Re: [osg-users] probem in playing gif with osgdb_gif

2009-12-09 Thread Ren Liwei
Hi Martin, thank you for the advice.

But I have saved a simple gif file which has only two frames (dispaly a circle 
of red and blue) with the same configuration and it rendered well.
I used photoshop cs2.  What should I do to config the output as you discribed.

Thanks

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[osg-users] osg::Camera::setClearColor and glClearColor call

2009-12-09 Thread Harold Comere
Hi all,

For screenshot and printing purpose, i am trying to change the background
color before the render pass and screenshot writing.

When i want to take a screenshot, i try to change the clear color with
camera-setClearColor(xxx) and set a flag at true to activate the screenshot
as camera final draw processing.
This change is done before osg::Viewer::frame() call so the glClearColor
call should be done after the setClearColor call. But the clear color change
is taken into account the next frame, so my screenshot is taken with the
wrong background color.

If i am not wrong, the call order is
*
- camera-setClearColor( anyColor )
- event handlers
- node callbacks
- pre camera draw callback
- rendering
- post camera draw callback ( screenshot taken here )
- camera-setClearColor( initial color )*

For some reasons i do not want to have to wait a new frame to take my
screenshot, so i am wondering if there is a way to force the background
color change instantly ?

Thank you for your attention,

Regards,
Harold
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[osg-users] osgShadows

2009-12-09 Thread Trajce Nikolov
Hi,

I am having a scene, large terrain and moving models. What is the best
approach to have the scene shadowed? I tried couple of techniques, but the
results are not good. Any hints ?

Thanks!
Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
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Re: [osg-users] osgShadows

2009-12-09 Thread Harold Comere

 Hi Nike,


There is many way to get shadows and the shadowing technique choice shall
depend of your scene data.

The two basic shadowing techniques are :
- shadow maps ( image based )
- shadow volumes ( geometry based )

Shadow maps are very cheap and easy to implement but will works good only if
your light is not far from what you are shadowing due to the image approach.
So if you have a large terrain with an unique directional light ( as sun ),
simple shadowmaps should do an ugly result.
You could try cascade shadowmaps which is a technique used a lot in video
games. It uses a kind of shadowmap LOD to avoid image based algorithms
issues and stay cheap.

Shadow volumes generate very accurate shadows but as it is based on
geometry, if your scene geometry is complex you will experience some perf
issues.

Again, the shadowing technique choice depends of how many lights you have,
where they are, what you are shadowing etc.
Give a bit more details of your goal and i'm sure some osg pro will bring to
you the ideal solution using osg :)

Regards,
Harold
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Re: [osg-users] osgShadows

2009-12-09 Thread Trajce Nikolov
Hi Harold,

yes, my light source is the sun. No other lights in the scene yet. And the
results are not good. I will do research on the cascade shadowmaps and
will try to implement it. Thanks for the hint

Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey

On Wed, Dec 9, 2009 at 11:13 AM, Harold Comere harold.com...@gmail.comwrote:

 Hi Nike,


 There is many way to get shadows and the shadowing technique choice shall
 depend of your scene data.

 The two basic shadowing techniques are :
 - shadow maps ( image based )
 - shadow volumes ( geometry based )

 Shadow maps are very cheap and easy to implement but will works good only
 if your light is not far from what you are shadowing due to the image
 approach. So if you have a large terrain with an unique directional light (
 as sun ), simple shadowmaps should do an ugly result.
 You could try cascade shadowmaps which is a technique used a lot in video
 games. It uses a kind of shadowmap LOD to avoid image based algorithms
 issues and stay cheap.

 Shadow volumes generate very accurate shadows but as it is based on
 geometry, if your scene geometry is complex you will experience some perf
 issues.

 Again, the shadowing technique choice depends of how many lights you have,
 where they are, what you are shadowing etc.
 Give a bit more details of your goal and i'm sure some osg pro will bring
 to you the ideal solution using osg :)

 Regards,
 Harold

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Re: [osg-users] osgviewerqt game loop

2009-12-09 Thread Robert Osfield
H Darick,

On Wed, Dec 9, 2009 at 5:23 AM, Darick Barnes dbtex352...@yahoo.com wrote:
 I'm using the osgviewerqt  example with Qt integration.  Am I correct in my 
 assumption that physics, AI and all other game related updates need to be 
 implemented in the virtual void paintGL() function or is there a more elegant 
 way to create a game loop while using QT with OSG.

I wouldn't recommend using Qt for a game unless you had lots of 2D GUI
that you needed.  For a fullscreen game just using osgViewer's built
in windowing functionality as it's far more flexible and powerful for
this type of work.

As for really must use Qt, then a paintGL wouldn't be where I'd put AI
and physics, I'd personally stick them in a separate thread.

Robert.
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Re: [osg-users] osg::Camera::setClearColor and glClearColor call

2009-12-09 Thread Robert Osfield
Hi Harald,

I you want to change the background colour for a screenshot I'd be
inclined to use a pbuffer and totally separate Camera for the task and
just switch it on using a NodeMask, this way the main window won't be
affected by playing games withe background colour.

Robert.

On Wed, Dec 9, 2009 at 8:40 AM, Harold Comere harold.com...@gmail.com wrote:
 Hi all,

 For screenshot and printing purpose, i am trying to change the background
 color before the render pass and screenshot writing.

 When i want to take a screenshot, i try to change the clear color with
 camera-setClearColor(xxx) and set a flag at true to activate the screenshot
 as camera final draw processing.
 This change is done before osg::Viewer::frame() call so the glClearColor
 call should be done after the setClearColor call. But the clear color change
 is taken into account the next frame, so my screenshot is taken with the
 wrong background color.

 If i am not wrong, the call order is

 - camera-setClearColor( anyColor )
 - event handlers
 - node callbacks
 - pre camera draw callback
 - rendering
 - post camera draw callback ( screenshot taken here )
 - camera-setClearColor( initial color )

 For some reasons i do not want to have to wait a new frame to take my
 screenshot, so i am wondering if there is a way to force the background
 color change instantly ?

 Thank you for your attention,

 Regards,
 Harold

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Re: [osg-users] osgviewerqt game loop

2009-12-09 Thread Alexej Fink
Hi folks,

Unfortunately this is not an answer, but a similar question:

I'm also playing with Qt integrated OSG (as the osgViewQt suggested) and ask 
me, how to modify the scene-graph in safe way? Cause there is no explicit 
rendering loop (as mentioned in many examples):

Code:
while( !viewer.done() )
{
viewer.sync();
viewer.update();

modify_scene_graph();

viewer.frame();
}



But just a single Viewer::frame() call in the overridden QGLWidget::paintGL().

Thus: what is the right way to update the scene graph for this case ?

Thanks  regards,
lexar

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Re: [osg-users] osgviewerqt game loop

2009-12-09 Thread Robert Osfield
Hi Alexej,

Are you stuck using OSG-1.x??  You viewer example looks like it's from
the 1.x era.

Regardless though, when you have an event driver app the frame loop
just ends up being part of paint call normally so this is where you'd
do update.

Personally I would stay a long way away from event driven apps for
anything other interactive application that require lots of 2D gui.
For most games you should never use an event driven app.

