Re: [osg-users] Capping holes made by clipping?

2009-05-23 Thread Paul Griffiths
[Image: http://img265.imageshack.us/img265/922/capping.png ]

This is the problem im having, as my window is scrolled, this funny looking 
chrome block sticking through my window in this example is being clipped at the 
window top, but it's leaving a hole, i really need to fix this.

Any ideas?

Thanks.
PaulG

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[osg-users] Texture always facing screen?

2009-05-23 Thread Paul Griffiths
Hi,
How can i get a texture to be displayed always facing the screen? the width of 
the texture has to be the width of the screen, same for height. and the corner 
of the texture always start at screen coords 0,0


osg::StateSet* stateset = new osg::StateSet();
osg::Image* image = 
osgDB::readImageFile(Images/panelForeground.png);
if (image)
{
image-setPixelFormat(GL_BGRA);

osg::Texture2D* texture = new osg::Texture2D;
texture-setImage(image);
texture-setWrap(osg::Texture2D::WRAP_S, 
osg::Texture2D::REPEAT);
texture-setWrap(osg::Texture2D::WRAP_T, 
osg::Texture2D::REPEAT);


stateset-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
stateset-setMode(GL_LIGHTING,osg::StateAttribute::ON);

stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::ON);

foregroundGeometry-setStateSet( stateset );
}

... 

Thank you!

Cheers,
PaulG

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Re: [osg-users] Single-sided ClipPlane?

2009-05-23 Thread Paul Griffiths
I have a second idea to get my desired effect, but i would much prefer 
single-sided clipPlanes.

If anyone know of other ways too then please do post.

[Image: http://img507.imageshack.us/img507/8462/idea.png ]

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Re: [osg-users] Texture always facing screen?

2009-05-23 Thread Kim C Bale
Hi Paul,
 
If I understand the problem correctly you can use a screen aligned quad with a 
post render camera that has an orthographic projection.
 
i.e.
 
osg::Geometry* quadGeometry = osg::createTexturedQuadGeometry( osg::Vec3(0.0, 
0.0, -1.0), osg::Vec3(screenWidth,0.0,0.0), osg::Vec3(0.0,screenHeight,0.0), 
texSize.x(),texSize.y() );
 
Bind texture to the quadGeometry
 
Then use the following camera:
 
osg::Camera* camera = new osg::Camera;
 
camera-setClearMask(GL_DEPTH_BUFFER_BIT);
camera-setClearColor( osg::Vec4(0.f, 0.f, 0.f, 1.0) );
camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF_INHERIT_VIEWPOINT);
camera-setProjectionMatrixAsOrtho( 0.f, screenWidth, 0.f, screenHeight, 1.0, 
500.f );
camera-setViewMatrix(osg::Matrix::identity());
camera-setViewport( 0, 0, _screenDims.x(), _screenDims.y() );
camera-setRenderOrder( osg::Camera::POST_RENDER );
camera-addChild(quadGeometry);
 
root-addChild(camera);
 
Using that the texture will always be infront of the camera and facing the 
screen.
 
Regards,
 
Kim.



From: osg-users-boun...@lists.openscenegraph.org on behalf of Paul Griffiths
Sent: Sat 23/05/2009 08:42
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Texture always facing screen?



Hi,
How can i get a texture to be displayed always facing the screen? the width of 
the texture has to be the width of the screen, same for height. and the corner 
of the texture always start at screen coords 0,0


osg::StateSet* stateset = new osg::StateSet();
osg::Image* image = 
osgDB::readImageFile(Images/panelForeground.png);
if (image)
{
image-setPixelFormat(GL_BGRA);

osg::Texture2D* texture = new osg::Texture2D;
texture-setImage(image);
texture-setWrap(osg::Texture2D::WRAP_S, 
osg::Texture2D::REPEAT);
texture-setWrap(osg::Texture2D::WRAP_T, 
osg::Texture2D::REPEAT);


stateset-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
stateset-setMode(GL_LIGHTING,osg::StateAttribute::ON);

stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::ON);

foregroundGeometry-setStateSet( stateset );
}

...

Thank you!

Cheers,
PaulG

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Re: [osg-users] Texture always facing screen?

2009-05-23 Thread Paul Griffiths
No, im after a texture that can be applied to a plane, this texture is the size 
of the osg window and it always faces you(the window).

Take these screenshots below:

I capture the screen and apply it to a plane, whenever the plane moves, the 
texture coords do not, the texture coords are always screen coords 0,0

I hope you understand what im after.

