Re: [osg-users] Coordinate system in all readerwriters

2009-12-30 Thread Ulrich Hertlein
On 29/12/09 6:52 PM, Paul Martz wrote:
 Paul Martz wrote:
 I've noticed the same thing with OBJ.
 
 A little digging reveals that the OBJ plugin has a noRotation Option
 that disables the x axis rotation. The rotation is only done on file
 load, not on file write.
 
 Rotation about x is on by default. I'd suggest a change to off by
 default, and the Option changed to doRotation to enable it.

The .x plugin has 'leftHanded' and 'rightHanded'.  Maybe we could establish a 
common
option for this type of functionality (one that does 'convert to right-handed, 
Z-axis up').

There already are options with (apparently) related functionality (courtesy of 
'osgconv
--formats'):

Coordinate system:
   obj:noRotation
   x:leftHanded
   x:rightHanded

Optimization:
   obj:generateFacetNormals
   obj:noTriStripPolygons
   stl:generateNormals
   stl:smooth
   stl:tristrip

Image orientation
   hdr:NO_YFLIP
   hdr:YFLIP
   x:flipTexture

Cheers,
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Marius Heise
Hi Wojtek,

I solved my directional light case. I changed all floats to doubles in 

* StandardShadowMap::ViewData::aimShadowCastingCamera

The light camera position was calculated as float as was thus jumping around.

Of course the change from yesterday using double bounding volumes also has to 
be activated.

In the process I also upgraded the polytope class to double (I don't think 
this is necessary). I can fix the other light type cases (VB/CB/DB) but someone 
will have to give me a quick walk-through on posting updates to osg so I don't 
have to do my work twice.

Thanks a lot for your support.

Cheers,
Marius

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21954#21954





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] How to flip the current frame before it gets drawn?

2009-12-30 Thread alessandro terenzi
I'd like to flip (horizontally and/or vertically) the current frame just
before it gets drawn on screen, what is the best way to do this?

I thought about post-multiplying a projection matrix (that is already
available) by a scaling (or) rotation matrix, but of course this approach
acts on the scene and not on the frame and has two undesired effects:

1. normals are flipped
2. HUDs are NOT flipped

Is it possible to flip the frame that is going to be drawn? If not, how can
I avoid the normals from being flipped because of the scaling/mirroring?
Thanks in advance.
Alessandro
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to flip the current frame before it gets drawn?

2009-12-30 Thread Ulrich Hertlein
On 30/12/09 11:12 AM, alessandro terenzi wrote:
 I'd like to flip (horizontally and/or vertically) the current frame just
 before it gets drawn on screen, what is the best way to do this?
 
 I thought about post-multiplying a projection matrix (that is already
 available) by a scaling (or) rotation matrix, but of course this
 approach acts on the scene and not on the frame and has two undesired
 effects:
 
 1. normals are flipped
 2. HUDs are NOT flipped
 
 Is it possible to flip the frame that is going to be drawn? If not, how
 can I avoid the normals from being flipped because of the scaling/mirroring?

Render to a texture and draw that flipped?  This gets around all the 
aforementioned
problems and doesn't affect the scene/shaders, it's completely transparent.

Cheers,
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to flip the current frame before it gets drawn?

2009-12-30 Thread alessandro terenzi
Thank you Ulrich.

By the way, what is the general approach to RTT? I had a look at some
examples some time ago, but it could be useful to have a guide line
here...as far as I remember, RTT requires a camera that sees my scene and
that  will be used to generate a texture, then I'll need another different
camera that actually will be used to render that texture, correct?

what the texture will be, in my case that camera will be the one that I'm
currently using to render my scene, but then I'll need another different
camera that actually will be used to render the previous texture, correct?

How about HUDs, if I'm not wrong they also use a different camera so
performing RTT on the scene will keep HUDs out, am I wrong?

Thanks.
Alessandro

On Wed, Dec 30, 2009 at 11:15 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:


 Render to a texture and draw that flipped?  This gets around all the
 aforementioned
 problems and doesn't affect the scene/shaders, it's completely transparent.

 Cheers,
 /ulrich
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] gl_FrontMaterial deprecated?