Robert.

On Wed, Dec 9, 2009 at 10:04 AM, Alexej Fink dk...@gmx.net wrote:
 Hi folks,

 Unfortunately this is not an answer, but a similar question:

 I'm also playing with Qt integrated OSG (as the osgViewQt suggested) and ask 
 me, how to modify the scene-graph in safe way? Cause there is no explicit 
 rendering loop (as mentioned in many examples):

 Code:
 while( !viewer.done() )
 {
 viewer.sync();
 viewer.update();

 modify_scene_graph();

 viewer.frame();
 }



 But just a single Viewer::frame() call in the overridden QGLWidget::paintGL().

 Thus: what is the right way to update the scene graph for this case ?

 Thanks  regards,
 lexar

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Re: [osg-users] osgShadows

2009-12-09 Thread Wojciech Lewandowski
Hi,

Cascaded Shadow Maps is the same as Parallel Split Shadow Map. PSSM is 
implemented in osgShadow. Also LispSM could work for you scenario. 

Cheers,
Wojtek Lewandowski






From: Trajce Nikolov 
Sent: Wednesday, December 09, 2009 10:19 AM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] osgShadows


Hi Harold, 


yes, my light source is the sun. No other lights in the scene yet. And the 
results are not good. I will do research on the cascade shadowmaps and will 
try to implement it. Thanks for the hint

Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey 


On Wed, Dec 9, 2009 at 11:13 AM, Harold Comere harold.com...@gmail.com wrote:

Hi Nike,


  There is many way to get shadows and the shadowing technique choice shall 
depend of your scene data.

  The two basic shadowing techniques are :
  - shadow maps ( image based )
  - shadow volumes ( geometry based )

  Shadow maps are very cheap and easy to implement but will works good only if 
your light is not far from what you are shadowing due to the image approach. So 
if you have a large terrain with an unique directional light ( as sun ), simple 
shadowmaps should do an ugly result.
  You could try cascade shadowmaps which is a technique used a lot in video 
games. It uses a kind of shadowmap LOD to avoid image based algorithms issues 
and stay cheap.

  Shadow volumes generate very accurate shadows but as it is based on geometry, 
if your scene geometry is complex you will experience some perf issues.

  Again, the shadowing technique choice depends of how many lights you have, 
where they are, what you are shadowing etc.
  Give a bit more details of your goal and i'm sure some osg pro will bring to 
you the ideal solution using osg :)

  Regards,
  Harold


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Re: [osg-users] osgviewerqt game loop

2009-12-09 Thread Fred Smith

lexar wrote:
 Hi folks,
 
 Unfortunately this is not an answer, but a similar question:
 
 I'm also playing with Qt integrated OSG (as the osgViewQt suggested) and ask 
 me, how to modify the scene-graph in safe way? Cause there is no explicit 
 rendering loop (as mentioned in many examples):
 
 Code:
 while( !viewer.done() )
 {
 viewer.sync();
 viewer.update();
 
 modify_scene_graph();
 
 viewer.frame();
 }
 
 
 
 But just a single Viewer::frame() call in the overridden QGLWidget::paintGL().
 
 Thus: what is the right way to update the scene graph for this case ?
 
 Thanks  regards,
 lexar


I believe QApplication::exec() is just a helper that's running the loop the 
following way

while (true) { QApplication::processEvents(); }

You may want to do something after processEvents()...

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Re: [osg-users] osgviewerqt game loop

2009-12-09 Thread Alexej Fink
Hi Robert,

thanks for fast replay!

The qt-example comes with osg-2.8.2 for windows (and does not contain a real 
rendering loop, just the frame() call).

It's not about a game project, it's about a GUI tool.

The ViewerBase::frame(..) function seems to contain the whole rendering 
sequence including the update and rendering steps: 
Code:
void ViewerBase::frame(double simulationTime)
{
if (_done) return;

// 
osg::notify(osg::NOTICE)std::endlCompositeViewer::frame()std::endlstd::endl;

if (_firstFrame)
{
viewerInit();

if (!isRealized())
{
realize();
}

_firstFrame = false;
}
advance(simulationTime);

eventTraversal();
updateTraversal();
renderingTraversals();
}


What would be also a safe cut, for an event driven framework using OSG ?
(btw. there is no sync() function present in the base class hierarchy = 
eventTraversal == sync ?!? )


regards,
lexar

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[osg-users] [osgPPU] no results with osgPPU

2009-12-09 Thread Sebastien Nerig
Hi,

In my application, I just add this code on the init part :


Code:
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
texture-setTextureSize(width, height);
texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
texture-setInternalFormat(GL_RGBA);

m_camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT);
m_camera-attach(osg::Camera::COLOR_BUFFER, texture);

osg::ref_ptrosgPPU::Processor postProcessor = new osgPPU::Processor();
postProcessor-setCamera(m_camera);
postProcessor-setName(Processor);
postProcessor-dirtyUnitSubgraph();
m_root-addChild(postProcessor.get());

osgPPU::UnitBypass* bypass = new osgPPU::UnitBypass();
bypass-setName(Bypass);
postProcessor-addChild(bypass);

osgPPU::UnitInResampleOut* resample = new osgPPU::UnitInResampleOut();
resample-setName(Resample);
resample-setInputTextureIndexForViewportReference(-1);
resample-setFactorX(0.1);
resample-setFactorY(0.1);
bypass-addChild(resample);

osgPPU::UnitOut* ppuout = new osgPPU::UnitOut();
ppuout-setName(PipelineResult);
ppuout-setInputTextureIndexForViewportReference(-1);
resample-addChild(ppuout);



the camera is the only one camera that I have, it is the view's camera.
the root is the scene data

I just want to do a post render to texture into resampled texture, but I just 
see the scene as there was no ppu (my image is not resampled)
Do I miss something ?

Cheers,
Sebastien

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Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-09 Thread Art Tevs
Hi Sebastian,

try to change the line:
m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT);

into:
m_camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);

I have never tried osgPPU together with pbuffers. Usualy it shouldn't be any 
problem, because osgPPU just do require the texture. However, when UnitOut is 
rendered it will render to FBO 0, so the default frame buffer. If your main 
camera is then set to use pbuffers, I assume then, that the result of the 
osgPPU will be overwritten by your camera. Not sure, just try it.

cheers,
art


seb wrote:
 Hi,
 
 In my application, I just add this code on the init part :
 
 
 Code:
 osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
 texture-setTextureSize(width, height);
 texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
 texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
 texture-setInternalFormat(GL_RGBA);
 
 m_camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
 m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT);
 m_camera-attach(osg::Camera::COLOR_BUFFER, texture);
 
 osg::ref_ptrosgPPU::Processor postProcessor = new osgPPU::Processor();
 postProcessor-setCamera(m_camera);
 postProcessor-setName(Processor);
 postProcessor-dirtyUnitSubgraph();
 m_root-addChild(postProcessor.get());
 
 osgPPU::UnitBypass* bypass = new osgPPU::UnitBypass();
 bypass-setName(Bypass);
 postProcessor-addChild(bypass);
 
 osgPPU::UnitInResampleOut* resample = new osgPPU::UnitInResampleOut();
 resample-setName(Resample);
 resample-setInputTextureIndexForViewportReference(-1);
 resample-setFactorX(0.1);
 resample-setFactorY(0.1);
 bypass-addChild(resample);
 
 osgPPU::UnitOut* ppuout = new osgPPU::UnitOut();
 ppuout-setName(PipelineResult);
 ppuout-setInputTextureIndexForViewportReference(-1);
 resample-addChild(ppuout);
 
 
 
 the camera is the only one camera that I have, it is the view's camera.
 the root is the scene data
 
 I just want to do a post render to texture into resampled texture, but I just 
 see the scene as there was no ppu (my image is not resampled)
 Do I miss something ?
 
