01 Apr 2009 02:59:53 +1300, osg-users-requ...@lists.openscenegraph.org wrote: Hi Gert, Could you post the .log files for the failed tasks. Robert. 2009/3/31 Gert van Maren g...@k2vi.com Hi Robert, Vpbmaster fires up, creates the task files and starts executing the tasks but in the very last task I get again errors. See attached dos output. Weird thing is that this last task appears to be at level 13 at least looking at the subtile naming. osgdem happily builds 21 levels with exactly the same input parameters. Maybe an issue with the task list creation? Have also attached the build_master.tasks and build_master.source files Any ideas? Cheers Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd 3 Cliff Wilson street Level 2, 9305 Wanaka, New Zealand Phone: +64 21 2855581 Email: g...@k2vi.com Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Meta-Informations
Hi Alexis, On 1/4/09 8:15 PM, Alexis wrote: I would like to know: 1. What are Meta-Informations ? Examples Good question. What *are* meta-information? Where did you come across the term? I've never heard it in relation to OSG. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Meta-Informations
Hi, i m a new one in this forum. i m learning osg. I hope i will find here answer to my questions and will later also help other people. I would like to know: 1. What are Meta-Informations ? Examples 2. Which are the possibilities to keep Meta-Infos in a osg-graph ? load, read, write, store ? ... Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9526#9526 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Object oriented coding
Hi, I have done some small test projects for fun in OSG, without really learning it correctly. Now I have a very general question: How do I structure my code to make it more object oriented together with OSG? Let's say I want to visualise an airport with planes coming and leaving. I would like to write this program in an object oriented manner, where the airport has a number of planes, where each plane has a number of parts etc. A plane should of course have properties such speed and engine thrust. Same thing goes for parts of a plane. For instance a wing should have a number that represents the drag, and also a number for its weight. It should also have visual information (shape, position, material etc). How do I combine this visual information with non-visual information in an object oriented manner? I guess visual information should go into the scene graph where as the rest does not. Yet, I want all the information about the wing to go into the same C++ wing object. Is there any good example showing how to manage this? I would love to see simple code examples showing these principles as they are easier to understand. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9529#9529 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Meta-Informations
Hi Alexis, On 1/4/09 8:15 PM, Alexis wrote: I would like to know: 1. What are Meta-Informations ? Examples Good question. What *are* meta-information? Where did you come across the term? I've never heard it in relation to OSG. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem using overlay node
Hi Rahul and osg-users, I've recently tried to use overlaynode with blending and i didn't achieve to make it work... Is there someone who has a simple sample file with data to show the community how overlay node works when it comes to set some blending between overlay and overlay subgraph ?? Kind regards, 2008/8/7 Rahul Jain rah...@darshan3d.com Hi all, I am trying to overlay a shape file on a terrain using overlay node. But the two textures are not blending, instead the overlay texture has replaced the terrain texture. I am attaching the final rendered image for you to ponder upon. I am using the code of osgsimulation example which goes like this for my case. // Get coordinate system node osg::CoordinateSystemNode* csn = dynamic_castosg::CoordinateSystemNode*(terrain.get()); // Set overlay technique osgSim::OverlayNode::OverlayTechnique technique = osgSim::OverlayNode::OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; // Create overlay node osgSim::OverlayNode* overlayNode = new osgSim::OverlayNode(technique); // Set blending parameters overlayNode-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); overlayNode-getOrCreateStateSet()-setMode(GL_BLEND, osg::StateAttribute::ON); overlayNode-getOrCreateStateSet()-setTextureAttribute(1, new osg::TexEnv(osg::TexEnv::BLEND)); overlayNode-setOverlaySubgraph(shapefile.get()); overlayNode-setOverlayTextureSizeHint(1024); overlayNode-setOverlayTextureUnit(1); // Set clear color overlayNode-setOverlayClearColor(osg::Vec4(0.0, 0.0, 0.0, 0.0)); // insert the OverlayNode between the coordinate system node and its children. for(unsigned int i=0; icsn-getNumChildren(); ++i) { overlayNode-addChild( csn-getChild(i) ); } csn-removeChildren(0, csn-getNumChildren()); csn-addChild(overlayNode); // Set scene data viewer.setSceneData(csn); best regards RJ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Eye position and 2nd slave camera
Thank you Robert, your message help me. And I have another problem, I don't know how to correctly set the 2nd camera like mirror (smaller viewport with tank_des.osg). What shall i do for correct view? Let's see screenshot below. Scene and car1 in my 3d world are in .ive format and structure is created these way: viewer _| _| - camera master (viewer-setCamera) _| - camera slave (viewer-addSlave) root [osg::Group* root;] _| _| - light source [root-addChild (pLightsource);] _| - fog [root-setStateSet(myst);] _| - static node - scene _| - dynamicobj [osg::Group * dynamicobj;] __| - positioned - node - car 1 __| - positioned - node - car 2 main eye position (setViewMatrixAsLookAt) x:0.0f ... y:0.0f ... z:1.5f 2nd eye position (setViewMatrixAsLookAt) x:0.0f ... y:0.0f ... z:2.5f model1 position: x:0.0f ... y:15.0f ... z:0.0f model2 position (tank): x:0.0f ... y:-15.0f ... z:0.0f screenshot is here: [Image: http://www.jkzsim.cz/petr/screenshot-cams.jpg ] example camera with cow.osg (mirrored 2nd camera) works well, but these settings in my scene not ... Code: osg::Matrixf mf; if (i != 2) { mf=osg::Matrix::scale(aspectRatioScale, 1.0, 1.0) * osg::Matrix::translate(translate_x, 0.0, 0.0); viewer.addSlave( camera.get(), mf, osg::Matrix() ); } else { mf=osg::Matrix::scale(-1.0 * aspectRatioScale, 1.0, 1.0) * osg::Matrix::translate(translate_x, 0.0, 0.0); viewer.addSlave( camera.get(), mf, osg::Matrix() ); } Thanks a lot for answers. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9531#9531 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FFmpeg plugin
Yeah is all ok now . the problem that I had in my program using xine plugin dont appear with ffmpeg . thank you all ! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in 2.7.9 with collada
Hi all, Patrice, I maybe have the same problem as your's. I have posted a test scene on this thread : http://forum.openscenegraph.org/viewtopic.php?p=9533#9533 Can you reproduce the bug with it ? Best Regards, Pierre -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9534#9534 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Object oriented coding
Hi Tomas, This is a software design question, not really an OpenSceneGraph one. I'd recommend reading articles/books on game/object oriented design. The design of your classes will depend on your application requirements, taking into account money/time/etc. constraints. I'd recommend that your design abstract out rendering such that your OSG code is in separate rendering components. We do this in our visualization applications to allow us to switch renderers. We do this using a component based object management design (see http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/) and it has worked out really well. Good luck, - Donny On Wed, Apr 1, 2009 at 5:32 AM, Tomas Lundberg tomas...@gmail.com wrote: Hi, I have done some small test projects for fun in OSG, without really learning it correctly. Now I have a very general question: How do I structure my code to make it more object oriented together with OSG? Let's say I want to visualise an airport with planes coming and leaving. I would like to write this program in an object oriented manner, where the airport has a number of planes, where each plane has a number of parts etc. A plane should of course have properties such speed and engine thrust. Same thing goes for parts of a plane. For instance a wing should have a number that represents the drag, and also a number for its weight. It should also have visual information (shape, position, material etc). How do I combine this visual information with non-visual information in an object oriented manner? I guess visual information should go into the scene graph where as the rest does not. Yet, I want all the information about the wing to go into the same C++ wing object. Is there any good example showing how to manage this? I would love to see simple code examples showing these principles as they are easier to understand. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9529#9529 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Labeling 3D Nodes with HUD style
Hi, Im trying to label certain points in my 3D - Scene. Of course I could just use osgText and add it to a transform. But what i want to do is a little more complicated. I want to draw rectanlges with text inside that are drawn 2D (HUD like) on the screen. They shall only appear on near the border of the screen. But now (the tricky thing) I need to draw a line or sth. from the 2D Rectangle to a certain point in the scene that is given by 3D coordinates. How do i do that? I must somehow find out where on the screen my 3D-Point appears. Or is there another way? Thank you. Hagen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9536#9536 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures getting invisible on some system.
