Re: [osg-users] Need help regarding rendering to a texture

2009-08-20 Thread J.P. Delport

Hi Brett,

problem seems to be that lighting was on in your RTT camera. See 
attached. I added


geode->getOrCreateStateSet()->setMode( GL_LIGHTING, 
osg::StateAttribute::OFF);


Also be aware of the way OSG blends your RTT texture with your final 
geometry. OSG defaults to GL_MODULATE. Search


http://news.gmane.org/gmane.comp.graphics.openscenegraph.user

for

"GL_MODULATE" or "GL_DECAL" and you'll find some things. Also look at

http://www.opengl.org/resources/faq/technical/texture.htm

rgds
jp

Brett Thomas Lee wrote:

Hi,

I have attached my expected and current output.Just remove the quotes for

osg::ref_ptr c = new osg::Vec4Array;
geom->setColorBinding( osg::Geometry::BIND_PER_VERTEX );
c->push_back( osg::Vec4( 1.f, 0.f, 0.f, 1.f ) );
c->push_back( osg::Vec4( 0.f, 1.f, 0.f, 1.f ) );
c->push_back( osg::Vec4( 0.f, 0.f, 1.f, 1.f ) );
c->push_back( osg::Vec4( 1.f, 1.f, 1.f, 1.f ) );

and check once.Thanks again.


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#include
#include
#include
#include
#include
#include
#include
#include 
#include 
#include
#include
#include
#include
#include 
#include 

#include 
#include 
#include 

using namespace std;
using namespace osg;

#define ImageWidth 64
#define ImageHeight 64
GLubyte checkImage[64*64][4];

osg::ref_ptr image;
osg::Texture2D *rendTexture;
osg::ref_ptr mPreRenderCamera;
void makeCheckImage(void);
osg::ref_ptr createSceneGraph(void);
void createTexture(const unsigned int,const unsigned int);
void textureCamera();	



int main()
{

	osgViewer::Viewer viewer;
//	renderTexture();
	//osg::ref_ptr scene=createSceneGraph();
	//createTexture(ImageWidth,ImageHeight);
	textureCamera();
	osg::ref_ptr root=new osg::Group;
	osg::ref_ptr mTransform=new osg::MatrixTransform ;
	osg::ref_ptr geode=new osg::Geode;
	osg::ref_ptr geom=new osg::Geometry;


	osg::ref_ptr ary=new osg::Vec3Array;
	ary->push_back(osg::Vec3(-100.0,0.0,-100.0));
	ary->push_back(osg::Vec3(100.0,0.0,-100.0));
	ary->push_back(osg::Vec3(100.0,0.0,100.0));
	ary->push_back(osg::Vec3(-100.0,0.0,100.0));
	geom->setVertexArray(ary.get());

	osg::ref_ptr col=new osg::Vec4Array;
	geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
	col->push_back(osg::Vec4(1.0,1.0,1.0,1.0));
	col->push_back(osg::Vec4(1.0,1.0,1.0,1.0));
	col->push_back(osg::Vec4(1.0,1.0,1.0,1.0));
	col->push_back(osg::Vec4(1.0,1.0,1.0,1.0));
	geom->setColorArray(col.get());

	osg::ref_ptr n=new osg::Vec3Array;
	geom->setColorBinding(osg::Geometry::BIND_OVERALL);
	n->push_back(osg::Vec3(0.0,-1.0,0.0));
	geom->setNormalArray(n.get());

osg::ref_ptr ss1=geode->getOrCreateStateSet();

	osg::ref_ptr tex1=new osg::Vec2Array;
	tex1->push_back(osg::Vec2(0.0,0.0));
	tex1->push_back(osg::Vec2(1.0,0.0));
	tex1->push_back(osg::Vec2(1.0,1.0));
	tex1->push_back(osg::Vec2(0.0,1.0));
	geom->setTexCoordArray(0,tex1.get());


		/*int c;
		for (int i = 0; i < ImageHeight; i++) 
		for (int j = 0; j < ImageWidth; j++) 
		{	
			c = (((i&0x8)==0)^((j&0x8)==0))*255;
			checkImage[i][j][0] = (GLubyte) c;
			checkImage[i][j][1] = (GLubyte) c;
			checkImage[i][j][2] = (GLubyte) c;
			checkImage[i][j][3] = (GLubyte) 255;
			}
	


	//osg::ref_ptr image=new osg::Image;
	//image->setImage(64,64,1,4,GL_RGBA,GL_UNSIGNED_BYTE,(unsigned char*)checkImage,osg::Image::USE_NEW_DELETE);

*/
	//osg::ref_ptr image = osgDB::readImageFile( "texture.jpg" );
// Attach the image in a Texture2D object
	//osg::ref_ptr tex = new osg::Texture2D;
	//tex->setImage( image.get() );
	
	ss1->setTextureAttributeAndModes( 0,rendTexture,osg::StateAttribute::ON);
	cout<<"Texture width"push_back(1);
t1->push_back(2);
geom->addPrimitiveSet(t1);

osg::DrawElementsUInt* t2 = 
  new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
t2->push_back(2);
t2->push_back(3);
t2->push_back(1);
geom->addPrimitiveSet(t2);
	geode->addDrawable(geom.get());
*/
geom->addPrimitiveSet(new osg::DrawArrays( osg::PrimitiveSet::QUADS, 0, 4 ));
	geode->addDrawable(geom.get());

ss1->setMode( GL_BLEND, osg::StateAttribute::ON);
ss1->setMode( GL_LIGHTING, osg::StateAttribute::OFF);
ss1->setMode( GL_LIGHT1, osg::StateAttribute::OFF);
ss1->setMode( GL_NORMALIZE, osg::StateAttribute::ON );
osg::ref_ptr light1 = new osg::Light;
light1->setAmbient( osg::Vec4(0.8,0.8,0.0,1.0));
light1->setDiffuse( osg::Vec4( 1.0,1.0,0.0,1.0 ));
light1->setSpecular( osg::Vec4(1.0,1.0,0.0,1.0 ));
light1->setPosition( osg::Vec4( 0.0,120.0,0.0,1.0));
light1->setDirection( osg::Vec3( 0.f, -1.f, 0.f 

Re: [osg-users] Compress image

2009-08-20 Thread J.P. Delport

Hi Ufuk,

Ufuk wrote:

actually i just want to have a scale code of image..

half and quarter resolution would be enough for me.. 
i wanted to scale them when i create terrain.


if you are working with terrain I would suggest you also look at the 
GDAL functions/lib. E.g. have a look at the gdaladdo man page, it is a 
command line app that builds overview images, but you could use the same 
functionality directly from your application if you link to GDAL. You 
might also find some other helpful functions.


jp



i have a terrain editor and viewer which are 2 separate programs.
on editor, in saving process, i want to store lower resolution textures 
too and i wanted to create in my program.


my terrain viewer program will load all textures and use low resolution 
textures for pages which are far away from the camera..


i don't want to use .dds because in terrain editor, user can use any 
texture he wants. so i don't want to give up texture selection dynamism 
here.. i can't limit users just with my textures which are selected before.


On Thu, Aug 20, 2009 at 5:58 PM, Ümit Uzun > wrote:


Hi Ufuk;

If you want to create mippaped images on your disk instead of
programmaticaly. I suggest you to use GIMP to mipmap(rescale each
different resolution image separately) and when you need you can
call related resolution image :)

Is this your expected or you want to create one image which has all
resoluted images in it? If you want kind of this operation you can
use dds format. But I don't know osg does support reading mipmapped
dds format.


Regards.