[Image: http://img507.imageshack.us/img507/8462/idea.png ]

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[osg-users] Referencing loaded models

2009-05-23 Thread Sebastian Messerschmidt

Hi,

This might be a total beginners question, but I didn't find any 
sufficient information in the forum nor in the documentation.
Let's assume I have a scene composed of some models, let's say a 
trees/houses which are the same model.
If I want to load the model once and use it multiple times (with 
different transform/state) what is the best way to handle this.
The naive way would be to load the model for each instance and add it to 
the scene graph.
But there must be some way to share the node. What I had in mind is to 
load the model exactly once and sort of clone it in a way that the 
geometry/textures are still shared and only referenced multiple times.
As I understand DRAW_INSTANCED, it performs something like this on GPU 
side. But what I want is more like a logical structure.


I'm sort of lost. If I naively take a loaded model and just add it to 
the scene-graph with different transform nodes as parent it is still 
displayed only once :-(


something like:

osg::Node* loadedModel = osgDB::load();

osg::Node* rootNode = new osg::Group;
// create some transforms for different instances
osg::Transform* instance_1 = new osg::PositudeAttitudeTransfrom
... set some position to instance_1
osg::Transform* instance_2 = new osg::PositudeAttitudeTransfrom
... set some position to instance_2
osg::Transform* instance_3 = new osg::PositudeAttitudeTransfrom
... set some position to instance_3

//now attach the instances to the graph
rootNode.addChild(instance_1);
rootNode.addChild(instance_2);
rootNode.addChild(instance_3);

Shouldn't that work?

cheers
Sebastian
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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Paul Griffiths
I does this:

const static osg::ref_ptr osg::Node  staticNode = 
osgDB::readNodeFile(Shapes/Shape.osg);

then for each required instance:

const static osg::ref_ptr osg::Node  nodeCopy = 
(osg::Node*)staticNode-clone(osg::CopyOp::DEEP_COPY_NODES);

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Re: [osg-users] Texture always facing screen?

2009-05-23 Thread Kim C Bale
Ok, I think I get you.
 
You could achieve that by using a texgen node to compute a set of projected 
texture coordinates for the plane and then map the texture onto it. 
 
osgReflection would be a good place to look for that. You'd want a similar 
approach but instead of using the prerender stage to create the texture, use 
your full screen one, and get rid of the axis flip it uses.
 
 
Kim.
 
 
 
 



From: osg-users-boun...@lists.openscenegraph.org on behalf of Paul Griffiths
Sent: Sat 23/05/2009 14:41
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Texture always facing screen?



Heres an easyer way to show what im after

[Image: http://img196.imageshack.us/img196/9836/textureo.png ]

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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Sebastian Messerschmidt

Hi Paul,

but isn't this just cloning? With other words: is there something that 
is shared between the nodes?

Plus, i would favour something not involving static data ;-)
cheers
Sebastian

I does this:

const static osg::ref_ptr osg::Node  staticNode = 
osgDB::readNodeFile(Shapes/Shape.osg);

then for each required instance:

const static osg::ref_ptr osg::Node  nodeCopy = 
(osg::Node*)staticNode-clone(osg::CopyOp::DEEP_COPY_NODES);

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Re: [osg-users] Texture always facing screen?

2009-05-23 Thread Paul Griffiths
Dont worry people, the reason i needed this wont work, my idea has a flaw, what 
if the contents of 2 windows overlap, ill get the contents of one window inside 
the other :( 

If anyone knows how to create single-sided clipPlanes which only clip when 
viewed from one side and when viewed from the other side do not clip then do 
post, its what I need.

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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Paul Griffiths
Is the only way i worked out that works, though i belive there is a tutorial in 
the turorial section.

Got to ask though, whats wrong with using static?

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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Kim C Bale
Hi Sebastian,
 
Unless you explicitly ask the osg to clone your model's geometry it will share 
the geometry by default. It simply stores a pointer to the loaded model's 
vertices etc. So the below code should work for you. 
 
You can also set osgDB to cache the model in memory so that if you ever call 
osgDB::load() with the same path and filename it will just return a pointer to 
the cached model rather than reloading it.
 
osg::Group* rootNode = new osg::Group;

osg::Node* loadedModel = osgDB::load();
 
osg::PositudeAttitudeTransfrom* instance_1 = new osg::PositudeAttitudeTransfrom
instance_1-setPosition( 10.f, 0.0, 0.0);
instance_1-addChild(loadedModel);
 
osg::PositudeAttitudeTransfrom* instance_2 = new osg::PositudeAttitudeTransfrom
instance_2-setPosition( 20.f, 0.0, 0.0);
instance_2-addChild(loadedModel);
 
osg::PositudeAttitudeTransfrom* instance_3 = new osg::PositudeAttitudeTransfrom
instance_3-setPosition( 30.f, 0.0, 0.0);
instance_3-addChild(loadedModel);

//now attach the instances to the graph
rootNode-addChild(instance_1);
rootNode-addChild(instance_2);
rootNode-addChild(instance_3);
 
viewer.setSceneData(rootNode);
 
Regards,

Kim.