Hi Pierre, I really want to help you but unfortunately I hadn't found any solution except using old version (2.7) on machine which being invisible on it. I suspect the reason that Graphical Card and OSG inconsistency. Currently the best suggestion from me is using old version. Best Regards. 2009/4/1 Pierre Boulenguez pierot...@yahoo.com Hello all, Ümit, I have the same problem as your's, looking like a regression on texture loading since osg 2.8. I have created and attached a minimal Collada scene to reproduce the bug. The tests were run ubuntu 8.10, collada-dom 2.0, and a GeForce 9800 GTX+. Results are : OSG 2.6 - texture ok. OSG 2.8 - no texture. OSG 2.9.2 - no texture. Included in the attached zip archive are the three logs generated by : OSG_NOTIFY_LEVEL=DEBUG A strange fact about this bug is that the scene ROOM.3DS that was uploaded by Ümit runs well with textures on my machine with OSG 2.6, 2.8 and 2.9.2 as well. Help would be greatly appreciated, Thank you, Pierre -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9533#9533 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Labeling 3D Nodes with HUD style
Have a look through the Picking code and examples this shows you how to transform the 2d window coordinates ( in this case were the mouse is, but the principle is the same) into 3d scene coordinates Once you have the coordinates then straight forward to draw a line or any thing your want , We do this for callout type box that can track objects, points etc, ( sorry I'm not able to provide code on how we do this) Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Hagen Sent: Wednesday, April 01, 2009 9:40 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Labeling 3D Nodes with HUD style Hi, Im trying to label certain points in my 3D - Scene. Of course I could just use osgText and add it to a transform. But what i want to do is a little more complicated. I want to draw rectanlges with text inside that are drawn 2D (HUD like) on the screen. They shall only appear on near the border of the screen. But now (the tricky thing) I need to draw a line or sth. from the 2D Rectangle to a certain point in the scene that is given by 3D coordinates. How do i do that? I must somehow find out where on the screen my 3D-Point appears. Or is there another way? Thank you. Hagen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9536#9536 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Labeling 3D Nodes with HUD style
Thank you for the fast reply. But I need the exact opposite of mouse picking. I want to know the 2d Coordinates given the 3D Coordinates. So a kind of reverse picking :-) Thx Hagen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9539#9539 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Would like to contribute osg plugin for ply
Hi All, As part of one of my project I have written an osg plug in for reading ply file (Stanford Triangle Format). I would like to contribute this plugin to the community. I have written the plugin according to OSG standard and have also added cmake build system. The plugin is working fine on both Linux and Windows and should behave similarly on other OS as well. Now the question is, how do i contribute this plugin to the community ? Cheers, Santosh -- Santosh Gaikwad MTS Design Darshan Solutions Limited www.darshan3d.com http://www.darshan3d.com # +91-99530-99053 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Would like to contribute osg plugin for ply
Hi Santosh, The system for all submissions is to subscribe to the osg-submissions mailing list and send the files, or typically a .zip file containing all the files, to the osg-submissions list with a brief on what the submission does. Details about subsription on the mailing list page on openscenegraph.org. Cheers, Robert. 2009/4/1 Santosh sant...@darshan3d.com Hi All, As part of one of my project I have written an osg plug in for reading ply file (Stanford Triangle Format). I would like to contribute this plugin to the community. I have written the plugin according to OSG standard and have also added cmake build system. The plugin is working fine on both Linux and Windows and should behave similarly on other OS as well. Now the question is, how do i contribute this plugin to the community ? Cheers, Santosh -- Santosh Gaikwad MTS Design Darshan Solutions Limited www.darshan3d.com # +91-99530-99053 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Object oriented coding
Thanks for the reply. That's an interesting article. It does make sense when thinking about it, although the object oriented stucture is deeply rooted in many programmers' heads (mine included) :) Anyway, I think my question applies to objects and components alike... How does adding data to the scene graph (and drawing it) fit in to objects and components? Staying with object thinking for a while, do people generally create an AddToSceneGraph() member function for sub objects that are to be rendered? With this approach I suppose there is no Draw() member function in sub objects, as this does not go along with drawing the entire scene graph once every frame. Am I right? I know I should probably read some good literature on this, but for now I just want to test the concept and get a not-in-depth general understanding. Is there any small example out there using an object oriented approach together with real OSG code? I know this must sound like a real newbie question, but when it comes to games and scene graphs I'm still a newbie :) By the way, is there a way for me to not publish name and email in this forum? I saw that it is included near the quoted text in the reply. I don't make good friends with spammers :? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9542#9542 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Labeling 3D Nodes with HUD style
The code I suggested you look is still pretty relevant you just have to work the algorithms around a bit Do a google on glUnProject and glProject, this is not a new topic :) Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Hagen Sent: Wednesday, April 01, 2009 10:11 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Labeling 3D Nodes with HUD style Thank you for the fast reply. But I need the exact opposite of mouse picking. I want to know the 2d Coordinates given the 3D Coordinates. So a kind of reverse picking :-) Thx Hagen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9539#9539 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compressed texture
Hi, Robert, Thanks for your reply. Yes, I agree it will take quite some effort and possibly format change to implement texture sharing between ive files with built-in textures. That's why I would like a quicker way out:) -- using ive files without built-in texture but refer to compressed texture in dds format. Is my assumption correct that compressed texture in dds format remains compressed when loaded into memory and passed on to the osg core and GL layer without being decompressed, as opposed to say jpeg images which are decompressed during loading and then passed on to osg core in uncompressed bitmap format? Thanks, Yefei From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, April 01, 2009 2:52 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Compressed texture HI Yefei, The OSG has support for removing duplicate state on an already loaded scene graph, but at present there isn't any support in the .ive format for pooling imagery/texture between sets of .ive files. The later feature would be very useful though... so please feel free to dive in and implement it :-) The next question is... how would one go about it. Perhaps a custom state pool Node that does nothing more than hold a map of names/ID to StateAttribute. Then you could save this node out to it's own .ive file, then each of the other .ive files could include this StatePool node as an external file reference. Then use the Registry cache to make sure that each of the separate .ive then reuse the same StatePool. Finally the .ive plugin would need to have some kinda of ID system to pull the apprpriate attribute from the current StatePool(s). Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compressed texture
Hi Yefei, On Wed, Apr 1, 2009 at 4:24 PM, Yefei He y...@nads-sc.uiowa.edu wrote: Thanks for your reply. Yes, I agree it will take quite some effort and possibly format change to implement texture sharing between ive files with built-in textures. That's why I would like a quicker way out:) -- using ive files without built-in texture but refer to compressed texture in dds format. Is my assumption correct that compressed texture in dds format remains compressed when loaded into memory and passed on to the osg core and GL layer without being decompressed, as opposed to say jpeg images which are decompressed during loading and then passed on to osg core in uncompressed bitmap format? Yes this is correct, the OSG loads the S3TC_DXT* compressed formats from the .dds file and keeps them in that format in the osg::Image and the final downloaded texture. You can compress the textures for a file using osgconv: osgconv --compressed myfile.flt myfile.ive It won't solve the problem of sharing textures though. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ObjectType querry...