Ümit Uzun


2009/8/20 Ufuk mailto:ufuk@gmail.com>>

Hi Ümit,
yes, i need mipmapping but i want to store these mipmapped
textures on disk. i dont want so many calculations on rendering...
so i wanted to store these images on disk.

do you know a way to do this or i should write a code?


On Thu, Aug 20, 2009 at 5:43 PM, Ümit Uzun mailto:umituzu...@gmail.com>> wrote:

Hi Ufuk;

Compress word doesn't define your expected operation very
well. This operation's name is Mipmapping. You should
generate automatic mipmapping for your texture in runtime
and the you can choose any resolution you have created to
use your program.

Regards.

Ümit Uzun


2009/8/20 Ufuk mailto:ufuk@gmail.com>>

is there any function that compress image in osg?

for example i have an 256x256 image and i want to
compress it to 128x128 or 64x64...

i checked for osg::Image::scaleImage() but it did not
change the resolution.. maybe i did something wrong?

Here is the code:


///
void simUtil::SimImageUtils::scaleAndSaveImage(
osg::Image* image, float scaleFactor, const std::string&
filename )
{
   osg::ref_ptr cImage = new osg::Image(*image);

   cImage->scaleImage(image->s() * scaleFactor,
image->t() * scaleFactor, image->r() * scaleFactor);

   osgDB::writeImageFile(*image, filename);
}

///

-- 
Ufuk


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-- 
Ufuk


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__

Re: [osg-users] apply() method??

2009-08-20 Thread Gordon Tomlinson
Hi

Please note that you should ask a new question by starting a new email
thread. This makes it easier for people to follow threads and maybe answer
and even find answers them selves

When you would use a draw call back, or an update call back is totality
dependent on what you're doing, are you updating or are you drawing etc. (
in a particular example it will be related to what that example is
illustrating)

I recommend that you have a read of Paul Martz quick Start guide if you have
not done so already, it should tell you about the different traversals' that
are in OSG and  the basics of a scene graph, once you have a grapes of this
then the example should make more sense and why different example use
different parts of OSG etc


See the www.osgbooks.com 



__
Gordon Tomlinson 

gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tim Allen
Sent: Thursday, August 20, 2009 9:29 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] apply() method??

Thank you.I also have one more question,In some source example I find
derived class is derived from osg::Drawable::UpdateCallback instead of a
NodeCallback or DrawableCallback.Why is it used??

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Re: [osg-users] apply() method??

2009-08-20 Thread Tim Allen
Thank you.I also have one more question,In some source example I find derived 
class is derived from osg::Drawable::UpdateCallback instead of a NodeCallback 
or DrawableCallback.Why is it used??

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Re: [osg-users] Orienting a model (matrixtrans) toward atarget location?

2009-08-20 Thread Chris 'Xenon' Hanson
Thrall, Bryan wrote:
> There's osg::Matrix::makeLookAt()

  Wow. if only that were named something intuitive that I would have thought to 
look for.
Or Look At, as the case may be. ;)

  Does that answer your question, Kris?

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Re: [osg-users] Orienting a model (matrixtrans) toward atarget location?

2009-08-20 Thread Thrall, Bryan
Chris 'Xenon' Hanson wrote on Thursday, August 20, 2009 5:13 PM:

> Tony Horrobin wrote:
>> Hi Kris,
>> Is the target moving too?
>> Cheers,
> 
>   You know, my first contact with our own Paul Martz was way back in
the late
> 90s when he gave me some code for a glLookAt type implementation. I'll
see if
> I still have it around -- it still is deeply buried in some old 3d
code in
> our application. 

There's osg::Matrix::makeLookAt()

-- 
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FlightSafety International
bryan.thr...@flightsafety.com
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Re: [osg-users] Orienting a model (matrixtrans) toward a target location?

2009-08-20 Thread Chris 'Xenon' Hanson
Tony Horrobin wrote:
> Hi Kris,
> Is the target moving too?
> Cheers,

  You know, my first contact with our own Paul Martz was way back in the late 
90s when he
gave me some code for a glLookAt type implementation. I'll see if I still have 
it around
-- it still is deeply buried in some old 3d code in our application.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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[osg-users] osg Manipulator example problem

2009-08-20 Thread Markus Husseini
Hi,

i have included the code of the osg Manipulator Example from 
openscenegraph.org. But if i try to compile my code i get some errors, that

- addTransformUpdating
- setHandleEvents
- setActivationModKeyMask
- setActivationKeyEvent

are no Elements of osgManipulator::Dragger!?

Does I need an include? but witch one? or they are custom Elements?

Thank you!

Cheers,
Markus

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Re: [osg-users] Orienting a model (matrixtrans) toward a target location?

2009-08-20 Thread Tony Horrobin
Hi Kris,

Is the target moving too?

Cheers,

Tony

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Re: [osg-users] apply() method??

2009-08-20 Thread Jason Daly

Tim Allen wrote:

Hi Jason Thank you very much for the quick reply.
  


No problem.  OSG makes use of several of those design patterns.  If 
you're interested in how things are working under the hood, you might 
want to pick up the book by Gamma et al...


http://tinyurl.com/yxlas4

--"J"

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Re: [osg-users] apply() method??

2009-08-20 Thread Tim Allen
Hi Jason Thank you very much for the quick reply.

Cheers,
Tim

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Re: [osg-users] apply() method??

2009-08-20 Thread Jason Daly

Tim Allen wrote:

Hi,

I dont understand why apply() method is used in osg??? That means a 
function needs to be applied for all particular node types??
  


http://en.wikipedia.org/wiki/Visitor_pattern

( replace visit() with apply() )

--"J"


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[osg-users] apply() method??

2009-08-20 Thread Tim Allen
Hi,

I dont understand why apply() method is used in osg??? That means a 
function needs to be applied for all particular node types??

Thank you!

Cheers,
Tim

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Re: [osg-users] softshadowmap and glsl shader

2009-08-20 Thread Michele Olsen
Hi,

This looks to be the answer to my problem

[url]
http://forum.openscenegraph.org/viewtopic.php?p=16504#16504[/url]

if the link doesn't work try searching for texture in shader

-Michele

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Re: [osg-users] textures in shaders

2009-08-20 Thread Michele Olsen

> 'd double-check that the model is
> actually using texture unit 1. I've seen some COLLADA models
> (particularly those exported from 3ds MAX) that try to use texture unit
> 1 instead.


That did it!!

Thank you!!

Michele

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Re: [osg-users] textures in shaders

2009-08-20 Thread Jason Daly

Michele Olsen wrote:

Hello,

I have been having some trouble rendering textured models with shaders. I am a little confused about how to set the sampler uniform to the textures. 


Also, from my understanding, if a vertex shader is not specified that 
functionality is pushed to the fixed pipeline?
  


Correct (at least for now :-) )

Here is what I have. 
  


At a quick glance, it looks OK to me (although you see me to be doing 
odd things with the fragment color).  I'd double-check that the model is 
actually using texture unit 1.  I've seen some COLLADA models 
(particularly those exported from 3ds MAX) that try to use texture unit 
1 instead.


--"J"


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Re: [osg-users] Convert paged to non-paged terrain database

2009-08-20 Thread KSpam
On Thursday 20 August 2009 10:53:13 Appolloni, Thomas wrote:
> > Of course, I decided to take it a step further and perform texture
>
> conversions
>
> > as well.  I wanted to convert the .dds texture files to .jpg.  This
>
> code is
>
> > stubbed in; however, it does not work.  I thought I could simply call
> > osgDB::writeImageFile.  Unfortunately, the individual image format
>
> writer
>
> > plugins do not appear to handle converting from different pixel
>
> formats or
>
> > packing.  Does OSG contain code for converting osg::Image between
>
> different
>
> > pixel formats?  Am I missing an easier option?
> >
> > Thanks,
> > Justin
>
> Justin,
>
> I didn't see any additional traffic on this thread. Were you able to get
> a
> solution to this image conversion problem. I'm now facing a similar
> situation
> with the .dds image node from generated osgdem tiles and want to convert
>
> those images into .jpg or other formats.
>
> Regards,
> Tom

Tom,

It has been a while since I looked into this.  I did not find a solution in 
OSG, and the problem was not important enough to warrant spending more time on 
it.

