Re: [osg-users] ReaderWriterDICOM : build error

2009-11-28 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

Your fix builds fine. I hope it also works, but i don't check against DICOM
yet.

/adrian

2009/11/27 Robert Osfield robert.osfi...@gmail.com

 Hi Adrian,

 The code looks it's been copy and pasted from elsewhere where the
 result variable is defined.  I've attempted a fix and checked this in.
  I don't have ITK installed right now so can't test it.  Could you do
 an svn update and then test it?

 FYI, the DCMTK pathway is much more sophisticated and feature rich so
 is the best route for importing dicoms.

 Robert.

 On Fri, Nov 27, 2009 at 5:20 PM, Adrian Egli OpenSceneGraph (3D)
 3dh...@gmail.com wrote:
  Hi Robert,
 
  I tried to fix the ReaderWriterDicom.cpp , if USE_ITK is set
  the the virtual ReadResult readImage(const std::string file, const
  osgDB::ReaderWriter::Options* options) const cause a build error \
 
  Error1error C2065: 'result' : undeclared identifier
 
 f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
  316
  Error2error C2228: left of '.getImage' must have
  class/struct/union
 
 f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
  316
  Error3error C2227: left of '-getUserData' must point to
  class/struct/union/generic type
 
 f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
  316
  Error4error C2228: left of '.getImage' must have
  class/struct/union
 
 f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
  365
  Error5error C2227: left of '-getUserData' must point to
  class/struct/union/generic type
 
 f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
  365
 
  The problem is that i don't correct understand what you would like to get
  throught user data. But we need to define result . it's defined within a
 for
  loop. but how can we fix it?
 
  /adrian
 
  MSVC 2005
  --
  
  Adrian Egli
 
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Re: [osg-users] Simple Loading Tutorial

2009-11-28 Thread Sam Gidding
Hi,
Thanks Paul, just a question - where you are loading cow.osg - how do i 
define where this is kept? Ive just got the pdf you linked so will have a read.


... 

Thank you!

Cheers,
Sam

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Re: [osg-users] [3rdparty] How to configure VPB to start compiling database at random tiles.

2009-11-28 Thread Torben Dannhauer
Hi,

My idea was a new parameter in vpbmaster like diskID number
which describes for every source (DEM or textures)

the execution of all geenrated taskfiles would be like:

[code|
for each DiskID:
execute next task of this DiskID.

if more processes than disks: run multiple processes on each disk
[/code]

I suppose all tiles are generated from sourcedata, so they should be 
independent runable, shouldn't they?

So far, this was my idea...


Thank you!

Cheers,
Torben

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[osg-users] [vpb] Embedding HiRes-DEM into LowRes global DEM

2009-11-28 Thread Torben Dannhauer
Hi,

I have a High resolution digital elevation model which I would like to 
integrate into a larger low resolution Dataset.

Unfortunately my Hi-Res inlay has no rectangular shape, so all uncovered ereas 
are (or at least appeare as) black.

If I compile my dataset, the black area of my HiRes inlay override the valid 
values of the LoRes Global DEM. This causes the area around my HiRes Inlay to 
be flat. Outside of this flat area the dem contains the valid LowRes Values.

Is it possible to configure VPB or modify my HiRes Inlay only to use the inlay 
if it contains at that location valid data?

Thank you for your help!

Cheers,
Torben

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Re: [osg-users] normal vectors aren't causing culling

2009-11-28 Thread Jim Brooks
normal vectors aren't causing culling

I had a misunderstanding that a scene-graph
would do back-face culling by normal vectors.

OSG does NOT.  Neither does OpenGL.

So:
  geom-getOrCreateStateSet()-setMode( GL_CULL_FACE, osg::StateAttribute::ON );
  glEnable( GL_CULL_FACE );

GL_CULL_FACE does back-face culling by VERTEX ORDER (without normal vectors).

Sorry, nevermind.

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Re: [osg-users] normal vectors aren't causing culling

2009-11-28 Thread Paul Martz

Jim Brooks wrote:

normal vectors aren't causing culling

I had a misunderstanding that a scene-graph
would do back-face culling by normal vectors.

OSG does NOT.


Right. OSG does not do _face_ culling (culling of individual primitives) 
based on the normal.


However, OSG can do _Drawable_ culling based on a normal. This is how 
VPB databases cull away the back half of the planet. There is a custom 
cull callback (in osgTerrain, I think) that does this. You need to 
explicitly attach it; OSG doesn't use it by default.

   -Paul

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Re: [osg-users] Simple Loading Tutorial

2009-11-28 Thread Paul Martz

Sam Gidding wrote:

Hi,
Thanks Paul, just a question - where you are loading cow.osg - how do i 
define where this is kept? Ive just got the pdf you linked so will have a read.


There is an OSG_FILE_PATH variable, but of course you can always just 
specify the full path.


FYI, in addition to the Quick Start Guide, there is also a FAQ on the 
OSG wiki that you might want to read through.