Hi All, Can anyone tell me whether there is a way (call) in OSG to say what type of object a plugin will produce ? i.e. if I have a file A.jpg and I call osgDB::Registry::instance()-getReaderWriterForExtension passing in the file extension, I get the readerwriter. What I would like to know is what ObjectType that readerwrite would return. The reason for the question is I'm updating the ReaderWriterZip plugin to handle in-memory zip extraction, and I want to be able to give it a zip file that contains many files of varying format. Rippling through the zip file I can get the individual files, and their content, and unzip them in memory, but the issue I have is that I don't really want to have a big If statement in the plugin to look at the known file extensions and to say whether I should be calling ReadNode or ReadImage. I would like to be able to enquire the type of Object that the reader would produce, and then have a simple switch statement like the Curl plugin. One route I thought of would be to add to extend each plugin to have a function based that returns the type of object, and I guess this would be fairly straight forward, but before delving in, I just wanted to check if there is a method already available. Many thanks for any help. Neil. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ObjectType querry...
Hi Neil, In OSG-2.8 you can do osgconv --formats to get a listed of all the capabilities of the plugins. Robert. On Wed, Apr 1, 2009 at 5:29 PM, neil.hug...@tesco.net wrote: Hi All, Can anyone tell me whether there is a way (call) in OSG to say what type of object a plugin will produce ? i.e. if I have a file A.jpg and I call osgDB::Registry::instance()-getReaderWriterForExtension passing in the file extension, I get the readerwriter. What I would like to know is what ObjectType that readerwrite would return. The reason for the question is I'm updating the ReaderWriterZip plugin to handle in-memory zip extraction, and I want to be able to give it a zip file that contains many files of varying format. Rippling through the zip file I can get the individual files, and their content, and unzip them in memory, but the issue I have is that I don't really want to have a big If statement in the plugin to look at the known file extensions and to say whether I should be calling ReadNode or ReadImage. I would like to be able to enquire the type of Object that the reader would produce, and then have a simple switch statement like the Curl plugin. One route I thought of would be to add to extend each plugin to have a function based that returns the type of object, and I guess this would be fairly straight forward, but before delving in, I just wanted to check if there is a method already available. Many thanks for any help. Neil. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgmovie problem
Hi, while I am running osgmovie, I met the warning like warning: GraphicsWindowWin32::grabFocus failed grabbing the focus then only a white window on the screen. what's wrong with this? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9548#9548 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Object oriented coding
Tomas, Check out the osgcatch example. It's a simple example with a few classes to encapsulate game objects that may get you going in the right direction. - Donny On Wed, Apr 1, 2009 at 9:51 AM, Tomas Lundberg tomas...@gmail.com wrote: Thanks for the reply. That's an interesting article. It does make sense when thinking about it, although the object oriented stucture is deeply rooted in many programmers' heads (mine included) :) Anyway, I think my question applies to objects and components alike... How does adding data to the scene graph (and drawing it) fit in to objects and components? Staying with object thinking for a while, do people generally create an AddToSceneGraph() member function for sub objects that are to be rendered? With this approach I suppose there is no Draw() member function in sub objects, as this does not go along with drawing the entire scene graph once every frame. Am I right? I know I should probably read some good literature on this, but for now I just want to test the concept and get a not-in-depth general understanding. Is there any small example out there using an object oriented approach together with real OSG code? I know this must sound like a real newbie question, but when it comes to games and scene graphs I'm still a newbie :) By the way, is there a way for me to not publish name and email in this forum? I saw that it is included near the quoted text in the reply. I don't make good friends with spammers :? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9542#9542 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] How do I add libraries to all linker commands?