If I had to revisit this problem today, I would look into using Boost.GIL 
(Generic Image Library) for the conversion.

http://www.boost.org/doc/libs/1_39_0/libs/gil/doc/index.html

GIL is a header-only library that allows you to generically convert between 
different pixel and packing formats.  With this library, you could convert an 
osg::Image object containing .dds data into an osg::Image object containing 
.jpg data.  Alternately, you could create a Boost.GIL image using the .dds 
osg::Image data and use Boost.GIL I/O to output the Boost.GIL image as a .jpg 
file.

Hopefully, someone can chime in with a simple solution.

Respectfully,
Justin

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[osg-users] textures in shaders

2009-08-20 Thread Michele Olsen
Hello,

I have been having some trouble rendering textured models with shaders. I am a 
little confused about how to set the sampler uniform to the textures. 

Also, from my understanding, if a vertex shader is not specified that 
functionality is pushed to the fixed pipeline?

Here is what I have. 

Application:

Code:

#include 
#include 
#include 
#include 
#include 

/* loadShaderSource from 
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/ShadersIntroduction
 */
bool loadShaderSource(osg::Shader* obj, const std::string& fileName )
{
  std::string fqFileName = osgDB::findDataFile(fileName);
  if( fqFileName.length() == 0 )
{
  std::cout << "File \"" << fileName << "\" not found." << std::endl;
  return false;
}
  bool success = obj->loadShaderSourceFromFile( fqFileName.c_str());
  if ( !success  )
{
  std::cout << "Couldn't load file: " << fileName << std::endl;
  return false;
}
  else
{
  return true;
}
}

int main(int argc, char ** argv)
{
  osgViewer::Viewer viewer;
  
  osg::ref_ptr root = new osg::Group();
  osg::ref_ptr snowplow = 
osgDB::readNodeFile("PlowModel/Plow_Main.DAE");

  osg::ref_ptr snowplowState = snowplow->getOrCreateStateSet();

  /// load and compile shader

  osg::ref_ptr program = new osg::Program();
  osg::ref_ptr fragshader = new osg::Shader(osg::Shader::FRAGMENT);
  program->addShader( fragshader );

  loadShaderSource( fragshader, "texture_fragment.glsl");

  osg::ref_ptr baseTexture = new osg::Uniform("textureSampler", 
0);

  snowplowState->addUniform( baseTexture );

  snowplowState->setAttributeAndModes( program, osg::StateAttribute::ON );


  root->addChild(snowplow.get());

  viewer.setSceneData( root.get() );
  return viewer.run();
}





Shader:

Code:


//
/*  added for texturing */
//
uniform sampler2D textureSampler;
//

void main()
{
//
/*  added for texturing */
//
vec3 texturedColor = vec3 (texture2D (textureSampler, 
gl_TexCoord[0].st));
//

/*/
/* changed for texturing */
/* gl_FragColor = gl_Color; */
gl_FragColor = vec4 (texturedColor.rg, 1.0, 1.0);

}





Thanks for your help!

Michele

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Re: [osg-users] Convert paged to non-paged terrain database

2009-08-20 Thread Appolloni, Thomas
Justin wrote:

> Thanks to Robert and Paul, I created the attached application to do
the 
> terrain database conversion.  Perhaps it will be of some use to
someone else.
> 
> Using this application, my paged database of 655936 kB was converted
to a 
> non-paged database of 415288 kB.
> 
> Of course, I decided to take it a step further and perform texture
conversions 
> as well.  I wanted to convert the .dds texture files to .jpg.  This
code is 
> stubbed in; however, it does not work.  I thought I could simply call 
> osgDB::writeImageFile.  Unfortunately, the individual image format
writer 
> plugins do not appear to handle converting from different pixel
formats or 
> packing.  Does OSG contain code for converting osg::Image between
different 
> pixel formats?  Am I missing an easier option?
> 
> Thanks,
> Justin

Justin,

I didn't see any additional traffic on this thread. Were you able to get
a
solution to this image conversion problem. I'm now facing a similar
situation
with the .dds image node from generated osgdem tiles and want to convert

those images into .jpg or other formats.

Regards,
Tom 
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Re: [osg-users] Loading an osg::Image using setImage

2009-08-20 Thread Andrew Burnett-Thompson
Hmm, well that was easy!

The flipping of rows worked fine, to set the image I used GL_BGR for pixel
format only, keeping GL_RGB as internal pixel format (else I got a gray
square).

Thank you for an extremely helpful response :)

Andrew

On Thu, Aug 20, 2009 at 6:15 PM, Farshid Lashkari  wrote:

> Hi Andrew,
> It looks like the original bitmap is in BGR format, so you will probably
> need to use the GL_BGR pixel format when calling setImage(). To unflip the
> image it seems like you can iterate backwards over the source image inside
> your copy loop:
>
> ptrSourceRow = ptrSrcImage + ( (iHeight  - 1 - i) * iStride);
>
> I believe this should fix your problems.
>
> Cheers,
> Farshid
>
> On Thu, Aug 20, 2009 at 9:46 AM, Andrew Thompson wrote:
>
>> Hi there,
>>
>> I am trying to load an osg::Image using the setImage method - inparticular
>> I am copying a Managed bitmap (System.Drawing.Bitmap) to the osg::Image to
>> use it as a texture map.
>>
>> As you can see I'm having a few problems. Here's the osg::Image texture
>> mapped onto a quad when I load it in from file using osgDB::readImageFile
>>
>> [Image:
>> http://i137.photobucket.com/albums/q217/andyb1979/tquadreadimage.png ]
>>
>> Here's the same textured quad, but the osg::Image was created using
>> setImage and a copy from a managed bitmap
>>
>> [Image:
>> http://i137.photobucket.com/albums/q217/andyb1979/th_tquadsetimage.png ]
>>
>> As you can see the image seems to have been inverted and flipped!
>>
>> Here is my code to convert a managed bitmap to osg::Image. The input
>> bitmap has been loaded from file, is in the format 24bpp RGB.
>>
>> I know I'm getting the size/bits per pixel right as the output osg::Image
>> is the right shape and size, with no tearing. However I don't know why the
>> image is inverted!
>>
>>
>> Code:
>>
>> osg::ref_ptr
>> SceneUtil::ManagedBitmapToOSGImage(System::Drawing::Bitmap ^ bitmap)
>> {
>>//
>>// Check params
>>//
>>
>>if (bitmap == nullptr)
>>{
>>throw gcnew Exception("Unable to convert
>> System::Drawing::Bitmap to osg::Image as the input image is null");
>>}
>>
>>if (bitmap->PixelFormat !=
>> System::Drawing::Imaging::PixelFormat::Format24bppRgb)
>>{
>>throw gcnew Exception("Unable to convert
>> System::Drawing::Bitmap to osg::Image as the input image must be in the
>> format Format24bppRgb");
>>}
>>
>>// Create a new OSG Image
>>osg::ref_ptr image = new osg::Image();
>>
>>System::Drawing::Imaging::BitmapData ^ bitmapData =
>> bitmap->LockBits(
>>System::Drawing::Rectangle(0, 0, bitmap->Width,
>> bitmap->Height),
>>System::Drawing::Imaging::ImageLockMode::ReadOnly,
>>System::Drawing::Imaging::PixelFormat::Format24bppRgb);
>>
>>// Create data to hold the destination image
>>BYTE * ptrSrcImage = (BYTE*)bitmapData->Scan0.ToPointer();
>>BYTE * ptrDestImage = new unsigned char [bitmap->Width *
>> bitmap->Height * 3];
>>BYTE * ptrSourceRow = nullptr;
>>BYTE * ptrDestRow = nullptr;
>>
>>int iWidth = bitmapData->Width;
>>int iHeight = bitmapData->Height;
>>int iStride = bitmapData->Stride;
>>
>>// Copy the System::Drawing::Bitmap instance over line by line -
>> this gets around the
>>// lack of stride support in the osg::Image.
>>for(int i = 0; i < iHeight; i++)
>>{
>>// Get the source row pointer
>>ptrSourceRow = ptrSrcImage + (i * iStride);
>>
>>// Get the destination row pointer
>>ptrDestRow = ptrDestImage + (i * (iWidth * 3));
>>
>>// Copy the source row to the destination row
>>memcpy(ptrDestRow, ptrSourceRow, iWidth * 3);
>>}
>>
>>// Set the data on the osg::Image
>>image->setImage(
>>bitmap->Width,
>>bitmap->Height,
>>1,
>>GL_RGB,
>>GL_RGB,
>>GL_UNSIGNED_BYTE,
>>ptrDestImage,
>>osg::Image::USE_NEW_DELETE);
>>
>>bitmap->UnlockBits(bitmapData);
>>
>>return image;
>> }
>>
>>
>>
>>
>> Any ideas?
>>
>> Thank you!
>>
>> Andrew
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=16492#16492
>>
>>
>>
>>
>>
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[osg-users] Shdows Problem o vista