From: osg-users-boun...@lists.openscenegraph.org on behalf of Sebastian 
Messerschmidt
Sent: Sat 23/05/2009 14:42
To: OpenSceneGraph Users
Subject: [osg-users] Referencing loaded models



Hi,

This might be a total beginners question, but I didn't find any
sufficient information in the forum nor in the documentation.
Let's assume I have a scene composed of some models, let's say a
trees/houses which are the same model.
If I want to load the model once and use it multiple times (with
different transform/state) what is the best way to handle this.
The naive way would be to load the model for each instance and add it to
the scene graph.
But there must be some way to share the node. What I had in mind is to
load the model exactly once and sort of clone it in a way that the
geometry/textures are still shared and only referenced multiple times.
As I understand DRAW_INSTANCED, it performs something like this on GPU
side. But what I want is more like a logical structure.

I'm sort of lost. If I naively take a loaded model and just add it to
the scene-graph with different transform nodes as parent it is still
displayed only once :-(

something like:

osg::Node* loadedModel = osgDB::load();

osg::Node* rootNode = new osg::Group;
// create some transforms for different instances
osg::Transform* instance_1 = new osg::PositudeAttitudeTransfrom
... set some position to instance_1
osg::Transform* instance_2 = new osg::PositudeAttitudeTransfrom
... set some position to instance_2
osg::Transform* instance_3 = new osg::PositudeAttitudeTransfrom
... set some position to instance_3

//now attach the instances to the graph
rootNode.addChild(instance_1);
rootNode.addChild(instance_2);
rootNode.addChild(instance_3);

Shouldn't that work?

cheers
Sebastian
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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Paul Griffiths
The reason i chose static is so the model is loaded only once when the first 
class instance is created.

You could however create this node non-static but you must make sure you load 
it only once, like put it in another class and referance to it or something.

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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Paul Griffiths

Kim C Bale wrote:
 Hi Sebastian,
 
 Unless you explicitly ask the osg to clone your model's geometry it will 
 share the geometry by default. It simply stores a pointer to the loaded 
 model's vertices etc. So the below code should work for you. 
 
 You can also set osgDB to cache the model in memory so that if you ever call 
 osgDB::load() with the same path and filename it will just return a pointer 
 to the cached model rather than reloading it.
 
 osg::Group* rootNode = new osg::Group;
 
 osg::Node* loadedModel = osgDB::load();
 
 osg::PositudeAttitudeTransfrom* instance_1 = new 
 osg::PositudeAttitudeTransfrom
 instance_1-setPosition( 10.f, 0.0, 0.0);
 instance_1-addChild(loadedModel);
 
 osg::PositudeAttitudeTransfrom* instance_2 = new 
 osg::PositudeAttitudeTransfrom
 instance_2-setPosition( 20.f, 0.0, 0.0);
 instance_2-addChild(loadedModel);
 
 osg::PositudeAttitudeTransfrom* instance_3 = new 
 osg::PositudeAttitudeTransfrom
 instance_3-setPosition( 30.f, 0.0, 0.0);
 instance_3-addChild(loadedModel);
 
 //now attach the instances to the graph
 rootNode-addChild(instance_1);
 rootNode-addChild(instance_2);
 rootNode-addChild(instance_3);
 
 viewer.setSceneData(rootNode);
 
 Regards,
 
 Kim.


That works fine unless your pickick with the mouse. Is you select any of the 
nodes it always selects the first node :(

So i had to make a clone for each instance.

Guess it depense if your picking...

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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Kim C Bale
Could you not check the name of parent node to identify the instance of the 
child?
 
I might be wrong I haven't used the picking functionality for a while.
 
K.



From: osg-users-boun...@lists.openscenegraph.org on behalf of Paul Griffiths
Sent: Sat 23/05/2009 15:39
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Referencing loaded models




Kim C Bale wrote:
 Hi Sebastian,

 Unless you explicitly ask the osg to clone your model's geometry it will 
 share the geometry by default. It simply stores a pointer to the loaded 
 model's vertices etc. So the below code should work for you.