Philip Lowman wrote: On Tue, Mar 31, 2009 at 5:07 PM, Lucasw () wrote: From your build tree type make edit_cache, this is the same as running ccmake /path/to/source/tree. Check the contents of the OPENGL_gl_LIBRARY and OPENGL_glu_LIBRARY variables. They should be pointed to the libraries you want to use for GL and GLU. They are under the Advanced section of the cache. Okay, after running make edit_cache 't' has to be pressed to get the advanced mode where the OPENGL variables are, and then I added /usr/lib/libGL.dll.a and /usr/lib/libGLU.dll.a to those variables (separated from the /usr/lib/w32api libs by semicolons). Then 'c' for configure and 'g' for generate, and then it exits and everything builds fine. Strange. On my Cygwin install with CMake 2.6.2 (on Cygwin) I get: OPENGL_INCLUDE_DIR /usr/include/w32api OPENGL_gl_LIBRARY /usr/lib/w32api/libopengl32.a OPENGL_glu_LIBRARY /usr/lib/w32api/libglu32.a What is the difference between /usr/lib/libGL.dll.a and /usr/lib/w32api/libopengl32.a? What version of CMake are you using? -- Philip Lowman -- Post generated by Mail2Forum I have cmake version 2.6-patch 2 That's what the default settings were, but when I tried to build with them I get a bunch of errors like: CMakeFiles/osg.dir/AlphaFunc.o:AlphaFunc.cpp:(.text+0x14): undefined reference to `_glAlphaFunc' CMakeFiles/osg.dir/BlendColor.o:BlendColor.cpp:(.text+0x159): undefined reference to `_glGetString' CMakeFiles/osg.dir/BlendColor.o:BlendColor.cpp: So I looked for those functions in the libs on my system and found them in libGL and libGLU, so I added those to cmake with the instructions above. So it built fine, but now when I attempt to run an example I get: Error: OpenGL version test failed, requires valid graphics context. Error: glCreateShader not supported by OpenGL driver Error: glShaderSource not supported by OpenGL driver Error: glCompileShader not supported by OpenGL driver Error: glGetShaderiv not supported by OpenGL driver VERTEX glCompileShader FAILED So that may have not been the right thing to do. Does yours link okay without libGL and libGLU? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9549#9549 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie problem
Now I use osg2.9 to run it. it doesn't have warning anymore, but still just a white window On Wed, Apr 1, 2009 at 6:50 PM, Lingyun Yu lingyun.yu...@gmail.com wrote: Hi, while I am running osgmovie, I met the warning like warning: GraphicsWindowWin32::grabFocus failed grabbing the focus then only a white window on the screen. what's wrong with this? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9548#9548 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cheers, Yun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compressed texture
As I' m also interested in texture compression my question is: when using .osg files or ive files without texture inside (those obtained by osgconv -O noTexturesInIVEFile useOriginalExternalReferences foo.osg soo.ive) if there is a chain of pagedlod files that refer to the same texture (for example the same material texture is used for different files at different lods) does it get readed or loaded in txture memory several times? I though it does not happen... but willing to be sure. Instead, if it is embedded in ive, it is replicated. Am I wrong? Another question: could be feasible to store jpeg as S3TC_DXT* instead of uncompressed? I know it is not happening now... would it be hard to implement? are there technical limitations? it seem to me that other web enabled sw like Google Earth are transmitting jpeg texture I experimented once trying to call the same compression code in osgconv inside the jpeg plugin after the read... but the code got unstable and slow. Has anyone tried this and/or would it be of some interest? Thanks in advance Robert Osfield ha scritto: Hi Yefei, On Wed, Apr 1, 2009 at 4:24 PM, Yefei He y...@nads-sc.uiowa.edu mailto:y...@nads-sc.uiowa.edu wrote: Thanks for your reply. Yes, I agree it will take quite some effort and possibly format change to implement texture sharing between ive files with built-in textures. That's why I would like a quicker way out:) -- using ive files without built-in texture but refer to compressed texture in dds format. Is my assumption correct that compressed texture in dds format remains compressed when loaded into memory and passed on to the osg core and GL layer without being decompressed, as opposed to say jpeg images which are decompressed during loading and then passed on to osg core in uncompressed bitmap format? Yes this is correct, the OSG loads the S3TC_DXT* compressed formats from the .dds file and keeps them in that format in the osg::Image and the final downloaded texture. You can compress the textures for a file using osgconv: osgconv --compressed myfile.flt myfile.ive It won't solve the problem of sharing textures though. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Build problem with gdk-x11-2.0
Hi, I'm trying to build OpenSceneGraph on a SUSE system. Attempts to make version 2.8 and 2.9.2 both yield the following error. Any suggestions? Thanks! -- [ 99%] Built target osgdb_svg Linking CXX shared module ../../../lib/osgPlugins-2.8.0/osgdb_pdf.so /usr/lib64/gcc/x86_64-suse-linux/4.1.2/../../../../x86_64-suse-linux/bin/ld: cannot find -lgdk-x11-2.0 collect2: ld returned 1 exit status make[2]: *** [lib/osgPlugins-2.8.0/osgdb_pdf.so] Error 1 make[1]: *** [src/osgPlugins/pdf/CMakeFiles/osgdb_pdf.dir/all] Error 2 make: *** [all] Error 2 -- N.B. libgdk-x11-2.0.so.0 is there in the /opt/gnome/lib64 directory, where it's supposed to be according to CMakeCache.txt. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9552#9552 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures getting invisible on some system.
Hi Ümit, Thank you for your reply. As for you, the only workaround that I have found is to downgrade to osg 2.6. Best Regards, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9554#9554 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Node to Geode
Hi, I'm pretty noob to OSG and I have tried to make it myself but I really need some help. I'm using readNodeFile to get a Node but I need a Geode. How can I convert the node to geode? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9555#9555 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compressed texture
Hi, Robert, Is sharing textures a problem even if the textures are externally referenced by the .ive files? I see that in the implementation of read image, there is an option of CACHE_IMAGE. Is this turned on be default? Is the image cache indexed by the image file names? If so, I would expect shared externally referenced textures won't be loaded multiple times. Am I right about this? Thanks, Yefei From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, April 01, 2009 10:50 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Compressed texture Hi Yefei, On Wed, Apr 1, 2009 at 4:24 PM, Yefei He y...@nads-sc.uiowa.edu wrote: Thanks for your reply. Yes, I agree it will take quite some effort and possibly format change to implement texture sharing between ive files with built-in textures. That's why I would like a quicker way out:) -- using ive files without built-in texture but refer to compressed texture in dds format. Is my assumption correct that compressed texture in dds format remains compressed when loaded into memory and passed on to the osg core and GL layer without being decompressed, as opposed to say jpeg images which are decompressed during loading and then passed on to osg core in uncompressed bitmap format? Yes this is correct, the OSG loads the S3TC_DXT* compressed formats from the .dds file and keeps them in that format in the osg::Image and the final downloaded texture. You can compress the textures for a file using osgconv: osgconv --compressed myfile.flt myfile.ive It won't solve the problem of sharing textures though. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie problem