2009-08-20 Thread Danny Lesnik
Hi,

I'm using Visual Studio 2008 with osg 2.8.1. I have vary strange problem with 
with shadows on my scene. On vista all shadows are moved chaoticaly (see 
attached pictures ). However on XP everything is OK and I can see my shadows 
casted by camera lights.

I'm using the following code:

 const int ShadowTraversalMask = 0x2;
osg::ref_ptr shadowedScene = new 
osgShadow::ShadowedScene;
shadowedScene->setReceivesShadowTraversalMask(ShadowTraversalMask);

shadowedScene->setCastsShadowTraversalMask(ShadowTraversalMask);

osg::ref_ptr sm = new osgShadow::ShadowMap;
shadowedScene->setShadowTechnique(sm.get());
int mapres = 4096;
sm->setTextureSize(osg::Vec2s(mapres,mapres));

node->setNodeMask(ShadowTraversalMask);
shadowedScene->addChild(node);

How can I solve this problem on Vista 



Thank you!

Cheers,
Danny

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Re: [osg-users] Loading an osg::Image using setImage

2009-08-20 Thread Farshid Lashkari
Hi Andrew,
It looks like the original bitmap is in BGR format, so you will probably
need to use the GL_BGR pixel format when calling setImage(). To unflip the
image it seems like you can iterate backwards over the source image inside
your copy loop:

ptrSourceRow = ptrSrcImage + ( (iHeight  - 1 - i) * iStride);

I believe this should fix your problems.

Cheers,
Farshid

On Thu, Aug 20, 2009 at 9:46 AM, Andrew Thompson wrote:

> Hi there,
>
> I am trying to load an osg::Image using the setImage method - inparticular
> I am copying a Managed bitmap (System.Drawing.Bitmap) to the osg::Image to
> use it as a texture map.
>
> As you can see I'm having a few problems. Here's the osg::Image texture
> mapped onto a quad when I load it in from file using osgDB::readImageFile
>
> [Image:
> http://i137.photobucket.com/albums/q217/andyb1979/tquadreadimage.png ]
>
> Here's the same textured quad, but the osg::Image was created using
> setImage and a copy from a managed bitmap
>
> [Image:
> http://i137.photobucket.com/albums/q217/andyb1979/th_tquadsetimage.png ]
>
> As you can see the image seems to have been inverted and flipped!
>
> Here is my code to convert a managed bitmap to osg::Image. The input bitmap
> has been loaded from file, is in the format 24bpp RGB.
>
> I know I'm getting the size/bits per pixel right as the output osg::Image
> is the right shape and size, with no tearing. However I don't know why the
> image is inverted!
>
>
> Code:
>
> osg::ref_ptr
> SceneUtil::ManagedBitmapToOSGImage(System::Drawing::Bitmap ^ bitmap)
> {
>//
>// Check params
>//
>
>if (bitmap == nullptr)
>{
>throw gcnew Exception("Unable to convert
> System::Drawing::Bitmap to osg::Image as the input image is null");
>}
>
>if (bitmap->PixelFormat !=
> System::Drawing::Imaging::PixelFormat::Format24bppRgb)
>{
>throw gcnew Exception("Unable to convert
> System::Drawing::Bitmap to osg::Image as the input image must be in the
> format Format24bppRgb");
>}
>
>// Create a new OSG Image
>osg::ref_ptr image = new osg::Image();
>
>System::Drawing::Imaging::BitmapData ^ bitmapData =
> bitmap->LockBits(
>System::Drawing::Rectangle(0, 0, bitmap->Width,
> bitmap->Height),
>System::Drawing::Imaging::ImageLockMode::ReadOnly,
>System::Drawing::Imaging::PixelFormat::Format24bppRgb);
>
>// Create data to hold the destination image
>BYTE * ptrSrcImage = (BYTE*)bitmapData->Scan0.ToPointer();
>BYTE * ptrDestImage = new unsigned char [bitmap->Width *
> bitmap->Height * 3];
>BYTE * ptrSourceRow = nullptr;
>BYTE * ptrDestRow = nullptr;
>
>int iWidth = bitmapData->Width;
>int iHeight = bitmapData->Height;
>int iStride = bitmapData->Stride;
>
>// Copy the System::Drawing::Bitmap instance over line by line -
> this gets around the
>// lack of stride support in the osg::Image.
>for(int i = 0; i < iHeight; i++)
>{
>// Get the source row pointer
>ptrSourceRow = ptrSrcImage + (i * iStride);
>
>// Get the destination row pointer
>ptrDestRow = ptrDestImage + (i * (iWidth * 3));
>
>// Copy the source row to the destination row
>memcpy(ptrDestRow, ptrSourceRow, iWidth * 3);
>}
>
>// Set the data on the osg::Image
>image->setImage(
>bitmap->Width,
>bitmap->Height,
>1,
>GL_RGB,
>GL_RGB,
>GL_UNSIGNED_BYTE,
>ptrDestImage,
>osg::Image::USE_NEW_DELETE);
>
>bitmap->UnlockBits(bitmapData);
>
>return image;
> }
>
>
>
>
> Any ideas?
>
> Thank you!
>
> Andrew
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=16492#16492
>
>
>
>
>
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[osg-users] Orienting a model (matrixtrans) toward a target location?

2009-08-20 Thread Kris Dale
Hello all!

I've searched through the forums and all over google and can't seem to find 
anything on this subject.  I'm sure this probably isn't TOO complicated but I'm 
still new to this and my graphics / linear knowledge probably isn't what it 
should be.

Here's my problem..  or what I'm attempting to do anyway.  I have a model 
loaded into a node loaded into a matrixtransformation.  While at some point in 
space, I want to orient the model back at a "target" location.  For simplicity 
and ease of explaining the design, let's call the model a rocket.  The idea is 
to orient the rocket toward the "target" location and then set an update 
callback moving it along that path.