 You can also set osgDB to cache the model in memory so that if you ever call 
 osgDB::load() with the same path and filename it will just return a pointer 
 to the cached model rather than reloading it.

 osg::Group* rootNode = new osg::Group;

 osg::Node* loadedModel = osgDB::load();

 osg::PositudeAttitudeTransfrom* instance_1 = new 
 osg::PositudeAttitudeTransfrom
 instance_1-setPosition( 10.f, 0.0, 0.0);
 instance_1-addChild(loadedModel);

 osg::PositudeAttitudeTransfrom* instance_2 = new 
 osg::PositudeAttitudeTransfrom
 instance_2-setPosition( 20.f, 0.0, 0.0);
 instance_2-addChild(loadedModel);

 osg::PositudeAttitudeTransfrom* instance_3 = new 
 osg::PositudeAttitudeTransfrom
 instance_3-setPosition( 30.f, 0.0, 0.0);
 instance_3-addChild(loadedModel);

 //now attach the instances to the graph
 rootNode-addChild(instance_1);
 rootNode-addChild(instance_2);
 rootNode-addChild(instance_3);

 viewer.setSceneData(rootNode);

 Regards,

 Kim.


That works fine unless your pickick with the mouse. Is you select any of the 
nodes it always selects the first node :(

So i had to make a clone for each instance.

Guess it depense if your picking...

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Re: [osg-users] Single-sided ClipPlane?

2009-05-23 Thread Paul Griffiths
My second idea of how to create my effect has a flaw, if the rear contents of 2 
scrollpanels overlap then ill get the contents of the scrollpanels inside each 
other.

If anyone knows how to create single-sided clipPlanes which only clip when 
viewed from one side and when viewed from the other side do not clip then do 
post, its what I need.

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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Paul Griffiths

Kim C Bale wrote:
 Could you not check the name of parent node to identify the instance of the 
 child?
 
 I might be wrong I haven't used the picking functionality for a while.
 
 K.


Tried that but it always gives the parent node of the first instance.

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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Sebastian Messerschmidt

Thanks Kim and Paul,

My problem seems to be elsewhere. Me stupid hasn't tried his own minimal 
example.
In my application I sort of wrap certain scene elements (like models) 
for an more abstract interface to loaded entities (as the models 
geometrical/graphical representation is only one aspect). So I reckon, 
there must be something wrong with my logic, rather than with the 
sharing principle.
And yes, as far as picking is a concern, one could always put some top 
node (like the transform is in my case) above the reference.


At least there are two lessons learned for me:

1. double check you stupid questions on behalf on a simple example, as I 
didn't ;-)


2. ask questions to assure yourself ;-)

cheers  thanks
Sebastian

Could you not check the name of parent node to identify the instance of the 
child?
 
I might be wrong I haven't used the picking functionality for a while.
 
K.




From: osg-users-boun...@lists.openscenegraph.org on behalf of Paul Griffiths
Sent: Sat 23/05/2009 15:39
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Referencing loaded models




Kim C Bale wrote:
  

Hi Sebastian,

Unless you explicitly ask the osg to clone your model's geometry it will share 
the geometry by default. It simply stores a pointer to the loaded model's 
vertices etc. So the below code should work for you.

You can also set osgDB to cache the model in memory so that if you ever call 
osgDB::load() with the same path and filename it will just return a pointer to 
the cached model rather than reloading it.

osg::Group* rootNode = new osg::Group;

osg::Node* loadedModel = osgDB::load();

osg::PositudeAttitudeTransfrom* instance_1 = new osg::PositudeAttitudeTransfrom
instance_1-setPosition( 10.f, 0.0, 0.0);
instance_1-addChild(loadedModel);

osg::PositudeAttitudeTransfrom* instance_2 = new osg::PositudeAttitudeTransfrom
instance_2-setPosition( 20.f, 0.0, 0.0);
instance_2-addChild(loadedModel);

osg::PositudeAttitudeTransfrom* instance_3 = new osg::PositudeAttitudeTransfrom
instance_3-setPosition( 30.f, 0.0, 0.0);
instance_3-addChild(loadedModel);

//now attach the instances to the graph
rootNode-addChild(instance_1);
rootNode-addChild(instance_2);
rootNode-addChild(instance_3);

viewer.setSceneData(rootNode);

Regards,

Kim.




That works fine unless your pickick with the mouse. Is you select any of the 
nodes it always selects the first node :(

So i had to make a clone for each instance.

Guess it depense if your picking...

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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Paul Speed
Then something else is wrong.  The nodePath of your hits should be 
accurate to the specific node that was picked.