Hi Yun, No one will be able to help you unless you provide more information. Key details are graphics card/graphics driver. Also do other examples run fine? Have you compiled with the ffmpeg or quicktime plugins? What exactly command line options are you using? Robert. 2009/4/1 Lingyun Yu lingyun.yu...@gmail.com Now I use osg2.9 to run it. it doesn't have warning anymore, but still just a white window On Wed, Apr 1, 2009 at 6:50 PM, Lingyun Yu lingyun.yu...@gmail.comwrote: Hi, while I am running osgmovie, I met the warning like warning: GraphicsWindowWin32::grabFocus failed grabbing the focus then only a white window on the screen. what's wrong with this? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9548#9548 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cheers, Yun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node to Geode
HI Robert, You can using dynamic_castosg::Geode*(node) in C++, but... this doesn't mean it'll return anything other than a NULL, as most scene graphs will typically contain a root node that is not a Geode, but something like a Group. Perhaps you could explain what you are actually trying to do rather than a low level request like casting, as it's pretty likely what you are doing should be done another way. Robert. On Wed, Apr 1, 2009 at 6:43 PM, Robert el_mas_fr...@hotmail.com wrote: Hi, I'm pretty noob to OSG and I have tried to make it myself but I really need some help. I'm using readNodeFile to get a Node but I need a Geode. How can I convert the node to geode? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9555#9555 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] introducing the osgviewer application into another application
Hi All, I try to introduce the 'osgviewer' application into my own application but It does not work under linux. Currently, I've build OSG 2.6 under Windows and Mandriva. I've made a direct copy of the osgviewer application source code and with cmake I've made the necessary link with my compiled 2.6 version of OSG ... It works well under windows, but each time under linux I get this error : #0 0xb79ba6b9 __gnu_cxx::__exchange_and_add() (/usr/lib/libstdc++.so.6:??) #1 0xb799f159 std::string::assign() (/usr/lib/libstdc++.so.6:??) #2 0x804a265main(argc=1, argv=0xbf882e94) (/usr/lib/gcc/i586-manbo-linux-gnu/4.3.2/../../../../include/c++/4.3.2/bits/basic_string.h:502) [it corresponds to the line 'arguments.setApplicationName( ...] I've explored a lot of things but I don't find anything ! So ,I need your help !!! Please ! Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9560#9560 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie problem
Other examples run fine. I already compiled with quicktime plugins. my graphics card is Nvidia geforce 8800 GTX I just use osgmovie d:\1.avi robertosfield wrote: Hi Yun, No one will be able to help you unless you provide more information. Key details are graphics card/graphics driver. Also do other examples run fine? Have you compiled with the ffmpeg or quicktime plugins? What exactly command line options are you using? Robert. 2009/4/1 Lingyun Yu () Now I use osg2.9 to run it. it doesn't have warning anymore, but still just a white window On Wed, Apr 1, 2009 at 6:50 PM, Lingyun Yu () wrote: Hi, while I am running osgmovie, I met the warning like warning: GraphicsWindowWin32::grabFocus failed grabbing the focus then only a white window on the screen. what's wrong with this? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9548#9548 (http://forum.openscenegraph.org/viewtopic.php?p=9548#9548) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Cheers, Yun ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9561#9561 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie problem
Warning: GraphicsWindowWin32::grabFocus() - Failed grabbing the focus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9562#9562 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie problem
another warning TextureRectangle::apply(..) failed, texture rectangle is not support by your OpenGL drivers. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9563#9563 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] introducing the osgviewer application into another application
Hi Romain, I haven't heard of problems like this before (I work under Linux almost 100% of time). What happens when you run the original osgviewer? Robert. On Wed, Apr 1, 2009 at 7:24 PM, Romain Cavagna rcava...@widereality.comwrote: Hi All, I try to introduce the 'osgviewer' application into my own application but It does not work under linux. Currently, I've build OSG 2.6 under Windows and Mandriva. I've made a direct copy of the osgviewer application source code and with cmake I've made the necessary link with my compiled 2.6 version of OSG ... It works well under windows, but each time under linux I get this error : #0 0xb79ba6b9 __gnu_cxx::__exchange_and_add() (/usr/lib/libstdc++.so.6:??) #1 0xb799f159 std::string::assign() (/usr/lib/libstdc++.so.6:??) #2 0x804a265main(argc=1, argv=0xbf882e94) (/usr/lib/gcc/i586-manbo-linux-gnu/4.3.2/../../../../include/c++/4.3.2/bits/basic_string.h:502) [it corresponds to the line 'arguments.setApplicationName( ...] I've explored a lot of things but I don't find anything ! So ,I need your help !!! Please ! Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9560#9560 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] introducing the osgviewer application intoanother application
What exactly is your own application? Is it another windowing framework? -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Romain Cavagna Sent: Wednesday, April 01, 2009 12:25 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [build] introducing the osgviewer application intoanother application Hi All, I try to introduce the 'osgviewer' application into my own application but It does not work under linux. Currently, I've build OSG 2.6 under Windows and Mandriva. I've made a direct copy of the osgviewer application source code and with cmake I've made the necessary link with my compiled 2.6 version of OSG ... It works well under windows, but each time under linux I get this error : #0 0xb79ba6b9 __gnu_cxx::__exchange_and_add() (/usr/lib/libstdc++.so.6:??) #1 0xb799f159 std::string::assign() (/usr/lib/libstdc++.so.6:??) #2 0x804a265main(argc=1, argv=0xbf882e94) (/usr/lib/gcc/i586-manbo-linux-gnu/4.3.2/../../../../include/c++/4.3.2/bits/ basic_string.h:502) [it corresponds to the line 'arguments.setApplicationName( ...] I've explored a lot of things but I don't find anything ! So ,I need your help !!! Please ! Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9560#9560 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with OSG 2.8 binaries download
Hi, I can not downlod any prebuild binaries from http://www.openscenegraph.org/projects/osg/wiki/Downloads It says You don't have permission to access path to binaries on this server. Is it my problem or server's? Thank you. YM -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9567#9567 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.1 at GDC
Robert Osfield, Paul Martz, Shayne Tuller, thanks for your responses to a newbie question. Randolph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] testing for multisampling capability