 Cheers,
 Sebastien


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Re: [osg-users] probem in playing gif with osgdb_gif

2009-12-09 Thread Martin Scheffler
I'm sorry, I haven't used photoshop for years. You have to disable optimization 
or something.

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Re: [osg-users] osgShadows

2009-12-09 Thread Wojciech Lewandowski
Hi Nick,

I don't know much about PSSM.  I am na author of LispSM implementation. 
However, many osgShadow techniques use shaders and they will not work out of 
the box for all the applications that also use shaders.  In this case one have 
to 1) subsitute shadow shaders to add aplication shader functionality or 2) 
override shadow shaders at the scene root with application shaders that were 
modified to include shadow term computation (using the uniforms theat shadow 
technique sets).  Check forums there was a lot on the subject recently.

Both cases are advanced topics, so one trying to do this usually must have good 
knowledge of C++ (to read and understand the Technique code), GLSL (to modify 
shaders), shadow map algorithm (to know whats important is shaders, NVidia has 
nice presentations). Its steep path but implementing CSM technique in OSG for 
multithreaded/multimonitor from scratch will be much much steeper.

Wojtek





From: Trajce Nikolov 
Sent: Wednesday, December 09, 2009 12:11 PM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] osgShadows


I tried both. 


PSSM gives some artifacts (see the attached image) - the white in the 
background, also, some flickering of the shadow on the models.

Nick

http://www.linkedin.com/in/tnikolov
Sent from G�m��suyu, �stanbul, Turkey 


On Wed, Dec 9, 2009 at 12:27 PM, Wojciech Lewandowski lewandow...@ai.com.pl 
wrote:

  Hi,
  �
  Cascaded Shadow Maps is�the same as Parallel Split Shadow Map. PSSM is 
implemented in osgShadow. Also LispSM�could�work for you scenario. 
  �
  Cheers,
  Wojtek Lewandowski
  �
  �
  �
  �


  From: Trajce Nikolov 
  Sent: Wednesday, December 09, 2009 10:19 AM
  To: OpenSceneGraph Users 
  Subject: Re: [osg-users] osgShadows


  Hi Harold, 


  yes, my light source is the sun. No other lights in the scene yet. And the 
results are not good. I will do research on the cascade shadowmaps and will 
try to implement it. Thanks for the hint

  Nick

  http://www.linkedin.com/in/tnikolov
  Sent from G�m��suyu, �stanbul, Turkey 


  On Wed, Dec 9, 2009 at 11:13 AM, Harold Comere harold.com...@gmail.com 
wrote:

  Hi Nike,


There is many way to get shadows and the shadowing technique choice shall 
depend of your scene data.

The two basic shadowing techniques are :
- shadow maps ( image based )
- shadow volumes ( geometry based )

Shadow maps are very cheap and easy to implement but will works good only 
if your light is not far from what you are shadowing due to the image approach. 
So if you have a large terrain with an unique directional light ( as sun ), 
simple shadowmaps should do an ugly result.
You could try cascade shadowmaps which is a technique used a lot in video 
games. It uses a kind of shadowmap LOD to avoid image based algorithms issues 
and stay cheap.

Shadow volumes generate very accurate shadows but as it is based on 
geometry, if your scene geometry is complex you will experience some perf 
issues.

Again, the shadowing technique choice depends of how many lights you have, 
where they are, what you are shadowing etc.
Give a bit more details of your goal and i'm sure some osg pro will bring 
to you the ideal solution using osg :)

Regards,
Harold


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Re: [osg-users] osgShadows

2009-12-09 Thread Adrian Egli OpenSceneGraph (3D)
Hi all , hi nick

i wrote the PSSM shadow. There is some problem in the implementation, may
you can solve the problem in the OSG core, i didn't have enough time, nor
the idea how we can remove the problem.
but try with osgshadow --pssm --SingleThreaded --debug-color your_model.osg
, it works only good with single threaded osg :-( this is the biggest
problem

if you use with shader, reimplement the GLSL shader for pssm. see
at the header:
/**
 * you can overwrite the fragment shader if you like to modify it
yourself, own fragment shader can be used
 */
class OSGSHADOW_EXPORT FragmentShaderGenerator : public
osg::Referenced {
public:
/**
 * generate the GLSL fragement shader
 */
virtual std::string generateGLSL_FragmentShader_BaseTex(bool
debug, unsigned int splitCount,double textureRes, bool filtered, unsigned
int nbrSplits,unsigned int textureOffset);
};

replace the shader with this class. but all together within this code. have
a look into the implementation. for further idea, please contact me at
adrian.egli (*...@***) gmail.com

/adrian


2009/12/9 Trajce Nikolov nikolov.tra...@gmail.com

 I tried both.

 PSSM gives some artifacts (see the attached image) - the white in the
 background, also, some flickering of the shadow on the models.

 Nick

 http://www.linkedin.com/in/tnikolov
 Sent from Gümüşsuyu, İstanbul, Turkey

 On Wed, Dec 9, 2009 at 12:27 PM, Wojciech Lewandowski 
 lewandow...@ai.com.pl wrote:

  Hi,

 Cascaded Shadow Maps is the same as Parallel Split Shadow Map. PSSM is
 implemented in osgShadow. Also LispSM could work for you scenario.

 Cheers,
 Wojtek Lewandowski





  *From:* Trajce Nikolov nikolov.tra...@gmail.com
 *Sent:* Wednesday, December 09, 2009 10:19 AM
 *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org
 *Subject:* Re: [osg-users] osgShadows

 Hi Harold,

 yes, my light source is the sun. No other lights in the scene yet. And
 the results are not good. I will do research on the cascade shadowmaps and
 will try to implement it. Thanks for the hint

 Nick

 http://www.linkedin.com/in/tnikolov
 Sent from Gümüşsuyu, İstanbul, Turkey

 On Wed, Dec 9, 2009 at 11:13 AM, Harold Comere 
 harold.com...@gmail.comwrote:

 Hi Nike,


 There is many way to get shadows and the shadowing technique choice shall
 depend of your scene data.

 The two basic shadowing techniques are :
 - shadow maps ( image based )
 - shadow volumes ( geometry based )

 Shadow maps are very cheap and easy to implement but will works good only
 if your light is not far from what you are shadowing due to the image
 approach. So if you have a large terrain with an unique directional light (
 as sun ), simple shadowmaps should do an ugly result.
 You could try cascade shadowmaps which is a technique used a lot in
 video games. It uses a kind of shadowmap LOD to avoid image based algorithms
 issues and stay cheap.