This is pretty routine stuff as anyone using a scene graph is likely to 
have nodes scattered in at least dozens of places around their scene graphs.


-Paul

Paul Griffiths wrote:

Kim C Bale wrote:

Could you not check the name of parent node to identify the instance of the 
child?

I might be wrong I haven't used the picking functionality for a while.

K.



Tried that but it always gives the parent node of the first instance.

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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Jean-Sébastien Guay

Hi Paul,


Tried that but it always gives the parent node of the first instance.


If that's the case, then you're probably using getParent(0) to go up in 
the graph, instead of using the intersection's node path.


Remember, the model can have a whole hierarchy inside too, and the 
intersection will give you the Geode that was intersected. So you might 
have to go up a few levels in the node path before getting to the root 
of the model, and at that point the parent of that (still in the node 
path) should be the unique transform for the instance that was intersected.


You can identify the root of your model in different ways, either with a 
name, a description, a piece of user data, ...


Hope this helps,

J-S
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Re: [osg-users] Single-sided ClipPlane?

2009-05-23 Thread Paul Martz
Most state attributes, including ClipPlane, have a 1-to-1 correspondence
with OpenGL state, so you can look up what they do:
http://www.opengl.org/sdk/docs/man/xhtml/glClipPlane.xml

The short answer is that plain vanilla ClipPlane won't do this. However, you
could easily attach an UpdateCallback that knows the current view position,
and enable/disable the corresponding GL_CLIP_PLANE accordingly.

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 Paul
Griffiths
Sent: Friday, May 22, 2009 3:59 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Single-sided ClipPlane?

Hi,
Is it possible to set a ClipPlane so it's singe-sided so it only clips when
viewed from only one side? and can you select which side?
... 

Thank you!

Cheers,
PaulG

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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Paul Griffiths

Skylark wrote:
 
 If that's the case, then you're probably using getParent(0) to go up in 
 the graph, instead of using the intersection's node path.


Yes, i am going 

osg::Node* node = hitr-nodePath.back();

if (node  node-getNumParents()  0)
{
node = node-getParent(0);
...
}

now im trying this but its crashing:

osg::Node* node;

while (!hitr-nodePath.empty()  (node = hitr-nodePath.back()) != NULL)
{
// check the node
...
}

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Re: [osg-users] Capping holes made by clipping?

2009-05-23 Thread Paul Martz
I couldn't view your screen shot for some reason. I'm assuming you are
clipping a model and seeing inside a part of the model that is solid, and
you want to render a polygon coincident with the clip plane that only draws
where there are these holes.

The stencil buffer has been used for CSG tasks like these for some time. The
concept is similar to how stencil is used for volumetric shadows; even
stencil values mean don't draw and odd stencil values mean it's a hole.
The OpenGL red book covers this algorithm in some detail, if I remember
correctly.

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 Paul
Griffiths
Sent: Friday, May 22, 2009 4:06 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Capping holes made by clipping?

Hi,
Im using a clipNode, and when I clip a model, i get a hole, can these be
filled?
... 

Thank you!

Cheers,
PaulG

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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Paul Griffiths
Found the fault, forgot to add hitr-nodePath.pop_back() at the end of each 
itteration

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Re: [osg-users] Referencing loaded models

2009-05-23 Thread Jean-Sébastien Guay

Hi Paul,

Yes, i am going 


osg::Node* node = hitr-nodePath.back();

if (node  node-getNumParents()  0)
{
node = node-getParent(0);
...
}


Yes, well no wonder you're always getting the same parent... :-)


now im trying this but its crashing:


What you want to do is walk the path up from the last node in the node path.

for (unsigned int i = nodePath.size() - 1; i = 0; --i)
{
// check the node
}

or use iterators (you can use rbegin(), rend(), ... - check the STL 
documentation).


And as I said, it might not be the first node up from the one you got in 
the intersection that will be different, if your model has a multi-level 
hierarchy you'll need to go up more than that.


Know your graph... And you can use osgDB::writeNodeFile(*root, 
saved_scene.osg); to write the whole scene graph to a file and examine 
it. It's very useful to know what to expect and how the graph is laid out.


Hope this helps,

J-S
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Re: [osg-users] Single-sided ClipPlane?

2009-05-23 Thread Paul Griffiths

Paul Martz wrote:
 Most state attributes, including ClipPlane, have a 1-to-1 correspondence
 with OpenGL state, so you can look up what they do:
 http://www.opengl.org/sdk/docs/man/xhtml/glClipPlane.xml
 
 The short answer is that plain vanilla ClipPlane won't do this. However, you
 could easily attach an UpdateCallback that knows the current view position,
 and enable/disable the corresponding GL_CLIP_PLANE accordingly.
 