I'm trying to enable 4x multisampling in my application. When running on systems with decent video drivers this is a simple matter of setting traits-sampleBuffers when I create the graphics window and it just works. Unfortunately in testing I've run into a system with an integrated Intel graphics driver that appears to not support multisampling -- I get pixel format error when I try to create the graphics context. I need to fall back and disable multisampling in this case, but presently in our application this requires that the user edit an external xml configuration file. Ideally it should be able to probe the driver features to determine if multisampling is available. What is the best way to do this in Open Scene Graph? I tried creating the graphics window, testing for failure, and if so disabling multisampling and trying again. Unfortunately, in testing this approach on a different system I ran into a problem -- it seems that once you've requested a graphics context with one multisampling setting, you can't ask for a different setting? I created a multisample graphics context, forced the initialization to be considered to fail, deleted the context, then asked for a non-multisample context (with all the same settings), then reports an invalid pixel format on trying to change the multisample settings. It's very weird. I'm sort of out in the weeds, here. It would be nice if there was some way to use OSG to ask the driver what it supports rather than having to play guessing games with graphics context initialization. Does anyone have any ideas? Thanks, Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with OSG 2.8 binaries download
The link seems to point to the directory not the file. Try: http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/openscenegraph-all-2.8.0-win32-x86-vc90sp1-Release.tar.gz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9570#9570 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node to Geode
If the top level node isn't a Geode (which it isn't except for the very simplest of scene graphs), you'll need to walk the scene graph to find the Geode of interest. In OSG this is done with a NodeVisitor. I suggest you get the OSG Quick Start Guide and read through it (search at www.lulu.com). Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Sent: Wednesday, April 01, 2009 11:43 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Node to Geode Hi, I'm pretty noob to OSG and I have tried to make it myself but I really need some help. I'm using readNodeFile to get a Node but I need a Geode. How can I convert the node to geode? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9555#9555 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] default coordinate system and camera - newbie
Hello forum, osgViewer , by default uses the world coordinate system that is oriented with positive X to right , positive Z up, and positive Y into the screen. Does that mean the camera' s defualt position is at the origin looking down into the screen which is positive Y? I have tried to extract the vectors using the function ' osg::Vec3f eye; osg::Vec3f dir; osg::Vec3f up; viewer.getCamera()-getViewMatrixAsLookAt(eye,dir,up); cout The eye vector: eye.x() eye.y() eye.z() endl; cout The look at position: dir.x() dir.y() dir.z() endl; cout The up vector is: up.x() up.y() up.z() endl; The eye vector: 0 0 0 The look at position: 0 0 -1 The up vector is: 0 1 0 I was wondering if the up vector be Z axis instead Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with OSG 2.8 binaries download
OK, I see. Thank you. BTW, where can I look at file list of this directories (if any)? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with OSG 2.8 binaries download
Oooo. I've googled it :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster vs osgdem
Hi Robert, I've put a zip file in the same spot: vpb_task_logs.zip Weird thing is that all logs are small except the subtiles ones which are 20Mb+. That suppossed to be? Thanks Gert On Thu, 02 Apr 2009 01:44:56 +1300, osg-users-requ...@lists.openscenegraph.org wrote: HI Gert, I downloaded the file but on attempting to unpack the archive using unrar I get an error: unrar x vpb_task_logs.rar UNRAR 3.80 freeware Copyright (c) 1993-2008 Alexander Roshal The archive header is corrupt Extracting from vpb_task_logs.rar Unexpected end of archive No files to extract If I run md5sum I get: md5sum vpb_task_logs.rar 454388294a9cab627e7e60ac7d1d5e36 vpb_task_logs.rar Is the file OK? Could you try posting a zipped file? Robert. On Wed, Apr 1, 2009 at 7:56 AM, Gert van Maren g...@k2vi.com wrote: Hi Robert, I've put the tasks/logs on our ftp server: ftp.k2vi.com user: DIT_Guest password 33Karaka2oo9 (the two o's are the letter o, not numbers) file: /Download/OSG/vpb_task_logs.rar -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd 3 Cliff Wilson street Level 2, 9305 Wanaka, New Zealand Phone: +64 21 2855581 Email: g...@k2vi.com Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] osgmovie problem
hello to all, I have a problem: osgmovie use to see a movie. mov but I see a shift in the top of the movie screen, you can help me? Thank you in advance -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9578#9578 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Windows binary download
A user on general pointed out that the windows binary links on http://www.openscenegraph.org/projects/osg/wiki/Downloads point to the directory not the file and they can't access them. It also seems that windows binaries are packed as .tar.gz - could we make them .zip? Windows users that are downloading binaries are unlikely to have cygwin/ming tools installed. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9579#9579 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] default coordinate system and camera - newbie
The CameraManipulator (like TrackballManipulator, for example) determines the default orientation. You can change this default by setting the up vector in the TrackballManipulator. By default, the TrackballManipulator uses positive Z up, so if your code is getting positive Y up, either you have a bug or you are not using the TrackballManipulator or you have changed its default. The default view position is also determined by the CameraManipulator. The TrackballManipulator, for example, has a home position that you can set. By default, it considers the scene bounding volume and tries to position the view so that the entire scene fits within a 50 degree FOV (I think it's 50, not sure). Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 _ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ami guru Sent: Wednesday, April 01, 2009 1:58 PM To: OpenSceneGraph Users Subject: [osg-users] default coordinate system and camera - newbie Hello forum, osgViewer , by default uses the world coordinate system that is oriented with positive X to right , positive Z up, and positive Y into the screen. Does that mean the camera' s defualt position is at the origin looking down into the screen which is positive Y? I have tried to extract the vectors using the function ' osg::Vec3f eye; osg::Vec3f dir; osg::Vec3f up; viewer.getCamera()-getViewMatrixAsLookAt(eye,dir,up); cout The eye vector: eye.x() eye.y() eye.z() endl; cout The look at position: dir.x() dir.y() dir.z() endl; cout The up vector is: up.x() up.y() up.z() endl; The eye vector: 0 0 0 The look at position: 0 0 -1 The up vector is: 0 1 0 I was wondering if the up vector be Z axis instead Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] How do I add libraries to all linker commands?