All of this is no big deal other than setting the initial orientation.  I'm not 
really sure how to do that.  I know how to make rotations and such, but I don't 
really know how to dynamically check to see if the current orientation is 
aligned on the right path.

Eventually I'd like the orientation to be animated (ie. a callback that rotates 
the model in place until it's aligned with the target path or something of that 
nature) but for the moment I'd like to just know how to come up with a single 
rotation from any point toward another point.  I THINK I can figure out the 
rest...  maybe... hopefully?  :)  hahaha.  

Thanks to anyone that can help me out with this..
Kris

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[osg-users] Loading an osg::Image using setImage

2009-08-20 Thread Andrew Thompson
Hi there, 

I am trying to load an osg::Image using the setImage method - inparticular I am 
copying a Managed bitmap (System.Drawing.Bitmap) to the osg::Image to use it as 
a texture map. 

As you can see I'm having a few problems. Here's the osg::Image texture mapped 
onto a quad when I load it in from file using osgDB::readImageFile

[Image: http://i137.photobucket.com/albums/q217/andyb1979/tquadreadimage.png ]

Here's the same textured quad, but the osg::Image was created using setImage 
and a copy from a managed bitmap

[Image: http://i137.photobucket.com/albums/q217/andyb1979/th_tquadsetimage.png ]

As you can see the image seems to have been inverted and flipped!

Here is my code to convert a managed bitmap to osg::Image. The input bitmap has 
been loaded from file, is in the format 24bpp RGB. 

I know I'm getting the size/bits per pixel right as the output osg::Image is 
the right shape and size, with no tearing. However I don't know why the image 
is inverted!


Code:

osg::ref_ptr 
SceneUtil::ManagedBitmapToOSGImage(System::Drawing::Bitmap ^ bitmap)
{
//
// Check params
//

if (bitmap == nullptr)
{
throw gcnew Exception("Unable to convert 
System::Drawing::Bitmap to osg::Image as the input image is null");
}

if (bitmap->PixelFormat != 
System::Drawing::Imaging::PixelFormat::Format24bppRgb)
{
throw gcnew Exception("Unable to convert 
System::Drawing::Bitmap to osg::Image as the input image must be in the format 
Format24bppRgb");
}

// Create a new OSG Image
osg::ref_ptr image = new osg::Image();

System::Drawing::Imaging::BitmapData ^ bitmapData = bitmap->LockBits(
System::Drawing::Rectangle(0, 0, bitmap->Width, 
bitmap->Height), 
System::Drawing::Imaging::ImageLockMode::ReadOnly, 
System::Drawing::Imaging::PixelFormat::Format24bppRgb);

// Create data to hold the destination image
BYTE * ptrSrcImage = (BYTE*)bitmapData->Scan0.ToPointer();
BYTE * ptrDestImage = new unsigned char [bitmap->Width * bitmap->Height 
* 3];   
BYTE * ptrSourceRow = nullptr;
BYTE * ptrDestRow = nullptr;

int iWidth = bitmapData->Width;
int iHeight = bitmapData->Height;
int iStride = bitmapData->Stride;

// Copy the System::Drawing::Bitmap instance over line by line - this 
gets around the 
// lack of stride support in the osg::Image. 
for(int i = 0; i < iHeight; i++)
{
// Get the source row pointer
ptrSourceRow = ptrSrcImage + (i * iStride);

// Get the destination row pointer
ptrDestRow = ptrDestImage + (i * (iWidth * 3));

// Copy the source row to the destination row
memcpy(ptrDestRow, ptrSourceRow, iWidth * 3);
}

// Set the data on the osg::Image
image->setImage(
bitmap->Width, 
bitmap->Height, 
1, 
GL_RGB,
GL_RGB,
GL_UNSIGNED_BYTE, 
ptrDestImage, 
osg::Image::USE_NEW_DELETE);

bitmap->UnlockBits(bitmapData);

return image;
}




Any ideas?

Thank you!

Andrew

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Re: [osg-users] Frame rates vary dramatically across runs

2009-08-20 Thread Robert Osfield
Hi Wojtek,

Arg... I'm working through my osg-submission backlog but didn't spot
the thread your submitted the changes on as being connected.  I should
have read through all the submissions before posting...

I've tracked down the appropriate thread now - I've even commented on
the thread last week, so it looks like my memory is not serving me
well...

But now I'll get on with doing a proper review, thanks for the patience,

Robert.

On Thu, Aug 20, 2009 at 5:16 PM, Wojciech
Lewandowski wrote:
> Hi Robert,
>
> Weird. I have sent this on 7th of August and it arrived back to me through
> osg-users and osg-submissions mailing lists:
>
> Re: [osg-submissions] [osg-users] FBOs without color or depthattachments
> /DrawBuffer/ ReadBuffer
>
> I wanted to send you a link to forums, but I cannot find it there, though.
> However, I have found a post that refers to my submission:
>
> http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg30839.html
>
> But when I move one post back it moves me to much older post. So its not
> available on forums. Where is the problem ? Maybe because it was sent to
> both osg-users and osg-submissions ? To be sure I copied it below
> (attachment also provided):
>
> 
>
> Hi Robert and J-S and all interested,
>
> I have prepared the code for the proposal.  There was a  bunch of changes to
> Camera/SceneView/CullVisitor/RenderStage (and few other files). Its not
> exactly like what we planned because practice once again showed the theories
> are only work on paper and on the internet;- ).
>
> I initially have written the code for lazy updates of DrawBuffer and
> ReadBuffer to osg::State. But during debugging & reading FBO spec again, I
> learned that  it does not make sense. OpenGL treats DrawBuffer/ReadBuffers
> as members of FBO state. Buffers are not unique per GL context but each FBO
> can have them set differently and once FBO is bound its
> DrawBuffer/ReadBuffer selection is made active. So it won't work to keep
> them in State.
>
> For the first point of our plan I also had to make modifications.
> Fortunately, as planned, camera uses inheritance DRAW_BUFFER / READ_BUFFER
> masks. However,  RenderStage code seems to not always expect presence of
> associated camera that would contain valid DrawBuffer/ReadBuffer settings.
> For this case it was neccessary to add  _drawBufferApplyMask /
> _readBufferApplyMask flags to RenderStage. These flags effectively replace
> former case of RenderStage::_drawBuffer/RenderStage::_readBuffer being set
> to GL_NONE. These flags are now used to inform RenderStage to inherit / not
> touch buffer settings from what was set in prior stage.
>
> See the attached code for details. I must admit that this modification
> eluded me a bit. I hope I did everything properly, but I really count on
> peer reviews.
>
> I have left FORCE_COLOR_ATTACHMENT / FORCE_DEPTH_ATTACHMENT defines in the
> RenderStage.cpp. I expect that Robert will take decision to remove them or
> keep them for a while. FORCE_COLOR_ATTACHMENT is set to 0 but
> FORCE_DEPTH_ATTACHMENT is set to 1. I tested the changes with Viewer
> Prerender/ Shadow examples. I noticed that when DEPTH_ATTACHMENT is not
> forced, depth tests in Prerender fail and Cow.osg or Cessna.osg are
> displayyed with "holes". So it would be necccesary to test all examples
> using FBOs and check if they require exlpicit setting of depth attachments.
> Once examples are fixed one may turn off  FORCE_DEPTH_ATTACHMENT in
> RenderStage.cpp.
>
> Uff, It was bit exhausting. I have spent 3 days on this stuff and I must
> admit that it is still undertested. Unfortunatelly, I have to move over to
> other activities this week. If it becomes neccessary, I will go back to the
> subject after next weekend. Although I doubt I will be able to do any coding
> this week but  I should be able to stay in touch with forums.  I also hope,
> that in the meantime You will look at these changes, test them and make
> neccessary tweaks or send me requests for aditional changes.
>
>
> 
>
> Cheers,
>
> Wojtek
>
>
>
> - Original Message -
> From: "Robert Osfield" 
> To: "OpenSceneGraph Users" 
> Sent: Thursday, August 20, 2009 5:34 PM
> Subject: Re: [osg-users] Frame rates vary dramatically across runs
> Hi Wojtek,
>
> I've done my best to enjoy my vacation(s!) and now will take joy in
> pestering you about the changes we discussed, did you get around to
> making them :-)
>
> Cheers,
> Robert.
>
> On Mon, Jul 27, 2009 at 4:27 PM, Wojciech
> Lewandowski wrote:
>> Robert,
>>
>> I'll try to do it.
>> Enjoy your vacations,
>>
>> Wojtek
>>
>> - Original Message - From: "Robert Osfield"
>> 
>> To: "OpenSceneGraph Users" 
>> Sent: Monday, July 27, 2009 4:37 PM
>> Subject: Re: [osg-users] Frame rates vary dramatically across runs
>>
>>
>>> Hi Wojtek,
>>>
>>> On Mon, Jul 27, 2009 at 3:23 PM, Wojciech
>>> Lewandowski wrote:

 I think we are pretty much on the same page. Question (which J-S asked)
 is
 who does t

Re: [osg-users] Compress image

2009-08-20 Thread Robert Osfield
Hi Ufuk,

To do OpenGL calls like the gluScale that osg::Image::scaleImage
invokes you must call it from a thread that has valid graphics context
current, otherwise you'll at best get a non, but most likely
corruption/crashes.   This may or may not be the problem in your case.

Robert.

On Thu, Aug 20, 2009 at 4:26 PM, Ufuk wrote:
> actually i just want to have a scale code of image..
> half and quarter resolution would be enough for me..
> i wanted to scale them when i create terrain.
> i have a terrain editor and viewer which are 2 separate programs.
> on editor, in saving process, i want to store lower resolution textures too
> and i wanted to create in my program.
> my terrain viewer program will load all textures and use low resolution
> textures for pages which are far away from the camera..
> i don't want to use .dds because in terrain editor, user can use any texture
> he wants. so i don't want to give up texture selection dynamism here.. i
> can't limit users just with my textures which are selected before.
> On Thu, Aug 20, 2009 at 5:58 PM, Ümit Uzun  wrote:
>>
>> Hi Ufuk;
>>
>> If you want to create mippaped images on your disk instead of
>> programmaticaly. I suggest you to use GIMP to mipmap(rescale each different
>> resolution image separately) and when you need you can call related
>> resolution image :)
>>
>> Is this your expected or you want to create one image which has all
>> resoluted images in it? If you want kind of this operation you can use dds
>> format. But I don't know osg does support reading mipmapped dds format.
>>
>> Regards.
>>
>> Ümit Uzun
>>
>>
>> 2009/8/20 Ufuk 
>>>
>>> Hi Ümit,
>>> yes, i need mipmapping but i want to store these mipmapped textures on
>>> disk. i dont want so many calculations on rendering...
>>> so i wanted to store these images on disk.
>>> do you know a way to do this or i should write a code?
>>>
>>> On Thu, Aug 20, 2009 at 5:43 PM, Ümit Uzun  wrote:

 Hi Ufuk;

 Compress word doesn't define your expected operation very well. This
 operation's name is Mipmapping. You should generate automatic mipmapping 
 for
 your texture in runtime and the you can choose any resolution you have
 created to use your program.

 Regards.

 Ümit Uzun


 2009/8/20 Ufuk 
>
> is there any function that compress image in osg?
> for example i have an 256x256 image and i want to compress it to
> 128x128 or 64x64...
> i checked for osg::Image::scaleImage() but it did not change the
> resolution.. maybe i did something wrong?
> Here is the code:
>
> ///
> void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image,
> float scaleFactor, const std::string& filename )
> {
>    osg::ref_ptr cImage = new osg::Image(*image);
>    cImage->scaleImage(image->s() * scaleFactor, image->t() *
> scaleFactor, image->r() * scaleFactor);
>    osgDB::writeImageFile(*image, filename);
> }
>
> ///
>
> --
> Ufuk
>
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>>>
>>>
>>>
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>>>
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>
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Re: [osg-users] Frame rates vary dramatically across runs

2009-08-20 Thread Robert Osfield
Hi Wojtek,

I've done my best to enjoy my vacation(s!) and now will take joy in
pestering you about the changes we discussed, did you get around to
making them :-)

Cheers,
Robert.

On Mon, Jul 27, 2009 at 4:27 PM, Wojciech
Lewandowski wrote:
> Robert,
>
> I'll try to do it.
> Enjoy your vacations,
>
> Wojtek
>
> - Original Message - From: "Robert Osfield"
> 
> To: "OpenSceneGraph Users" 
> Sent: Monday, July 27, 2009 4:37 PM
> Subject: Re: [osg-users] Frame rates vary dramatically across runs
>
>
>> Hi Wojtek,
>>
>> On Mon, Jul 27, 2009 at 3:23 PM, Wojciech
>> Lewandowski wrote:
>>>
>>> I think we are pretty much on the same page. Question (which J-S asked)
>>> is
>>> who does this ? I may not uderstand all the intricacies, but I promised
>>> to
>>> look at the code and come up with submission proposal in next few days. I
>>> ll
>>> try do to my best, but let me know, if You feel like its better to leave
>>> the
>>> problem for You to solve.
>>
>> I'm just about to head off on another weeks family holiday so I won't
>> be able to take on work right away, so please feel free in diving in
>> and making the required changes.  Any changes it'd be worth pushing on
>> to the list to get them tried out.
>>
>> Cheers,
>> Robert.
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Re: [osg-users] 3DS loader revisited?

2009-08-20 Thread Robert Osfield
Hi Sukender,

On Thu, Aug 20, 2009 at 3:57 PM, Sukender wrote:
> Good news! I've sync'd the 3DS reader with lib3DS 2.0.0-rc1 (well, I need to 
> modify the CMakeList now). I'm not 100% sure that the one I used ( 
> http://www.lib3ds.org/ ) is the same as the one used in OSG... Am I wrong ? 
> If not, is it a problem ?

I believe it's probaby the same lib3ds, it's quite a few years since I
reviewed the original source though.  You should be able to spot
similarities with the existing code base.

Just adopting lib3ds won't carry the modifications that have been made
by members of the OSG community so support reading for istreams etc,
so I don't think a straight adoption of lib3ds will be possible
without modifications of lib3ds or our plugin.  I'm opposed to
adopting any new code that drops existing functionality, the existing
functionality is being actively used by members of the community.
While 3ds write hasn't been up to now a requirement.

> Should the lib3DS files be in osgPlugins/3ds, or osgPlugins/3ds/lib3DS, or 
> simply oustide as an external dependency to make sync easier?

I've original put lib3ds into the 3ds plugin directory just to enable
easy build for OSG users.  These days with CMake building against 3rd
party dependencies is less onerous, so potentially would could spin it
out.  The bottom line is the ability to support all that is supported
by the existing plugin.

> Once cleaned and submitted, I'll work on the 3DS writer, as told in another 
> thread.

So are you porting the existing plugin across to use the external
lib3ds, writing a new plugin from scratch, adapting the new lib3ds to
be closer to what we have?

I'm curious as to why writing to .3ds is a goal, as a exchange format
it's pretty poor.