 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 +1 303 859 9466
 
 -Original Message-
 From: 
 [mailto:] On Behalf Of Paul
 Griffiths
 Sent: Friday, May 22, 2009 3:59 PM
 To: 
 Subject:  Single-sided ClipPlane?
 
 Hi,
 Is it possible to set a ClipPlane so it's singe-sided so it only clips when
 viewed from only one side? and can you select which side?
 ... 
 
 Thank you!
 
 Cheers,
 PaulG
 
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Good idea, should of though of that.

Now im thinking about when it should/shouldnt clip.

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Re: [osg-users] Compute axis aligned bounding box of a given size

2009-05-23 Thread Simon Hammett
 Which way would be better, what i have now or what you just suggested?

My rule of thumb is; unless you have a compelling reason (ie efficiency),
you should always prefer your own solutions.

That way if you have to bug fix it or improve
it in 1,2,3 years time you might remember what you did.

 Thank you Simon, your suggestions helped me loads!

You're welcome, glad I helped rather than hindered! :)

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Re: [osg-users] Help. KeyboardEventHandler and native keyboard layout bug in Linux

2009-05-23 Thread Maxim Gammer
Hi! I think I've found the reason of keyboard layout problem in Linux.

Executing the debug process, I found where the key code had been
lost. The problem was in GraphicsWindowX11::adaptKey function, to be
more precise in the following:


if (remappedKey  0xff00)
{
 // special keyboard character
 keySymbol = remappedKey;
}
else
{
 // normal ascii key
 keySymbol = keybuf[0];
}


if we replace/remove that conditional branch, i.e. use only that:

{
  // special keyboard character
  keySymbol = remappedKey;
}

everything works fine :)

I couldn't understand the aim of developers, what is that else for, anyway?


else
 {
  // normal ascii key
  keySymbol = keybuf[0];
 }

if remappedKey holds the right value anyway (not only for special
keyboard character)


Could we send this into OpenSceneGraph Submissions?




2009/5/21 Max Gammer maxgam...@gmail.com:
 First name - Maxim, last name - Gammer

 2009/5/20 Robert Osfield robert.osfi...@gmail.com:
 Hi ?

 My previous email I wrote:
 Hi Gammer?  Maximum?  Could you sign with your first name please so we
 know how to address you, thanks.

 Alas you still didn't sign your name...  it's a small thing, but it
 does make for more congenial communication so please could you sign
 your post with your first name.

 2009/5/20 Maxim Gammer maxgam...@gmail.com:
 I have looked src/osgViewer/GraphicsWindowX11.cpp and it helped to
 localise my problem.
 I printed the debug info with osg::notify in key points of the code
 and got very interesting results. Here are key points and results:

 The debugging results do point the adaptKey not coping with the new
 keyboard layout.  I'm afraid I no X11/multi-language experience so
 can't point to any specific solution here.  I'm surprised that others
 aren't coming across the same issue.  Could you try changing your
 lanaguage to other lanauges such as French/German/Chinese to see what
 happens in this instance.  I guess all might be broken, or perhaps
 just something specific language support.  If it's generally broken
 then we'll need to look at how to use a different part of X11 to get
 the keycodes, otherwise we'll need to look at X11 itself why the
 Russian side is broken.

 Robert.

 Robert.
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[osg-users] Unreadable endian error while reading file

2009-05-23 Thread Santosh

Hi All

I am getting error while reading a ive file which is generated by osgdem.
It throws an error that Error reading file: 
DataInputStream::DataInputStream(): This file has an unreadable endian 
type.

Do any one know why this error occurs ?

Thanks  Regards
Santosh
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Re: [osg-users] Single-sided ClipPlane?

2009-05-23 Thread Paul Griffiths
How do you disable a clipPlane?

osg::ClipPlane plane = this-clipNode-getClipPlane(2);

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Re: [osg-users] Single-sided ClipPlane?

2009-05-23 Thread Paul Martz
ClipPlane is what's known as positional state in OSG, and the plane
equation is a StateAttribute that is in effect for your entire RenderStage.
You enable or disable it on a per-node basis just like any other state:
  node-getOrCreateStateSet()-setMode( GL_CLIP_PLANEn,
osg::StateAttribute::ON|OFF );

...where n is the ClipPlane number.

This all seems very familiar. I believe this was discussed just recently in
this list; check the archives for the past couple weeks.

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 Paul
Griffiths
Sent: Saturday, May 23, 2009 11:02 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Single-sided ClipPlane?