 Shadow volumes generate very accurate shadows but as it is based on
 geometry, if your scene geometry is complex you will experience some perf
 issues.

 Again, the shadowing technique choice depends of how many lights you
 have, where they are, what you are shadowing etc.
 Give a bit more details of your goal and i'm sure some osg pro will bring
 to you the ideal solution using osg :)

 Regards,
 Harold

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Re: [osg-users] Keep track of screen coordinates of an object

2009-12-09 Thread Jean-Sébastien Guay

Hello Martin,


I tried what you explained and got it to work.


Excellent, good to know I was of some help.

J-S
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[osg-users] [vpb] Integration of roads

2009-12-09 Thread Martin Aasen
Hi all,

Is there any way of getting road insets (triangulated roads integrated in the 
terrain mesh) in a database generated by VPB and osgGIS? I have tried the 
Boston sample available for osgGIS, but the roads are simple lines and I don’t 
know of any options to trigger the generation of triangulated roads. 

Assuming there is currently no such functionality: does anyone know of any 
ongoing efforts to develop a road building system that can integrate 
triangulated roads in the terrain mesh and maybe build bridges etc?


Cheers,
Martin

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Re: [osg-users] [vpb] Integration of roads

2009-12-09 Thread Trajce Nikolov
depends on the budget ;-)

Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey

On Wed, Dec 9, 2009 at 3:18 PM, Martin Aasen martin-ferstad.aa...@ffi.nowrote:

 Hi all,

 Is there any way of getting road insets (triangulated roads integrated in
 the terrain mesh) in a database generated by VPB and osgGIS? I have tried
 the Boston sample available for osgGIS, but the roads are simple lines and I
 don’t know of any options to trigger the generation of triangulated roads.

 Assuming there is currently no such functionality: does anyone know of any
 ongoing efforts to develop a road building system that can integrate
 triangulated roads in the terrain mesh and maybe build bridges etc?


 Cheers,
 Martin

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Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-09 Thread Sebastien Nerig
Hi,

I tried with FRAME_BUFFER_OBJECT but I have the same result (ie no results ^^)
But I think I have to explain my program context. In fact, I am developping a 
plugin for a closed application (I do not have the source of this application); 
within this plugin I have an access to the root scene graph, and I can get the 
camera with the static graphic context (getAllRegisteredGraphicsContexts)
If I add my code to my own application, it works well. But if I add this code 
inside the closed application plugin, I do not have any results, as if osgPPU 
was disabled.
Do you have any ideas of this behavior ? Maybe the closed application is 
resetting the camera each frame ? maybe a camera render callback disable osgPPU 
? I really do not know, I do not have much experience with osgPPU and I need 
some ideas ...

Thank you

Cheers,
Sebastien

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Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-09 Thread Art Tevs
Hi Sebastian,

of course I can not know what the host application is doing. You can run the 
application with OSG_NOTIFY_LEVEL=debug. The osgPPU units will then print 
information about their execution on the console. So if you do not see there 
anything, then it might be that they are disable for some reasons. However they 
should be enabled, because from the host application point of view this are 
just another nodes in the scene graph.

What happens if you just set the main camera to use frame buffer object and 
don't use osgPPU at all. You then should not see anything, because main camera 
will then render into the texture and not on the screen. If you then see your 
previous results, then it means that the settings of your main camera are 
restored to something default. The way to solve that will then be to define 
your own scene graph with another camera, which will render the scene into the 
texture. So something like this:

Code:

  mainCamera
  | |
yourCam(FBO) - osgPPU
  |
scene



Maybe you can try this.

Cheers,
art

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Re: [osg-users] [vpb] Integration of roads

2009-12-09 Thread Martin Aasen
Guess I should have added open source and free of charge:)

I take it such functionality is not part of VPB/osgGIS then. That's a shame 
since the lack of proper roads makes otherwise good databases unusable in many 
contexts. I think the added value to the projects would be tremendous if 
someone implemented this.

Martin

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Re: [osg-users] [vpb] Integration of roads

2009-12-09 Thread Martin Aasen
Glenn and Trajce,

I understand, thanks for you replies.

Do you have any thoughts on how this would best be implemented? As I understand 
it, osgGIS does not change the terrain built by VPB which again does not know 
about the vector data. Could and algorithm implemented in osgGIS modify the 
terrain in order to cut the roads into it? 

Cheers,
Martin

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Re: [osg-users] [vpb] Integration of roads

2009-12-09 Thread Trajce Nikolov
I know how to do it. If you are after some sophisticated road generation
tool, then bear in mind that it is not an easy task, but doable. Companies
have done bunch of money from it. If you want to do it on your own have a
look at osgdelaunay example, it should get you started

Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey

On Wed, Dec 9, 2009 at 4:21 PM, Martin Aasen martin-ferstad.aa...@ffi.nowrote:

 Glenn and Trajce,

 I understand, thanks for you replies.

 Do you have any thoughts on how this would best be implemented? As I
 understand it, osgGIS does not change the terrain built by VPB which again
 does not know about the vector data. Could and algorithm implemented in
 osgGIS modify the terrain in order to cut the roads into it?

 Cheers,
 Martin

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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-09 Thread Robert Osfield
Hi All,

I've now checked in a couple of bugs fixes and some further
submissions since my last call for testing, so could everyone do an
svn update, rebuild and then test the runtime.  If things look good
tomorrow morning I'll tag the 2.9.6 release then.

Thanks,
Robert.
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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-09 Thread Cedric Pinson
Hi Robert,

I would need to make a fix on osgAnimation to avoid clipping problem. I
disabled computation on bounding box in order user set the BoundingBox
by hand. But the problem is that as default it produce artifact.

Cheers,
Cedric

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http://www.plopbyte.net


On Wed, 2009-12-09 at 14:41 +, Robert Osfield wrote:
 Hi All,
 
 I've now checked in a couple of bugs fixes and some further
 submissions since my last call for testing, so could everyone do an
 svn update, rebuild and then test the runtime.  If things look good
 tomorrow morning I'll tag the 2.9.6 release then.
 
 Thanks,
 Robert.
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Re: [osg-users] [vpb] Integration of roads

2009-12-09 Thread Martin Aasen
OK,

I don't know if I have the time to take on such a task, but hopefully I'll be 
able to take a look.

Thanks again guys!

Martin

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Re: [osg-users] [plugins] Osg writer add dataBasePath inPagedLod

2009-12-09 Thread Vincent Bourdier

Hi Robert,

Thanks for the answer, for the moment I don't have any piece of time to 
spend on that, so I just set

databasePath myself.

I have a last question :
If a graph, containing thousands of pagedLod nodes is loaded, but some 
pagedLod nodes can't find their
children because the file do not exist... Will the render loop be 
affected because the loader thread is trying

again and again to load theses files ?
I get a scenegraph like that, and the loading time is very very slow... 
but I know there are about 3000 files missing
(on a 30 000 files graph) but I just would have a confirmation because 
it needs a lot of time to arrange the graph to remove

the inexistent children.

Thanks for your help.