   -Paul

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Re: [osg-users] Simple Loading Tutorial

2009-11-28 Thread Sam Gidding
Thanks for that- I have tried to get the osg wiki FAQ/tutorials but the site 
has been down since Wednesday so having trouble getting to them at the moment.

When I run the code to load a simple object (that you supplied above) with a 
direct path, I get no errors but osgviewer seems to load nothing, just the 
default blue background with no model. Ive tried different .osg and .obj files 
but no luck.

Thanks for your help to a newbie!

Sam.

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[osg-users] Problems with TBO Texture Buffer Object's

2009-11-28 Thread Johannes Schüth
Hi,

i want to use texture buffer objects within my program. 

At the beginning i managed to get tbo's to work within a pure opengl 
application. 

This is what i did:

1. create tbo

Code:

// create buffer object
glGenBuffers(1, tbo);
glBindBuffer(GL_TEXTURE_BUFFER_EXT, *tbo);

// initialize buffer object
unsigned int size = mesh_width * mesh_height * 4 * sizeof(float);
glBufferData(GL_TEXTURE_BUFFER_EXT, size, 0, GL_DYNAMIC_DRAW);

//tex
glGenTextures(1, tex);
glBindTexture(GL_TEXTURE_BUFFER_EXT, *tex);
glTexBufferEXT(GL_TEXTURE_BUFFER_EXT, GL_RGBA32F_ARB, *tbo);
glBindBuffer(GL_TEXTURE_BUFFER_EXT, 0);




2. set data of the tbo

Code:

glBindBuffer(GL_TEXTURE_BUFFER_EXT, tbo);
p = (float4*) glMapBuffer(GL_TEXTURE_BUFFER_EXT, GL_WRITE_ONLY);

for (int u = 0; u  mesh_height; u++) {
for (int v = 0; v  mesh_width; v++) {
p[u + (v * mesh_width)][0] = ((float) u / mesh_height) * 2 - 
(1.0);
p[u + (v * mesh_width)][1] = ((float) v / mesh_width) * 2 - 
(1.0);
p[u + (v * mesh_width)][2] = 0.0f;
p[u + (v * mesh_width)][3] = 1.0f;
}
}
glUnmapBuffer(GL_TEXTURE_BUFFER_EXT);
glBindBuffer(GL_TEXTURE_BUFFER_EXT, 0);




3. set uniform

Code:

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER_EXT, displacementTex);




And now i wanted to port this into osg. I have no idea how to create the tbo.

I managed to get as far as:

Code:

osg::BufferObject::Extensions* ext = osg::BufferObject::getExtensions(
_gc-getState()-getContextID(), true);
ext-glBindBuffer(GL_TEXTURE_BUFFER_EXT, tbo);
unsigned int size = mesh_width * mesh_height * 4 * sizeof(float);
ext-glBufferData(GL_TEXTURE_BUFFER_EXT, size, 0, GL_DYNAMIC_DRAW);




Do i have to create a osg::Texture::TextureObject Object to bind it to the 
BufferObject? I do not know how to port these calls:

Code:

glBindTexture(GL_TEXTURE_BUFFER_EXT, *tex);
glTexBufferEXT(GL_TEXTURE_BUFFER_EXT, GL_RGBA32F_ARB, *tbo);




My goal is to create a float buffer object by that i can access a huge amount 
of floats within my shader.

Thank you!

Cheers,
Johannes

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[osg-users] osgterrain example and camera position

2009-11-28 Thread Hartwig Wiesmann
Hi,

I am calling the osgterrain example only with the argument --image 
land_shallow_topo_2048.jpg.

The earth is now displayed on the left edge of my window/screen. If I am adding 
lines parallel to the coordinate axes x, y and z with a length of 10e6 the 
whole scene is centered.
From my understanding this does not make sense as the earth with or without 
the axes  is symmetric with respect to all axes. Can anybody please explain 
what is going on?

Thank you!

Cheers,
Hartwig

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Re: [osg-users] osgterrain example and camera position

2009-11-28 Thread Hartwig Wiesmann
Hi,

sorry, I meant of course a length of 20e6 symmetric to (0, 0, 0).

Thank you!

Cheers,
Hartwig

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Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-28 Thread Thomas Hogarth
Hi

More info on the IPhone viewer problem that might make the issue clearer. I
set the notify level to DEBUG_FP and saw that the output between simulator
and device were different, a summary is below

-Simulator

_threadingmode = DrawThreadPerContext

Console output:
draw() 0x42561b0
cull()
cull() got SceneView 0x42563f0
end cull() 0x42561b0
draw() got SceneView 0x42563f0
end draw() 0x42561b0


-Device

_threadingmode = singleThreads

Console output:
cull_draw() 0x1151380
end cull_draw() 0x1151380

These were the reults if I did not explicitly set the threading mode myself.
Once I noticed this i set the threading mode to single and ran on the
simulator, which also caused the updates to stop working. As a quick test I
built a standard OSX example running in single threaded mode and that worked
so cant be a problem with the mode itself.

Could my graphicsWindow implementation be causing the problem?

Tom
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