How do you disable a clipPlane?

osg::ClipPlane plane = this-clipNode-getClipPlane(2);

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Re: [osg-users] Help. KeyboardEventHandler and native keyboard layout bug in Linux

2009-05-23 Thread Maxim Gammer
Hi! I think I've found the reason of keyboard layout problem in Linux.

Executing the debug process, I found where the key code had been
lost. The problem was in GraphicsWindowX11::adaptKey function, to be
more precise in the following:


if (remappedKey  0xff00)
{
// special keyboard character
keySymbol = remappedKey;
}
else
{
// normal ascii key
keySymbol = keybuf[0];
}


if we replace/remove that conditional branch, i.e. use only that:

{
 // special keyboard character
 keySymbol = remappedKey;
}

everything works fine :)

I couldn't understand the aim of developers, what is that else for, anyway?


else
 {
 // normal ascii key
 keySymbol = keybuf[0];
 }

if remappedKey holds the right value anyway (not only for special
keyboard character)


Could we send this into OpenSceneGraph Submissions?
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Re: [osg-users] Capping holes made by clipping?

2009-05-23 Thread Paul Martz
 Yes, thats exactly what im after, so it doesnt come standard
 with osg then?

The ability to do this is standard in OSG. :-)

Given the choice between a CISC-like bunch of baked in functionality with
default behavior that is difficult to modify, and a set of RISC-like
flexible tools that allow my app to use it in many ways, I guess I'd choose
the latter. That being said, if you think that this functionality is
something that people will need in the future, you could take the time to
create some kind of custom clip plane hole-filling decorator node, and
contribute it back to OSG.

 Is it hard to impliment? In know little about the inner working
 of osg mind you.

If you are not fluent in OSG, OpenGL, use of stencil, and this algorithm in
particular, then it might be challenging for you. If it's something you
really need done now, then you should consider a contractor. I'd say a
standalone demo could be coded in a few hours by someone familiar with
stencil but has never implemented this before, and maybe even faster by
someone who is completely fluent in 3D graphics. It's really quite a simple
algorithm.

(Disclaimer: This is not a formal quote. :-) I'm too busy to take this on
right now. :-) It will take a non-zero amount of overhead time for a
contractor to spin up on your app. Time estimate will vary depending on your
requirements. Etc. Etc.)

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

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Re: [osg-users] Destruction order for static objects

2009-05-23 Thread Fredrik Orderud
I have now debugged the problem a bit, and it does indeed manifest itself under 
both Win32 debug and release builds. The root of the problem is that the static 
s_renderBinPrototypeList object (osgUtil/RenderBin.cpp line 44) is being 
created before the static s_ReferencedGlobalMutext object (osg/Referenced.cpp 
line 82). Static/global objects are destructed in the reverse order of their 
creation. This causes a problem when destructing s_renderBinPrototypeList, 
since it depends on the already destructed s_ReferencedGlobalMutext object for 
its destruction.

Suggested fix:
Modify Referenced::getGlobalReferencedMutex(), so that it forces 
s_ReferencedGlobalMutext to be created in advance of s_ReferencedGlobalMutext.
--
OpenThreads::Mutex* Referenced::getGlobalReferencedMutex()
{
// make sure that s_ReferencedGlobalMutext is created in advance,
// since s_ReferencedGlobalMutext depend on it for its destruction
osg::Referenced::getGlobalReferencedMutex();
static OpenThreads::Mutex s_ReferencedGlobalMutext;
return s_ReferencedGlobalMutext;
}
--

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Re: [osg-users] Destruction order for static objects

2009-05-23 Thread Fredrik Orderud
Oooops Please disregard the suggestion in my previous posting. What I meant 
to suggest was:
--
static RenderBinPrototypeList* renderBinPrototypeList()
{
osg::Referenced::getGlobalReferencedMutex(); 
static osg::ref_ptrRenderBinPrototypeList s_renderBinPrototypeList = new  
RenderBinPrototypeList;
return s_renderBinPrototypeList.get();
}
--

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Re: [osg-users] Single-sided ClipPlane?

2009-05-23 Thread Paul Griffiths
Enabling/disabling clipPlanes won't do the job, your looking at the side and 
into the scroll window at the same time.

From what i can work out, clipPlanes slice all the way along the model and 
remove the outer half, so any clipping applied is going to effect what I see 
at the front of the scroll window too.

Or am I missing something?