Regards,
  Vincent

Robert Osfield a écrit :

HI Vincent,

On Tue, Dec 8, 2009 at 5:56 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
  

So, why the path is not relative ? I understand the behavior, but the path
is not a relative path so it can't work as you described it.



The child will be stored relative to the parent, and the path should
reflect this even in it's absolute form.  There is a little twist in
this in that the OSG has to cope with paged databases being pulled in
from http and then cached on the local disk, so the parents might be
loaded from the local disk, but the children haven't been downloaded
and cached yet so still sit on the http path, so you have to use the
http paths in the DatabasePath to be able to retreive them.  The
osgDB::FileCache automatically remaps http files that have been cached
so it's still is able to find them, and also their children that
aren't local.

All this functionality is there inbuilt into PagedLOD + osgDB, as is
managed automatically, while complex the intention is to hide this
complexity from users.  If you want to start digging into the the low
level side of this functionality then you'll need to accept you'll
need to learn about the ins and outs of how it all works.

Robert.
  



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Re: [osg-users] [plugins] Osg writer add dataBasePath inPagedLod

2009-12-09 Thread Robert Osfield
HI Vincent,

PagedLOD does repeated request tiles on each frame till the request is
served or camera moves away and the PagedLOD child is no longer
needed.  Normally this overhead is not a significant factor, but if
you have hundreds of such failing requests on each frame I can see
that this might take longer.  The DatabasePager deliberately doesn't
black list as it has no way of knowing if the failure is just
temporary or not - for instance a temporary drop in http connection
isn't something you'd want to effect you app for the life of it.

If you wanted to black list this files yourself you could write a
Registry::ReadFileCallback that catches failed attempts to read files
and then stores the filename in a black list that it checks against in
future attempts to read files.

Robert.

On Wed, Dec 9, 2009 at 3:55 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
 Hi Robert,

 Thanks for the answer, for the moment I don't have any piece of time to
 spend on that, so I just set
 databasePath myself.

 I have a last question :
 If a graph, containing thousands of pagedLod nodes is loaded, but some
 pagedLod nodes can't find their
 children because the file do not exist... Will the render loop be affected
 because the loader thread is trying
 again and again to load theses files ?
 I get a scenegraph like that, and the loading time is very very slow... but
 I know there are about 3000 files missing
 (on a 30 000 files graph) but I just would have a confirmation because it
 needs a lot of time to arrange the graph to remove
 the inexistent children.

 Thanks for your help.

 Regards,
  Vincent

 Robert Osfield a écrit :

 HI Vincent,

 On Tue, Dec 8, 2009 at 5:56 PM, Vincent Bourdier
 vincent.bourd...@gmail.com wrote:


 So, why the path is not relative ? I understand the behavior, but the
 path
 is not a relative path so it can't work as you described it.


 The child will be stored relative to the parent, and the path should
 reflect this even in it's absolute form.  There is a little twist in
 this in that the OSG has to cope with paged databases being pulled in
 from http and then cached on the local disk, so the parents might be
 loaded from the local disk, but the children haven't been downloaded
 and cached yet so still sit on the http path, so you have to use the
 http paths in the DatabasePath to be able to retreive them.  The
 osgDB::FileCache automatically remaps http files that have been cached
 so it's still is able to find them, and also their children that
 aren't local.

 All this functionality is there inbuilt into PagedLOD + osgDB, as is
 managed automatically, while complex the intention is to hide this
 complexity from users.  If you want to start digging into the the low
 level side of this functionality then you'll need to accept you'll
 need to learn about the ins and outs of how it all works.

 Robert.



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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-09 Thread Paul Martz
Builds and tests well on a 64-bit system w/ 32-bit Windows Vista 
installed, built with VS9 Express.


Checking on OS X (10.5.x) now, command line / gcc build. If you hear 
nothing more from me, assume all went well.


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



Robert Osfield wrote:

Hi All,

I've now checked in a couple of bugs fixes and some further
submissions since my last call for testing, so could everyone do an
svn update, rebuild and then test the runtime.  If things look good
tomorrow morning I'll tag the 2.9.6 release then.

Thanks,
Robert.
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[osg-users] LISP Shadow Map and OverlayNode

2009-12-09 Thread Trajce Nikolov
Hi,

I have a scenegraph like this

ShadowMapScene with Light Space Perspective ShadowMap Technique and children
an overlay node. The overlayed subgraph is all around ... unexpected.
Possible bug. Any work around?

Nick

http://www.linkedin.com/in/tnikolov
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[osg-users] text3d spacing

2009-12-09 Thread Trajce Nikolov
Hi

there are some odd spacings int Arial.ttf with text3d. This thing used to
work well. Any recent changes in there ?
Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
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Re: [osg-users] [vpb] Integration of roads

2009-12-09 Thread Chris 'Xenon' Hanson
Martin Aasen wrote:
 Hi all,
 Is there any way of getting road insets (triangulated roads integrated in the 
 terrain mesh) in a database generated by VPB and osgGIS? I have tried the 
 Boston sample available for osgGIS, but the roads are simple lines and I 
 don’t know of any options to trigger the generation of triangulated roads. 

  osgTDS does this for the old-style TIN terrain in VPB.

  I'm working with a client to add grid-deformation functionality to VPB and 
OSG (via a
pseudoloader/saver). You would need a back-end deformation library which can 
calculate new
height values for given points accounting for the road features. I have 
developed this
back-end for my client, but I'm not sure if it can be released publicly in the 
future or not.

  It is very difficult to implement exact feature/TIN trimming with grids. 
You'd basically
need to re-tesselate the GRID into a TIN, and then do something like osgTDS 
does to modify
the TIN. It can be rather expensive to do this on the fly.

-- 
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Re: [osg-users] Develop a scalable binary file format for native OSG scenes?

2009-12-09 Thread Robert Osfield
Hi Wang Rui,

Sorry for the delay in getting to review your prosed binary format
plugin - I've been trying to clear the rather length backlog of
submissions and bugs... I'm pretty near back ontop of things again and
so look at the next steps beyond the OSG-2.9.6 dev release - and
towards OSG-3.x.

For the purposes of the discussion I'll just use your initial .bin
extension to denote the new plugin, this extensions isn't suitalbe to
role out as part of the OSG as it's has other established meanings,
but I don't think the naming of extension is critical at this point in
time - we'll just need to settle upon the extension when it comes to
making the next stable release.   So... given this I'll now dive into
my thoughts:

First up, the plugin on first review looks a lot cleaner and flexible
than the present .ive plugin and is certainly a worthy replacement for
it, and would suggest aiming to make this new binary plugin or a
derivative from it the main binary format for OSG-3.x.

Second up, the format/implementation looks capable of being backwards
compatible, and possible forwards compatible in a limited way.  For
instance I would guess that we'd be able to handle files that the
plugin doesn't know about if the new additions are only in the form of
classes that it doesn't already know about.  It doesn't look like it'd
be able to handle changes such as removal, additions to or refactoring
of the classes that the old plugin supports and the new more modern
file provides in a modified way.  It would be very cool if we could
achieve the ability to handle this.  Perhaps having individual
versions of wrappers for each class could achieve this.