Robert.
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Re: [osg-users] Compress image

2009-08-20 Thread Ufuk
actually i just want to have a scale code of image..
half and quarter resolution would be enough for me..
i wanted to scale them when i create terrain.

i have a terrain editor and viewer which are 2 separate programs.
on editor, in saving process, i want to store lower resolution textures too
and i wanted to create in my program.

my terrain viewer program will load all textures and use low resolution
textures for pages which are far away from the camera..

i don't want to use .dds because in terrain editor, user can use any texture
he wants. so i don't want to give up texture selection dynamism here.. i
can't limit users just with my textures which are selected before.

On Thu, Aug 20, 2009 at 5:58 PM, Ümit Uzun  wrote:

> Hi Ufuk;
>
> If you want to create mippaped images on your disk instead of
> programmaticaly. I suggest you to use GIMP to mipmap(rescale each different
> resolution image separately) and when you need you can call related
> resolution image :)
>
> Is this your expected or you want to create one image which has all
> resoluted images in it? If you want kind of this operation you can use dds
> format. But I don't know osg does support reading mipmapped dds format.
>
>
> Regards.
>
> Ümit Uzun
>
>
> 2009/8/20 Ufuk 
>
>> Hi Ümit,yes, i need mipmapping but i want to store these mipmapped
>> textures on disk. i dont want so many calculations on rendering...
>> so i wanted to store these images on disk.
>>
>> do you know a way to do this or i should write a code?
>>
>>
>> On Thu, Aug 20, 2009 at 5:43 PM, Ümit Uzun  wrote:
>>
>>> Hi Ufuk;
>>>
>>> Compress word doesn't define your expected operation very well. This
>>> operation's name is Mipmapping. You should generate automatic mipmapping for
>>> your texture in runtime and the you can choose any resolution you have
>>> created to use your program.
>>>
>>> Regards.
>>>
>>> Ümit Uzun
>>>
>>>
>>> 2009/8/20 Ufuk 
>>>
  is there any function that compress image in osg?
 for example i have an 256x256 image and i want to compress it to 128x128
 or 64x64...

 i checked for osg::Image::scaleImage() but it did not change the
 resolution.. maybe i did something wrong?

 Here is the code:


 ///
 void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
 scaleFactor, const std::string& filename )
 {
osg::ref_ptr cImage = new osg::Image(*image);

cImage->scaleImage(image->s() * scaleFactor, image->t() *
 scaleFactor, image->r() * scaleFactor);

osgDB::writeImageFile(*image, filename);
 }

 ///

 --
 Ufuk

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>>>
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>>>
>>>
>>
>>
>> --
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>>
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Re: [osg-users] Compress image

2009-08-20 Thread Ümit Uzun
Hi Ufuk;

If you want to create mippaped images on your disk instead of
programmaticaly. I suggest you to use GIMP to mipmap(rescale each different
resolution image separately) and when you need you can call related
resolution image :)

Is this your expected or you want to create one image which has all
resoluted images in it? If you want kind of this operation you can use dds
format. But I don't know osg does support reading mipmapped dds format.

Regards.

Ümit Uzun


2009/8/20 Ufuk 

> Hi Ümit,yes, i need mipmapping but i want to store these mipmapped
> textures on disk. i dont want so many calculations on rendering...
> so i wanted to store these images on disk.
>
> do you know a way to do this or i should write a code?
>
>
> On Thu, Aug 20, 2009 at 5:43 PM, Ümit Uzun  wrote:
>
>> Hi Ufuk;
>>
>> Compress word doesn't define your expected operation very well. This
>> operation's name is Mipmapping. You should generate automatic mipmapping for
>> your texture in runtime and the you can choose any resolution you have
>> created to use your program.
>>
>> Regards.
>>
>> Ümit Uzun
>>
>>
>> 2009/8/20 Ufuk 
>>
>>>  is there any function that compress image in osg?
>>> for example i have an 256x256 image and i want to compress it to 128x128
>>> or 64x64...
>>>
>>> i checked for osg::Image::scaleImage() but it did not change the
>>> resolution.. maybe i did something wrong?
>>>
>>> Here is the code:
>>>
>>>
>>> ///
>>> void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
>>> scaleFactor, const std::string& filename )
>>> {
>>>osg::ref_ptr cImage = new osg::Image(*image);
>>>
>>>cImage->scaleImage(image->s() * scaleFactor, image->t() * scaleFactor,
>>> image->r() * scaleFactor);
>>>
>>>osgDB::writeImageFile(*image, filename);
>>> }
>>>
>>> ///
>>>
>>> --
>>> Ufuk
>>>
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>>
>
>
> --
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>
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Re: [osg-users] 3DS loader revisited?

2009-08-20 Thread Sukender
Hi Robert,

Good news! I've sync'd the 3DS reader with lib3DS 2.0.0-rc1 (well, I need to 
modify the CMakeList now). I'm not 100% sure that the one I used ( 
http://www.lib3ds.org/ ) is the same as the one used in OSG... Am I wrong ? If 
not, is it a problem ?

Should the lib3DS files be in osgPlugins/3ds, or osgPlugins/3ds/lib3DS, or 
simply oustide as an external dependency to make sync easier?

Once cleaned and submitted, I'll work on the 3DS writer, as told in another 
thread.

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Mail Original -
De: "Robert Osfield" 
À: "OpenSceneGraph Users" 
Envoyé: Mercredi 5 Août 2009 17h40:54 GMT +01:00 Amsterdam / Berlin / Berne / 
Rome / Stockholm / Vienne
Objet: Re: [osg-users] 3DS loader revisited?

Hi Sukender,

In the past (quite a few years ago now) I did sync with lib3ds, but it
didn't change for a long while so haven't kept up with it.  The OSG's
version has now diverged substationally from lib3ds with it's use of
istream's rather than FILE so an easy merge will no longer be
possible.

What could probably do is backport the features from the current
lib3ds you want.

Robert.

On Wed, Aug 5, 2009 at 3:30 PM, Sukender wrote:
> Hi all,
>
> I'm working on something that needs 3DS import (Well, a modified 3DS import, 
> that reads data in keyframes). However I noticed the underlying lib3DS seems 
> a bit old (and it seems the few problems I got are related). Is that really 
> true? Should we work on "upgrading" the loader, or is there a risk to break 
> compatibility?
> Any thoughts will be appreciated...
> Thanks!
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Compress image

2009-08-20 Thread Jean-Sébastien Guay

Hi Ufuk,

yes, i need mipmapping but i want to store these mipmapped textures on 
disk. i dont want so many calculations on rendering...

so i wanted to store these images on disk.


You could just use a tool that converts your images to .dds with 
embedded mipmaps, I think in recent versions of OSG these are read 
correctly. Plus, the .dds format is more efficient in terms of video 
memory usage.


Hope this helps,

J-S
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Re: [osg-users] Compress image

2009-08-20 Thread Ufuk
Hi Ümit,yes, i need mipmapping but i want to store these mipmapped textures
on disk. i dont want so many calculations on rendering...
so i wanted to store these images on disk.

do you know a way to do this or i should write a code?


On Thu, Aug 20, 2009 at 5:43 PM, Ümit Uzun  wrote:

> Hi Ufuk;
>
> Compress word doesn't define your expected operation very well. This
> operation's name is Mipmapping. You should generate automatic mipmapping for
> your texture in runtime and the you can choose any resolution you have
> created to use your program.
>
> Regards.
>
> Ümit Uzun
>
>
> 2009/8/20 Ufuk 
>
>> is there any function that compress image in osg?
>> for example i have an 256x256 image and i want to compress it to 128x128
>> or 64x64...
>>
>> i checked for osg::Image::scaleImage() but it did not change the
>> resolution.. maybe i did something wrong?
>>
>> Here is the code:
>>
>>
>> ///
>> void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
>> scaleFactor, const std::string& filename )
>> {
>>osg::ref_ptr cImage = new osg::Image(*image);
>>
>>cImage->scaleImage(image->s() * scaleFactor, image->t() * scaleFactor,
>> image->r() * scaleFactor);
>>
>>osgDB::writeImageFile(*image, filename);
>> }
>>
>> ///
>>
>> --
>> Ufuk
>>
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Re: [osg-users] Compress image

2009-08-20 Thread Ümit Uzun
Hi Ufuk;

Compress word doesn't define your expected operation very well. This
operation's name is Mipmapping. You should generate automatic mipmapping for
your texture in runtime and the you can choose any resolution you have
created to use your program.