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Re: [osg-users] Direction vector to Rotation (Attitude) Quaternion

2009-05-23 Thread Sergey Bocharov
Hi,

the above code doesn't work. After some experiments a found a solution/ I make 
matrix invert. Неre working code:


osg::PositionAttitudeTransform* Transf;// this is transform of my object 

Transf-setPosition(osg::Vec3(100,200,300)); 
osg::Quat quad; 
osg::Matrix matrix; 
matrix.makeLookAt( Transf-getPosition(), osg::Vec3(10,20,30), osg::Z_AXIS); 
quad.set(matrix);
Transf-setAttitude(quad.inverse());


Thank you!

Cheers,
Sergey

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Re: [osg-users] Capping holes made by clipping?

2009-05-23 Thread Paul Griffiths
[quote=Paul Martz]
  If it's something you
 really need done now,


No, im in no real hurry, am 6-12-24-48 months away to be honist.
But if you or anyone does impliment such a feature or comes upon such info then 
please dont forget me.

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Re: [osg-users] Dinamic Line Drawing

2009-05-23 Thread Ulrich Hertlein

Hi Allen,

On 21/5/09 5:47 PM, Allen Saucier wrote:

Has anyone figured out how to draw only the last segment that was added?  
I've still
not figured that out and I've got over 15,000 small line segments in my vertex 
array
...
And from what I can tell:
...
just causes the ALL the vertices to be redrawn.  Is there a more efficient 
way?  I'd
like to draw only the last line, which would be the line segment between the 
last
vertex and the new last vertex just added.


OpenGL/OpenSceneGraph always redraws the entire geometry each frame.
There is no such thing as 'existing' (already drawn) geometry.


Does anyone know if there is a way to do that?  Thx!  :)


There isn't.  (Well, if your camera doesn't move and the rest of the scene is completely 
static, you could store the frame and depth buffer of the last frame, load that every time 
and only draw what has changed.  But in your case that's probably not worth the trouble.)


Instead, try to make it as simple as possible for OSG to discard geometry.  For example 
you could batch line segments together (say everything in a 100m radius) so that OSG can 
cull that Drawable if it's outside the view frustum.


Cheers,
/ulrich
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Re: [osg-users] readShaderFile doesn't use findDataFile

2009-05-23 Thread Paul Martz
Snicker. The osg library can't have a dependency on osgDB. Duh!
 
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 Paul Martz
Sent: Saturday, May 23, 2009 2:49 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] readShaderFile doesn't use findDataFile


Hi Robert and others -- Is there a reason why the osg::Shader static method
readShaderFile() doesn't use osgDB::findDataFile to locate the specified
file? This seems like an accidental omission of functionality. If so, I'd be
glad to submit a patch. But I wanted to check first to see if there was some
logic behind the code being the way it is (app must call findDataFile first,
then pass in the result).
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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Re: [osg-users] Single-sided ClipPlane?

2009-05-23 Thread Simon Hammett
2009/5/23 Paul Griffiths gaffe...@gmail.com:
 Enabling/disabling clipPlanes won't do the job, your looking at the side and 
 into the scroll window at the same time.

 From what i can work out, clipPlanes slice all the way along the model and 
 remove the outer half, so any clipping applied is going to effect what I see 
 at the front of the scroll window too.

 Or am I missing something?

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Is this what you are after?

http://www.sstk.co.uk/portalRendering/portal.php

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[osg-users] texture and material of geode

2009-05-23 Thread Rabbi Robinson
Hi,

I run into problem when I assigned both material and texture to a geode. If I 
have just either material(ambient, diffuse, etc) or texture, it worked fine. 
However, if I have both of them, the geo looks black. Is there thing I need to 
do to blend the texture and the material?

Thank you!

Cheers,
Rabbi

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Re: [osg-users] Single-sided ClipPlane?

2009-05-23 Thread Paul Griffiths

Simon Hammett wrote:
 2009/5/23 Paul Griffiths :
 
  Enabling/disabling clipPlanes won't do the job, your looking at the side 
  and into the scroll window at the same time.
  
  
   From what i can work out, clipPlanes slice all the way along the model 
   and remove the outer half, so any clipping applied is going to effect 
   what I see at the front of the scroll window too.
   
  
  Or am I missing something?
  
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 Is this what you are after?
 
 http://www.sstk.co.uk/portalRendering/portal.php
 
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Yes, that is what im trying to achieve.

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Re: [osg-users] Single-sided ClipPlane?

2009-05-23 Thread Paul Martz
 http://www.sstk.co.uk/portalRendering/portal.php

Unless I'm missing something, couldn't you do this in OSG using an Occluder
(for host-side culling) and the stencil buffer (to control screen
rendering)?

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

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