My third observation is that providing a dual ascii + binary
format/parser wouldn't be possible right now as the .bin format/plugin
as it stands implicitly reads/writes properties of each class - they
have can only be successfully read if the properties are arranged in a
specific order.  To enable ascii support one would have to add a
property name as an identifier when reading properties.  However, one
could do this and just ignore it for binary formats.  Perhaps another
possibility would be treat each property as something that should be
wrapped, with class wrappers aggregating the individual property
wrappers.

Forth thought is that in terms of on maintenance of multiple native
formats it's already a bit of pain trying to keep the .osg and .ive
plugins up to date, consistent and bug free.  Adding another hand
maintained format to these will just make the whole process even more
problematic.  Replacing .ive with .bin would improve things because
.bin is simply a better approach with it's more decoupled and
extensible design, but... even better would be to be able to replace
both .osg and .ive with a further evolved .bin.

--

So what steps next... runtime testing... adding support for one other
NodeKit to test how the plugins can be extended at runtime.  Perhaps
the core of .bin could be integrated into osgDB like the current .osg
parsing and have the wrappers provided by the osg, osgText, osgFX
plugins in the same way as the present wrappers... just maintain the
two sets of wrappers in side by side subdirectories from each of these
plugins.

Thoughts?
Robert.
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Re: [osg-users] [forum] Hi, everyone! I've got one question about negative parallax stereo rendering.

2009-12-09 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

On 2009-12-09 18:58, HyeongCheol Kim wrote:
 Hi, everyone,
 
 I have made some application by using osg library.
 Nowadays, I have been tring to find any way of nagative parallax stereo 
 rendering in OSG but I could not have found.
 
 I've been succed to make positive parallax stereo rendering by following code.
 
 osg::DisplaySettings::instance()-setStereo(true);
 osg::DisplaySettings::instance()-setStereoMode(osg::DisplaySettings::HORIZONTAL_SPLIT);
   
 osg::DisplaySettings::instance()-setEyeSeparation(0.04);
 
 I think I have to know how to change two camera's focal length which is 
 generated by stereomode from OSG.
 
 Is there anyone who knows that?
 
 Thanks your helps!
 ... 

What exactly are you trying to achieve? What do you understand as
negative paralax? Negative inter-ocular distance? (i.e. swapping left
and right eye) Or negative disparity (object seems floating in front of
the screen)?

Regards,

Jan
-BEGIN PGP SIGNATURE-
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Re: [osg-users] OSG on IPhone

2009-12-09 Thread Cedric Pinson
Hi Thomas,

I commited a fix for the bounding box computation. It should fix your
problem. Could you update and have a try ?

Cheers,
Cedric

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http://www.plopbyte.net


On Mon, 2009-12-07 at 10:52 +, Thomas Hogarth wrote:
 Hi Cedric
 
 
 Thanks for the info, will give it a whirl when I get home :)
 
 
 Tom
 
 2009/12/7 Cedric Pinson cedric.pin...@plopbyte.net
 Hi,
 Yes i think i introduce a behaviour in osgAnimation that is
 not suitable
 by default. I remove the computing of bounding box before
 skinning model
 should be setup by hand, because there is no one solution to
 manage
 update of bounding box. So i simply disabled it that produdes
 some
 problem like you have.
 
 You can fix it by setting up a bounding box by hand for now.
 
 Cheers,
 Cedric
 
 --
 +33 659 598 614  Cedric Pinson
 mailto:cedric.pin...@plopbyte.net
 http://www.plopbyte.net
 
 
 
 On Mon, 2009-12-07 at 08:14 +, Thomas Hogarth wrote:
  Hi All
 
 
  Had a little time to test some more stuff on IPhone. Got the
  animationViewer example working with its widgets a skinned
 model and
  all. I do have a bit of a rendering error however.
  The clipping plans appear to be changing based on viewing
 angle.
  Attached are two screen shots taken from slightly different
 angles
  with no translation.
 
 
  The error image you can see the near clipping plane appears
 almost
  halfway through the teapot, the no error image appears fine
 with just
  a small rotation.
 
 
  I think it may be a problem with  dynamically computing  the
 near far
  clipping planes, but is this a problem with osgAnimation or
 my setup?
 
 
  Cheers
  Tom
 
 
  PS
  IPhone
  changes available here
 www.hogbox.co.uk/data/OpenSceneGraph_IPhoneChanges.zip
 
 
 
 
 
 
 
 
 
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Re: [osg-users] LISP Shadow Map and OverlayNode

2009-12-09 Thread Wojciech Lewandowski
Hi.

As far as I know both OverlayNode and ViewDependentTechniques (LispSM ) use 
shaders so you should make sure to not use conflicting texture stages and merge 
the shaders at least if you plan to use both techniques together.

Wojtek


From: Trajce Nikolov 
Sent: Wednesday, December 09, 2009 6:20 PM
To: OpenSceneGraph Users 
Subject: [osg-users] LISP Shadow Map and OverlayNode


Hi, 


I have a scenegraph like this


ShadowMapScene with Light Space Perspective ShadowMap Technique and children an 
overlay node. The overlayed subgraph is all around ... unexpected. Possible 
bug. Any work around?

Nick

http://www.linkedin.com/in/tnikolov






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[osg-users] Multi-threaded and cleanup (barriers?)

2009-12-09 Thread Job Mulder
Hi,

The situation: I have a Qt main event thread that handles normal user events, a 
thread that calls the OSG 'frame' function continuously for all my open Qt-OSG 
windows and OSG configured to use CullDrawThreadPerContext.

Everything is working very well, but when I close a window sometimes I get a 
threading conflict, probably since a 'frame' call has been completed (I can and 
do wait for this call to complete) but the actual rendering has not been 
started or completed yet.

When I'm destroying the object I stop calling frame for the window, but I need 
to know for sure that all previous frame renderings have completed since I need 
to do some object cleanup and OSG does not like it if you start deleting 
objects while it's trying to render them ;)

The question is if there's some value in the osgViewer::Viewer that I can use 
safely to check if there is some rendering operation that has not been 
completed yet.

Regards,
 Job Mulder
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Re: [osg-users] [forum] Hi, everyone! I've got one question about negative parallax stereo rendering.

2009-12-09 Thread HyeongCheol Kim
Hi, Thanks for your reply!

What I mean is exactly negative disparity (object seems floating in front of
the screen)!

Thanks!

... 


Thank you!

Cheers,
HyeongCheol

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[osg-users] OSG 2.8.2 compile error...

2009-12-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I updated to OSG 2.8.2 on my development machine which is using Visual
Studio 2008 (32 bit) and Windows Vista. After running CMake  to build the
solution and projects, I attempted to do a release build of OSG.

 

When I get to building osgUtil, I get the following compile error when
compiling Tessellator.cpp:

 

error C2664: 'gluTessCallback' : cannot convert parameter 3 from
'GLU_TESS_CALLBACK' to 'void (__stdcall *)(void)'

This conversion requires a reinterpret_cast, a C-style cast or
function-style cast

 

Does anyone have any input on this compile error and how I can remedy it?