lucasw wrote: Philip Lowman wrote: On Tue, Mar 31, 2009 at 5:07 PM, Lucasw () wrote: From your build tree type make edit_cache, this is the same as running ccmake /path/to/source/tree. Check the contents of the OPENGL_gl_LIBRARY and OPENGL_glu_LIBRARY variables. They should be pointed to the libraries you want to use for GL and GLU. They are under the Advanced section of the cache. I ended up reinstalling cygwin, and now cmake does everything correctly without edit files, and the linking works fine. The built examples also work, or at least the couple I've spot-checked. Okay, after running make edit_cache 't' has to be pressed to get the advanced mode where the OPENGL variables are, and then I added /usr/lib/libGL.dll.a and /usr/lib/libGLU.dll.a to those variables (separated from the /usr/lib/w32api libs by semicolons). Then 'c' for configure and 'g' for generate, and then it exits and everything builds fine. Strange. On my Cygwin install with CMake 2.6.2 (on Cygwin) I get: OPENGL_INCLUDE_DIR /usr/include/w32api OPENGL_gl_LIBRARY /usr/lib/w32api/libopengl32.a OPENGL_glu_LIBRARY /usr/lib/w32api/libglu32.a What is the difference between /usr/lib/libGL.dll.a and /usr/lib/w32api/libopengl32.a? What version of CMake are you using? -- Philip Lowman -- Post generated by Mail2Forum I have cmake version 2.6-patch 2 That's what the default settings were, but when I tried to build with them I get a bunch of errors like: CMakeFiles/osg.dir/AlphaFunc.o:AlphaFunc.cpp:(.text+0x14): undefined reference to `_glAlphaFunc' CMakeFiles/osg.dir/BlendColor.o:BlendColor.cpp:(.text+0x159): undefined reference to `_glGetString' CMakeFiles/osg.dir/BlendColor.o:BlendColor.cpp: So I looked for those functions in the libs on my system and found them in libGL and libGLU, so I added those to cmake with the instructions above. So it built fine, but now when I attempt to run an example I get: Error: OpenGL version test failed, requires valid graphics context. Error: glCreateShader not supported by OpenGL driver Error: glShaderSource not supported by OpenGL driver Error: glCompileShader not supported by OpenGL driver Error: glGetShaderiv not supported by OpenGL driver VERTEX glCompileShader FAILED So that may have not been the right thing to do. Does yours link okay without libGL and libGLU? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9586#9586 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Return of the DepthPartitionNode
Hi Ravi, I can confirm that the scaling problem seems now to be fixed using the files attached. I've tested it both in the osgdepthpartition example provided, and in a more complex scene with objects sizes covering more than six orders of magnitude. The new code worked flawlessly. Thanks for fixing this! Pasquale 2009/4/1 Ravi Mathur ravid...@mail.utexas.edu: Hey all, OK I have been away for a looong time, but still occasionally watching from a distance, and saw the bug people have reported about the DepthPartitionNode not handling scaled models properly. I believe this is now fixed ... I have attached the new DistanceAccumulator.cpp, along with a modified example file that uses a PositionAttitudeTransform to draw the Earth's orbit around the Sun. Also, I have seen Robert's posts about the DPN not being thread-friendly. This is something that I will look into next. Thanks! Ravi ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie problem
On 2/4/09 5:32 AM, Lingyun Yu wrote: another warning TextureRectangle::apply(..) failed, texture rectangle is not support by your OpenGL drivers. That explains the white rectangle. The 8800 definitively supports texture rectangles. Maybe you need to update your driver? /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fwd: default coordinate system and camera - newbie
Hello Paul, I have the following snippet that deals with the viewer **' int main() { //Creating the viewer osgViewer::Viewer viewer ; //add some event handler //to show the statistics viewer.addEventHandler(new osgViewer::StatsHandler); /* get camera related information */ osg::Vec3f eye; osg::Vec3f dir; osg::Vec3f up; viewer.getCamera()-getViewMatrixAsLookAt(eye,dir,up); cout The eye vector: eye.x() eye.y() eye.z() endl; cout The look at position: dir.x() dir.y() dir.z() endl; cout The up vector is: up.x() up.y() up.z() endl; //Creating the root node osg::ref_ptrosg::Node root = createSceneGraph(); '** Could you provide some hint where the bug might be , at least the way to find it? I want to implement a very simple scenario. A camera that moves along with the key press event. I already have that implemented in OpenGL program where i can roll, pitch yaw and slide with user key press event. I want to map that in the scene graph system. I have the following information predefined *n* = eye - look; *u* = *up* * *n*; *v* = *n* * *u*; To move the camera in an ineractive way i have to have the access to there values . there is a function in the Camera Class called getViewMatrix() , i hope that it is one to access these values. Any more reference would be of great help. -- Forwarded message -- From: Paul Martz pma...@skew-matrix.com Date: 2009/4/2 Subject: Re: [osg-users] default coordinate system and camera - newbie To: OpenSceneGraph Users osg-users@lists.openscenegraph.org The CameraManipulator (like TrackballManipulator, for example) determines the default orientation. You can change this default by setting the up vector in the TrackballManipulator. By default, the TrackballManipulator uses positive Z up, so if your code is getting positive Y up, either you have a bug or you are not using the TrackballManipulator or you have changed its default. The default view position is also determined by the CameraManipulator. The TrackballManipulator, for example, has a home position that you can set. By default, it considers the scene bounding volume and tries to position the view so that the entire scene fits within a 50 degree FOV (I think it's 50, not sure). Paul Martz *Skew Matrix Software LLC* http://www.skew-matrix.com +1 303 859 9466 -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *ami guru *Sent:* Wednesday, April 01, 2009 1:58 PM *To:* OpenSceneGraph Users *Subject:* [osg-users] default coordinate system and camera - newbie Hello forum, osgViewer , by default uses the world coordinate system that is oriented with positive X to right , positive Z up, and positive Y into the screen. Does that mean the camera' s defualt position is at the origin looking down into the screen which is positive Y? I have tried to extract the vectors using the function ' osg::Vec3f eye; osg::Vec3f dir; osg::Vec3f up; viewer.getCamera()-getViewMatrixAsLookAt(eye,dir,up); cout The eye vector: eye.x() eye.y() eye.z() endl; cout The look at position: dir.x() dir.y() dir.z() endl; cout The up vector is: up.x() up.y() up.z() endl; The eye vector: 0 0 0 The look at position: 0 0 -1 The up vector is: 0 1 0 I was wondering if the up vector be Z axis instead Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Build problem with gdk-x11-2.0
On Wed, Apr 1, 2009 at 1:28 PM, Harry Plantinga hplan...@calvin.edu wrote: Hi, I'm trying to build OpenSceneGraph on a SUSE system. Attempts to make version 2.8 and 2.9.2 both yield the following error. Any suggestions? Thanks! -- [ 99%] Built target osgdb_svg Linking CXX shared module ../../../lib/osgPlugins-2.8.0/osgdb_pdf.so /usr/lib64/gcc/x86_64-suse-linux/4.1.2/../../../../x86_64-suse-linux/bin/ld: cannot find -lgdk-x11-2.0 collect2: ld returned 1 exit status make[2]: *** [lib/osgPlugins-2.8.0/osgdb_pdf.so] Error 1 make[1]: *** [src/osgPlugins/pdf/CMakeFiles/osgdb_pdf.dir/all] Error 2 make: *** [all] Error 2 -- N.B. libgdk-x11-2.0.so.0 is there in the /opt/gnome/lib64 directory, where it's supposed to be according to CMakeCache.txt. Do you have the libgdk development packages installed for your distribution? There should be a libgdk-x11-2.0.so symbolic link (without .0) somewhere in /opt/gnome/lib64 along with header files. On Linux systems build systems like automake and CMake never search for versioned shared libraries directly but rather resolve the symbolic link libfoo.so=libfoo.so.1 to know that libfoo.so.1 is needed at runtime. Development packages that provide header files usually provide .so symbolic links or just plain .so files if versioning is not being used. OSG's cmake scripts should probably be telling you about this problem at configure time (this may be a build system bug). -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Depth buffer data is not clamp to [0.0,1.0].