2009-12-30 Thread Ulrich Hertlein
Hi guys,

did I miss something or is gl_FrontMaterial already deprecated in OpenGL 3?

When I try to use gl_FrontMaterial.ambient, .diffuse, .shininess, etc. in the 
vert/frag
shaders I'm getting silly values (e.g. negative for shininess) that don't 
correspond to
what I set in osg::Material.  (But I'm not getting errors either.)

When I use a uniform to pass those it works fine.  I'm aware that this is how 
it should be
done anyhow but I was under the impression that gl_FrontMaterial (and friends) 
would still
work.

This is on OS X 10.5.8 (GeForce 8600M, shading language 1.20).

Cheers,
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Coordinate system in all readerwriters

2009-12-30 Thread Sukender
Hi Ulrich, Paul, and all,

I agree we should unify the coordinate system during loading AND writing. Here 
are my suggestions :
- Have plugins do NO rotation by default (reading and writing) when the format 
doesn't have coordinate system information (that is to say all but FBX and 
maybe FLT).
- Have plugins read and apply coordinate system information if available by 
default when reading.
- Have optionnal READING options:
- readXup, readYup, readZup to suppose model is X, Y or Z-up (overrides 
format's coordinate system information)
- readLeftHanded, readRightHanded (similar setting)
- When in conflict (two options defined), use the latest one
- Have optionnal WRITING options:
- writeXup, writeYup, writeZup, writeLeftHanded, writeRightHanded (which 
should almost never be supported, in my opinion)
- Let plugings optionnally support these options prefixed with their name and 
_. For instance 3ds_readYup would assume ONLY .3ds files are Y-up. These 
would take precedence over the general settings.
- Also support pluginName_read/writeAutoUp and 
pluginName_read/writeAutoHanded, which would specifically deactivate a global 
setting for a given plugin. For instance, fbx_readAutoUp would let the plugin 
decide the up vector (here using coordinate system information in the .fbx). 
3ds_readAutoUp would mean no rotation for .3ds.
- Write a portion of code somewhere in osgDB to parse all these options and 
store it in a nice structure (to avoid each plugin duplicating code). To be 
called with something like myStructure = 
osgDB::readStandardCoordinateSystemOptions(PLUGIN_NAME).
- As OpenGL doesn't have a etched in stone orientation standard, use the 
osgGA as an internal standard (that is to say +Z up, right handed) when a 
change is needed.

1. Please raise your hand if you agree, and tell about changes you'd like to 
introduce in this summary.
2a. Please mention all plugins you know which break these rules.
2b. Please tell if you agree modifying those plugins.

When all is ok, I'll code it.

Cheers,

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

- Ulrich Hertlein u.hertl...@sandbox.de a écrit :

 On 29/12/09 6:52 PM, Paul Martz wrote:
  Paul Martz wrote:
  I've noticed the same thing with OBJ.
  
  A little digging reveals that the OBJ plugin has a noRotation
 Option
  that disables the x axis rotation. The rotation is only done on
 file
  load, not on file write.
  
  Rotation about x is on by default. I'd suggest a change to off by
  default, and the Option changed to doRotation to enable it.
 
 The .x plugin has 'leftHanded' and 'rightHanded'.  Maybe we could
 establish a common
 option for this type of functionality (one that does 'convert to
 right-handed, Z-axis up').
 
 There already are options with (apparently) related functionality
 (courtesy of 'osgconv
 --formats'):
 
 Coordinate system:
obj:noRotation
x:leftHanded
x:rightHanded
 
 Optimization:
obj:generateFacetNormals
obj:noTriStripPolygons
stl:generateNormals
stl:smooth
stl:tristrip
 
 Image orientation
hdr:NO_YFLIP
hdr:YFLIP
x:flipTexture
 
 Cheers,
 /ulrich
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] CPack on osg-doc and openthreads-doc under MSVC

2009-12-30 Thread Sukender
Hi all,

I got an error building Package openscenegraph-doc (under MSVC v9, in-source 
build). The error is:
  CPack: - Install project: OpenSceneGraph
  CMake Error at cmake_install.cmake:31 (FILE):
file INSTALL cannot copy file
D:/blah-blah-blah/doc/OpenSceneGraphReferenceDocs/a02321.map
to