 

Thank you,

-Shayne



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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-09 Thread Paul Martz
Hi Cedric -- svn head was building fine up until several osgAnimation 
changes in r10877. Here's the link error I'm currently encountering on OSX:



Linking CXX shared library ../../lib/libosgAnimation.dylib
Undefined symbols:

osgAnimation::Timeline::setAnimationManager(osgAnimation::AnimationManagerBase*), 
referenced from:
  osgAnimation::TimelineAnimationManager::update(double)in 
TimelineAnimationManager.cpp.o

ld: symbol(s) not found
collect2: ld returned 1 exit status
make[2]: *** [lib/libosgAnimation.2.9.6.dylib] Error 1
make[1]: *** [src/osgAnimation/CMakeFiles/osgAnimation.dir/all] Error 2
make: *** [all] Error 2
macpro:bld pmartz$ svn up ..
At revision 10877.
macpro:bld pmartz$


Thanks,

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



Cedric Pinson wrote:

Hi Robert,

I would need to make a fix on osgAnimation to avoid clipping problem. I
disabled computation on bounding box in order user set the BoundingBox
by hand. But the problem is that as default it produce artifact.

Cheers,
Cedric





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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-09 Thread Paul Martz

Seeing essentially the same link error on Vista w/ VS9 Express.

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



Paul Martz wrote:
Hi Cedric -- svn head was building fine up until several osgAnimation 
changes in r10877. Here's the link error I'm currently encountering on OSX:



Linking CXX shared library ../../lib/libosgAnimation.dylib
Undefined symbols:

osgAnimation::Timeline::setAnimationManager(osgAnimation::AnimationManagerBase*), 
referenced from:
  osgAnimation::TimelineAnimationManager::update(double)in 
TimelineAnimationManager.cpp.o

ld: symbol(s) not found
collect2: ld returned 1 exit status
make[2]: *** [lib/libosgAnimation.2.9.6.dylib] Error 1
make[1]: *** [src/osgAnimation/CMakeFiles/osgAnimation.dir/all] Error 2
make: *** [all] Error 2
macpro:bld pmartz$ svn up ..
At revision 10877.
macpro:bld pmartz$


Thanks,

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



Cedric Pinson wrote:

Hi Robert,

I would need to make a fix on osgAnimation to avoid clipping problem. I
disabled computation on bounding box in order user set the BoundingBox
by hand. But the problem is that as default it produce artifact.

Cheers,
Cedric





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Re: [osg-users] How to call osg converter by Python?

2009-12-09 Thread Jason Daly

jin cheker wrote:

Hi,

I want to convert some .stl files into .osg files, by programming in python. Is 
there some function or package that I can use for doing that?
  


You could just do it on the command line:

  osgconv file.stl file.osg


If you really need to do it programmatically, you'll probably be 
interested in osgSWIG:


  http://code.google.com/p/osgswig/


--J

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Re: [osg-users] How to call osg converter by Python?

2009-12-09 Thread Shein, Andrew
you should be able to run osgconv using the commands module

import commands
result = commands.getoutput(osgconv file.stl file.osg)

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of jin cheker
Sent: Wed 12/9/2009 3:16 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How to call osg converter by Python?
 
Hi,

I want to convert some .stl files into .osg files, by programming in python. Is 
there some function or package that I can use for doing that?

Thank you!

Cheers,
jin

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[osg-users] Stencil buffer not enabled

2009-12-09 Thread Neil Clayton
Hi,

This is my first post to OSG.  I'd like to thank all those that have 
contributed - I'm liking what I'm seeing :-)

I'm doing some stenciling based on the examples (using svn trunk, with 
ViewerCocoa (so, OSX)), but seeing strange results (what looks like a garbled 
stencil buffer).

Upon further examination (stopping on glClear in the OpenGL profiler) the 
stencil buffer isn't being included in the clear.  It seems the 
GL_STENCIL_BUFFER_BIT isn't making it's way to the RenderStage.  I've confirmed 
it's setup on the camera. I've confirmed that there's a stencil buffer included 
in the pixelFormat attributes when the context is created. Just doesn't seem to 
be making it to the RenderStage.

Unfortunately I've not managed to get the xcode debugger to play nice yet - and 
so I've not been able to step through to see how the clearMask is *supposed* to 
be set on the RenderStage.

Is there something obvious I'm missing?
The RenderStage clearMask is set to COLOR | DEPTH.

The camera is setup like so (directly after prepareOpenGL in the viewer):


Code:

osg::Camera *camera = osgViewer-getCamera();
camera-setClearStencil(0);
camera-setClearColor(osg::Vec4(1.0, 0, 0, 1.0));
camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);




And my root group node in the scene is setup thus:

Code:

osg::ref_ptrosg::Group root = new osg::Group();
root-getOrCreateStateSet()-setMode(GL_BLEND, osg::StateAttribute::OFF);
root-getOrCreateStateSet()-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);




Any ideas?  

Cheers,
Neil

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Re: [osg-users] How to call osg converter by Python?

2009-12-09 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 2009-12-09 21:16, jin cheker wrote:
 Hi,
 
 I want to convert some .stl files into .osg files, by programming in python. 
 Is there some function or package that I can use for doing that?

Umm, wouldn't something like this work?

import os
os.system(osgconv %s %s % (foo.stl, bar.osg))

Regards,

Jan

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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-09 Thread Cedric Pinson
Hi Paul,
I forget to commit a file. Should compile fine now.

Cheers,
Cedric

-- 
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+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Wed, 2009-12-09 at 13:57 -0700, Paul Martz wrote:
 Seeing essentially the same link error on Vista w/ VS9 Express.
 
 Paul Martz
 Skew Matrix Software LLC
 _http://www.skew-matrix.com_ http://www.skew-matrix.com/
 +1 303 859 9466
 
 
 
 Paul Martz wrote:
  Hi Cedric -- svn head was building fine up until several osgAnimation 
  changes in r10877. Here's the link error I'm currently encountering on OSX:
  
  
  Linking CXX shared library ../../lib/libosgAnimation.dylib
  Undefined symbols:
  
  osgAnimation::Timeline::setAnimationManager(osgAnimation::AnimationManagerBase*),
   
  referenced from:
osgAnimation::TimelineAnimationManager::update(double)in 
  TimelineAnimationManager.cpp.o
  ld: symbol(s) not found
  collect2: ld returned 1 exit status
  make[2]: *** [lib/libosgAnimation.2.9.6.dylib] Error 1
  make[1]: *** [src/osgAnimation/CMakeFiles/osgAnimation.dir/all] Error 2
  make: *** [all] Error 2
  macpro:bld pmartz$ svn up ..
  At revision 10877.
  macpro:bld pmartz$
  
  
  Thanks,
  
  Paul Martz
  Skew Matrix Software LLC
  _http://www.skew-matrix.com_ http://www.skew-matrix.com/
  +1 303 859 9466
  
  
  
  Cedric Pinson wrote:
  Hi Robert,
 
  I would need to make a fix on osgAnimation to avoid clipping problem. I
  disabled computation on bounding box in order user set the BoundingBox
  by hand. But the problem is that as default it produce artifact.
 
  Cheers,
  Cedric
 
 
 
  
 
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Re: [osg-users] [forum] Hi, everyone! I've got one question about negative parallax stereo rendering.