Hi everyone: Here is My code: depthBuffer-allocateImage(width, height, 1,GL_DEPTH_COMPONENT,GL_FLOAT); viewer.getCamera()-setPostDrawCallback( new ScreenShotCallback()); while (!viewer.done()) { viewer.getCamera()-attach(osg::Camera::DEPTH_BUFFER, depthBuffer); viewer.frame(); } and in ScreenShotCallback Operator void operator() (const osg::Camera camera) const { FILE * fp; fp = fopen(file_name, w); float z ; char tmp[15]; for(int i = 0;iwidth*height;i++) { z = float ( (depthBuffer-data())[i*4] ); memset(tmp,'\0',sizeof(tmp)); sprintf(tmp,%f ,z); fprintf(fp, %s, tmp); if(!(i%width)) fprintf(fp, \r\n); } fclose(fp); } But all data is clamp to [0,255] .How can i get real native z-buffer data? Best regard. YangXiao ___ 好玩贺卡等你发,邮箱贺卡全新上线! http://card.mail.cn.yahoo.com/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Announcing VR-Vantage - an OSG-based 3D Toolkit
Whose idea was it to announce this on April Fools Day?! From reading the limited information available on their website I think this framework would offer some useful features for my project. Does anyone have experience or an opinion about this technology/company? cheers, Richard On Wed, Apr 1, 2009 at 1:24 PM, Len Granowetter lengr...@mak.com wrote: Fellow members of the OpenSceneGraph community, VT MAK (aka MAK Technologies) is proud to announce the launch today of VR-Vantage (http:\\www.VR-Vantage.com) - a new 3D application development environment based on OpenSceneGraph! MAK has been involved in visual simulation for over 16 years now, and over the years, we've talked to a lot of people who have expressed frustration about the state of the 3D visualization market: Commercial image generators (IGs) always have great features out of the box, but they are usually closed systems - often tied to a vendor’s content-generation toolchain, and often without a toolkit API for user customization or extension. On the other end of the spectrum are scene graph toolkits like OSG - which offer unlimited flexibility, but require lots of application development and content integration work just to get to the point where you can really start adding your project-specific capabilities. What's really been missing is a product that provides full-featured out-of-the-box applications, *and* the ability to extend, customize or embed any of that application-level functionality into custom applications. Missing...until now! What we are offering with VR-Vantage is the ability to turbo-charge your OSG-based development project. A typical OSG user (particularly in the visual simulation domain) spends lots of money incorporating content, and lots of software development time implementing or integrating application-level functionality, such as: • Game-like or virtual-globe-like navigation interfaces • Human character animation • Real-time trees and vegetation • Graphical User Interface • A sky/lighting/environment model • An entity management layer • Full-featured DIS/HLA support • Top-quality 3D vehicle and cultural feature models • Run-time configuration system • Informational overlays about simulated objects • Fully-integrated Distributed Rendering for multi-channel displays • Streaming terrain elevation and imagery from web-mapping services • Heads-up-displays or interactive cockpit displays With VR-Vantage, we've built all of this content and capability into an inexpensive off-the-shelf product. We've licensed all the necessary 3rd-party technology, and spent the past two years integrating and developing a powerful application-level OSG-based toolkit - so that you don't have to do it yourself! The VR-Vantage applications, which include the MAK Stealth viewer, and a new desktop IG called Vantage IG, already incorporate all of the following as standard features: IDV's SpeedTree vegetation, BDI's DI-Guy human characters, DiSTI's GL Studio cockpit displays, SunDog Software's SilverLining clouds and environment, Pelican Mapping's osgEarth streaming elevation and imagery, a customizable Qt-based GUI, native HLA/DIS support based on MAK's own VR-Link toolkit, multi-channel distributed rendering, and a library of high-quality 3D models from companies like Simthetiq and RealDB. And no 3rd-party run-time licenses are required to use any of these capabilities! But you still retain the same level of extensibility you’d have with OpenSceneGraph. VR-Vantage offers a higher-level API above the scene graph, to provide as much power as possible. But you always have direct access to the OSG layer as well, so that you can easily incorporate existing OSG nodekits and file loaders, and can continue working with the API you're comfortable with. Plus, you’ll have MAK to support you, so you can stay focused on your project-specific tasks. Start with the VR-Vantage Toolkit, and you can immediately begin working on your application-specific functionality, giving you a leg up on your competition, and allowing you to execute your projects with much lower risk. VR-Vantage was previewed at I/ITSEC 2008, and version 1.0 shipped today, March 31, 2009. For more information about VR-Vantage, please see http:\\ www.VR-Vantage.com, or visit http:\\www.mak.com. VT MAK, (formerly known as MAK Technologies), a company of VT Systems, develops software to link, simulate and visualize the virtual world. We are best known for our DIS/HLA networking toolkits (VR-Link and the MAK RTI), for our computer-generated-forces simulation toolkit (VR-Forces), and for our 3D visualization product (MAK Stealth). -Len -- Len Granowetter VT MAK work: (617) 876-8085 Ext. 121 cell: (617) 256-4368 email: lengr...@mak.com ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] Return of the DepthPartitionNode
Hi Ravi, Last week I asked something about DPN with no response, but maybe you are the man to refer to, so here I quote myself again: Hi, Several days ago I asked about depthpartition, but now I've a more complex situation that I want to figure out. It begins with depth partition but ends up with how cameras do work. I tried to combine the depth partition with the osgdistortion code. The idea was to try to put cameras above and under the depth partition node and see the effect. I have DPN node, Scene node (which is a group for the scene) and Distortion node (which is two pass cameras, one renders to RTT and the second use the texture, distort it and renders to screen). I got pretty much confused. First I tried to put the DPN above the distorted scene (that means DPN-DISTORTION-SCENE). It did not render correctly. Only the closer depth interval of the two intervals was rendered. So I tried to put the DPN above the scene and under the distortion node. (DISTORTION-DPN-SCENE). Then NOTHING was rendered. I tried to change the DPN camera render order to PRE_RENDER. Again, nothing. Then when I changed it to NESTED_RENDER, all was rendered but not in the correct order. So I tried to change the RenderOrderNUM of the cameras of the DPN to ensure that the far intervals will be rendered first (lower RenderOrderNUM) but it did not help... I tried to reverse the RenderNUM (higher for farther intervals) with no difference. So it brings up questions: Why does the RenderOrderNUM didn't have effect? Where is the correct place to put the DPN? Why when the DPN was above the distortion node the closer interval was rendered, and when there is no DPN at all, the farther interval is rendered? Why when the cameras of the DPN were not NESTED_RENDER nothing was rendered? Would it be more correct to add Slave cameras to the scene instead of using these cameras only in the culling traverse? I guess that's it for now... Guy. -- Hey all, OK I have been away for a looong time, but still occasionally watching from a distance, and saw the bug people have reported about the DepthPartitionNode not handling scaled models properly. I believe this is now fixed ... I have attached the new DistanceAccumulator.cpp, along with a modified example file that uses a PositionAttitudeTransform to draw the Earth's orbit around the Sun. Also, I have seen Robert's posts about the DPN not being thread- friendly. This is something that I will look into next. Thanks! Ravi ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org