Regards.

Ümit Uzun


2009/8/20 Ufuk 

> is there any function that compress image in osg?
> for example i have an 256x256 image and i want to compress it to 128x128 or
> 64x64...
>
> i checked for osg::Image::scaleImage() but it did not change the
> resolution.. maybe i did something wrong?
>
> Here is the code:
>
>
> ///
> void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
> scaleFactor, const std::string& filename )
> {
>osg::ref_ptr cImage = new osg::Image(*image);
>
>cImage->scaleImage(image->s() * scaleFactor, image->t() * scaleFactor,
> image->r() * scaleFactor);
>
>osgDB::writeImageFile(*image, filename);
> }
>
> ///
>
> --
> Ufuk
>
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[osg-users] Compress image

2009-08-20 Thread Ufuk
is there any function that compress image in osg?
for example i have an 256x256 image and i want to compress it to 128x128 or
64x64...

i checked for osg::Image::scaleImage() but it did not change the
resolution.. maybe i did something wrong?

Here is the code:

///
void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
scaleFactor, const std::string& filename )
{
   osg::ref_ptr cImage = new osg::Image(*image);

   cImage->scaleImage(image->s() * scaleFactor, image->t() * scaleFactor,
image->r() * scaleFactor);

   osgDB::writeImageFile(*image, filename);
}
///

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Re: [osg-users] OSG 2.8.2 rpms for Centos 5 and RedHat 5

2009-08-20 Thread Eric Sokolowsky
Peter Bear wrote:
> Hi,
> 
> I got the error "libcurl.so.3()(64bit) is needed by package 
> OpenSceneGraph-libs-2.8.2-1.x86_64 (/OpenSceneGraph-libs-2.8.2-1.x86_64)" 
> while installing the libraries, and yes, I have checked and yum says curl is 
> installed.
> 
> Cheers,
> Peter

Can you show me the output of this command:

  rpm -qa | grep curl

If it doesn't show the 64-bit version of curl, you can install it with
this command:

  yum install curl.x86_64

The 64-bit version of libcurl should be in /usr/lib64.

I'm trying to get a public yum repository set up so yum can be used to
automatically install required, missing dependencies (to avoid problems
such as this one).

-Eric
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Re: [osg-users] Navigation control

2009-08-20 Thread Tomlinson, Gordon
You will need to write your own motion controller / Model / Manipulator 

See  OpenSceneGraph\include\osgGA and OpenSceneGraph\src\osgGA

There are several Manipulators there that will show you how you can
write your own to do exactly what you want and need

Gordon
Product Manager 3d
__
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__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Akilan
Sent: Thursday, August 20, 2009 7:19 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Navigation control

Hi,

I would like to design a navigation control similar to the one what
google earth is using for navigating my terrain DB. I have OSG 2.2
installed. Do I need anything extra to do that? osgWidget is not
available in that. How  to do that?

Thank you!

Cheers,
Akilan

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g
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[osg-users] Navigation control

2009-08-20 Thread Akilan
Hi,

I would like to design a navigation control similar to the one what google earth
is using for navigating my terrain DB. I have OSG 2.2 installed. Do I need 
anything extra
to do that? osgWidget is not available in that. How  to do that?

Thank you!

Cheers,
Akilan

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Re: [osg-users] osg 2.2 Adding and removing eventhandlers

2009-08-20 Thread James Sim
Hi Robert,

Thanks for the reply, can i use the newer versions of osg with visual studio 
2003?

I am trying to create a button class and thus i would like to embed the 
behaviours and event handling into the class itself.

Is my approach wrong? Should i be creating a separate class for event handling?

Thank you!

Cheers,
James

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Re: [osg-users] osg 2.2 Adding and removing eventhandlers

2009-08-20 Thread Robert Osfield
Hi James,

>From your email It isn't at all clear what you are doing, why you are
doing it, let alone what you are doing wrong.

It's very odd that you are trying to add a node as a event handler to
the viewer.  The OSG has an event traversal that will ensure your node
gets events.  Please have a look at the examples, and do a search for
EventCallback.

Also please try and upgrade to 2.8.2, the OSG has improved alot since 2.2.

Robert.

On Thu, Aug 20, 2009 at 5:01 AM, James Sim wrote:
> Hi,
>
> I have a class called A that inherits osgGA::GUIEventHandler and osg::Switch. 
> I passed in the viewer from the main class to class A through class A's 
> constructor.
>
> In class A's constructor, i add the eventhandler to itself through the viewer.
>
> The problem occurs when i try to remove the children through the main class.
>
> What should be the proper way to do it?
>
> class A : public osg::Switch, osgGA::GUIEventHandler
> {
>  A (osgViewer::Viewer * viewer)
>  {
>     viewer->addEventHandler(this)
>  }
> }
>
> class MAIN
> {
>  osgViewer viewer * viewer = new osgViewer();
>  A a = new A(viewer);
>  osg::Group * mainGroup = new osg::Group();
>  mainGroup->addChild(a);
>  viewer->setSceneData(mainGroup);
>
>  mainGroup->removeChild(0, mainGroup->getNumChild()-1);
> }
>
> Thank you!
>
> Cheers,
> James
>
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>
>
>
>
>
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Re: [osg-users] 3D HUD Elements

2009-08-20 Thread Robert Osfield
Hi Jimmy,

If you are doing the frame loop you know when it's the first frame
before you just place any viewer setup prior to the frame loop.  The
_firstFrame code block you see if just a fallback in case the viewer
hasn't already been setup.

Robert.

On Wed, Aug 19, 2009 at 10:49 PM, Jimmy Lin wrote:
> Hi,
>
> Here is the code of frame()
>
>
> Code:
> void ViewerBase::frame(double simulationTime)
> {
>    if (_done) return;
>
>    if (_firstFrame)
>    {
>        viewerInit();
>
>        if (!isRealized())
>        {
>            realize();
>        }
>
>        _firstFrame = false;
>    }
>    advance(simulationTime);
>
>    eventTraversal();
>    updateTraversal();
>    renderingTraversals();
> }
>
>
>
> It calls viewerInit() on the first frame.
> Don't I need to do that myself if I expand the code?
> By looking at the viewerInit() code. I think I might be able to expand the 
> code and init all the view I created.
>
> Thank you!
>
> Cheers,
> Jimmy
>
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>
>
>
>
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[osg-users] 3DS writer: starting to code

2009-08-20 Thread Sukender
Hi all,

For all of those interested in a 3DS *writer* plugin, I begin coding. However:
- I only need a very basic one (faces, texture coords, simple materials), so if 
I'm alone this going to be an incomplete one
- I don't have much time (of course... else it wouldn't be fun...)
- I know very few about 3DS and "low-level" Geometries/Primitives/etc.

I'm looking at the OBJ writer, but I must admit I can't copy-paste-modify it 
efficiently.
So, please raise your hand if:
- You're interested
- You got ideas (especially on how to write a quite clean 3DS writer that can 
be extender later)
- You already have coded something, even partial
- You have anything that could help

Thanks!

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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