2009-12-09 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 2009-12-09 20:09, HyeongCheol Kim wrote:
 Hi, Thanks for your reply!
 
 What I mean is exactly negative disparity (object seems floating in front of
 the screen)!

Well, just set them to have appropriative coordinates (y or z, depending
on your coordinate system) so that they float out. You may have to
adjust your near clipping plane, though.

Jan
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[osg-users] Trouble porting to vs2008, heap corruption

2009-12-09 Thread stefan)
So, we have been working on this open source, osg-based app framework
for linux, osx, and windows. It's a fun project but on windows (only!)
it is still acting up. We get this super-undescriptive non-fatal
pop-up:

windows has triggered a breakpoint
this may be due to corruption of the heap
See: http://sceneexpression.googlecode.com/files/vs-issue.png

After clicking Continue a couple of times the app runs fine just
like on the other platforms. What we would be most interested in, are
there typical causes for this in regard to osg?

We had a really hard time narrowing down the code that causes it
because a) we are new to vs2008 b) when we followed the stack trace
and uncommented the line causing the problem, the next line would act
up next and so on.

If any of you feel super-helpful and want to give the project a quick spin:
http://labs.nortd.com/sx/downloads/

It's all self-contained. You download, unpack, cmake in-source, open
sceneExpression.sln, run, for example, shapesExample by
right-clicking/Debug/StartNewInstance.

A long guide is here:
http://code.google.com/p/sceneexpression/wiki/GettingStartedOnWindows

Any hint very much appreciated,
Best,
/stefan
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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-09 Thread Chris 'Xenon' Hanson
On 12/9/2009 5:09 PM, stefan) wrote:
 So, we have been working on this open source, osg-based app framework
 for linux, osx, and windows. It's a fun project but on windows (only!)
 it is still acting up. We get this super-undescriptive non-fatal
 pop-up:
 windows has triggered a breakpoint
 this may be due to corruption of the heap
 See: http://sceneexpression.googlecode.com/files/vs-issue.png
 After clicking Continue a couple of times the app runs fine just
 like on the other platforms. What we would be most interested in, are
 there typical causes for this in regard to osg?

  Well, I can't comment on relating to OSG, but this is usually going to be 
related to
memory overruns. Are you in a debug build? The debug builds have extra padding 
on
allocation (guard regions) that are checked at various times. If the guard 
regions are
damaged, the compiler will warn you, but it's non-fatal because the guard 
region took the
hit instead of your real data. But it is a REAL error, because in a non-debug 
build your
real data would have probably been trashed.

  Tools like valgrind on Linux might point out the same issue, if it exists on 
Linux.

  I'd start by examining code _prior_ to the exception. The exception is 
telling you the
damage has been done, but basically triggers AFTER the offending code.

 If any of you feel super-helpful and want to give the project a quick spin:
 http://labs.nortd.com/sx/downloads/
 A long guide is here:
 http://code.google.com/p/sceneexpression/wiki/GettingStartedOnWindows


  I do have a favor to ask. Your project is called Scene Expression, and that's 
kind of
uncomfortably close to a tool my company makes called Scene Express:
http://www.google.com/search?q=scene+expressie=utf-8oe=utf-8aq=trls=org.mozilla:en-US:officialclient=firefox-a

  which incorporates an OSG-based landscape viewer (NatureView Express) and has 
been
around since 2003: http://3dnature.com/history.html

  Would you mind considering changing the name of your toolkit to something a 
little more
different from my company's product?


  I'm interested in your project as I have considered doing an OSG application 
framework
myself at times. Yours seems a little different than the goals I wanted to 
pursue, but it
looks very nice for what you're trying to accomplish.


 Any hint very much appreciated,
 Best,
 /stefan


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Re: [osg-users] How to call osg converter by Python?

2009-12-09 Thread jin cheker
Thank you all you guys

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Re: [osg-users] Multi-threaded and cleanup (barriers?)

2009-12-09 Thread J.P. Delport

Hi,

you could try stopThreading() on the viewer. Also search the archives 
for this call.


jp

Job Mulder wrote:

Hi,

The situation: I have a Qt main event thread that handles normal user events, a 
thread that calls the OSG 'frame' function continuously for all my open Qt-OSG 
windows and OSG configured to use CullDrawThreadPerContext.

Everything is working very well, but when I close a window sometimes I get a 
threading conflict, probably since a 'frame' call has been completed (I can and 
do wait for this call to complete) but the actual rendering has not been 
started or completed yet.

When I'm destroying the object I stop calling frame for the window, but I need 
to know for sure that all previous frame renderings have completed since I need 
to do some object cleanup and OSG does not like it if you start deleting 
objects while it's trying to render them ;)

The question is if there's some value in the osgViewer::Viewer that I can use 
safely to check if there is some rendering operation that has not been 
completed yet.

Regards,
 Job Mulder
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[osg-users] Gecko Plugins

2009-12-09 Thread GuiYe
 
  Hello!
  Who can tell me how to compile the plugins of gecko!I download 
xulrunner-1.9.en-US.win32.sdk.zip,but it can't compile right:
llembeddedbrowser.cpp
f:\web\llmozlib2\llembeddedbrowser.cpp(227) : error C2039: 'Create' : is not a 
member of 'nsIAppShell'

f:\web\xulrunner-1.9.1.4.en-us.win32.sdk\xulrunner-sdk\include\widget\nsiappshell.h(29)
 : see declaration of 'nsIAppShell'
f:\web\llmozlib2\llembeddedbrowser.cpp(228) : error C2039: 'Spinup' : is not a 
member of 'nsIAppShell'

f:\web\xulrunner-1.9.1.4.en-us.win32.sdk\xulrunner-sdk\include\widget\nsiappshell.h(29)
 : see declaration of 'nsIAppShell'
f:\web\llmozlib2\llembeddedbrowser.cpp(374) : error C2059: syntax error : ','
f:\web\llmozlib2\llembeddedbrowser.cpp(374) : error C3861: 'NS_STATIC_CAST': 
identifier not found
llembeddedbrowserwindow.cpp
f:\web\llmozlib2\llembeddedbrowserwindow.cpp(64) : fatal error C1083: Cannot 
open include file: 'nsICaret.h': No such file or directory
  What should I do?
  Thank you !
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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-09 Thread Andreas Goebel
Hi,

you get heap corruption on windows if (not only if, but if) you mix
different system libraries, static runtime and dynamic runtime, or debug
dlls and release dlls.

Make really sure that your release build uses release libraries only,
and vice versa.

Regards, Andreas
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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-09 Thread Chris 'Xenon' Hanson
On 12/10/2009 12:00 AM, Andreas Goebel wrote:
 Hi,
 you get heap corruption on windows if (not only if, but if) you mix
 different system libraries, static runtime and dynamic runtime, or debug
 dlls and release dlls.

  You can get it that way too.

 Make really sure that your release build uses release libraries only,
 and vice versa.

  Usually the linker will yell and scream at you if you try to do this, so it 
usually
doesn't happen accidentally and without the programmer knowing.

  But it is worth checking.

 Regards, Andreas

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
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