D:/blah-blah-blah/_CPack_Packages/ZIP/OpenSceneGraph-2.9.7/doc/OpenSceneGraphReferenceDocs/a02321.map

and the build fails (The file is never the same - sometimes a .png, sometimes a 
.md5...).
I don't know if it's related, but I found generating Package 
openscenegraph-doc and Package openthreads-doc in the same batch build leads 
to a strange thing: during the install process, in 
_CPack_Packages/ZIP/OpenSceneGraph-2.9.7/doc you should find 
OpenSceneGraphReferenceDocs and OpenThreadsReferenceDocs directories. 
However, building one deletes the other!
Did someone spotted somthing similar? Does it happen with other 
platforms/compilers?

I don't know how to fix it yet... Any idea?

Side question: Is there a way to generate 7z or tar.lzma archives under Windows 
with CPack?
Thanks.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to flip the current frame before it gets drawn?

2009-12-30 Thread Ulrich Hertlein
Hi Alessandro,

On 30/12/09 11:32 AM, alessandro terenzi wrote:
 By the way, what is the general approach to RTT? I had a look at some
 examples some time ago, but it could be useful to have a guide line
 here...as far as I remember, RTT requires a camera that sees my scene
 and that  will be used to generate a texture, then I'll need another
 different camera that actually will be used to render that texture, correct?
 
 what the texture will be, in my case that camera will be the one that
 I'm currently using to render my scene, but then I'll need another
 different camera that actually will be used to render the previous
 texture, correct?

Yes, that's correct.  You need to have two cameras: the scene camera, that is 
setup like
your original camera (view and projection matrices) but renders to a texture 
instead.
Best case you can just take the original camera and change its render target 
(and detach
it from the viewer).

The second camera renders (with ortho projection) a simple scene with a quad 
that displays
the generated texture.

 How about HUDs, if I'm not wrong they also use a different camera so
 performing RTT on the scene will keep HUDs out, am I wrong?

HUDs are usually child nodes of the scene camera so should be rendered without 
problems.

One issue that you might run into are manipulators since they could attempt to 
modify the
second camera instead of the scene camera.

HTH,
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to flip the current frame before it gets drawn?

2009-12-30 Thread alessandro terenzi
Thanks again for your help, I'll try that approach.
Kind regards.
Alessandro

On Wed, Dec 30, 2009 at 11:46 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:

 Hi Alessandro,

 On 30/12/09 11:32 AM, alessandro terenzi wrote:
  By the way, what is the general approach to RTT? I had a look at some
  examples some time ago, but it could be useful to have a guide line
  here...as far as I remember, RTT requires a camera that sees my scene
  and that  will be used to generate a texture, then I'll need another
  different camera that actually will be used to render that texture,
 correct?
 
  what the texture will be, in my case that camera will be the one that
  I'm currently using to render my scene, but then I'll need another
  different camera that actually will be used to render the previous
  texture, correct?

 Yes, that's correct.  You need to have two cameras: the scene camera, that
 is setup like
 your original camera (view and projection matrices) but renders to a
 texture instead.
 Best case you can just take the original camera and change its render
 target (and detach
 it from the viewer).

 The second camera renders (with ortho projection) a simple scene with a
 quad that displays
 the generated texture.

  How about HUDs, if I'm not wrong they also use a different camera so
  performing RTT on the scene will keep HUDs out, am I wrong?

 HUDs are usually child nodes of the scene camera so should be rendered
 without problems.

 One issue that you might run into are manipulators since they could attempt
 to modify the
 second camera instead of the scene camera.

 HTH,
 /ulrich
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Wojciech Lewandowski

Hi Marius,

My congratulations! I am glad you did it.


I solved my directional light case. I changed all floats to doubles in

* StandardShadowMap::ViewData::aimShadowCastingCamera


The code in the above method was based on original ShadowMap code and indeed 
used floats (I must admit I neglected this method).


In the process I also upgraded the polytope class to double (I don't 
think this is necessary). I can fix the other light type cases (VB/CB/DB) 
but someone will have to give me a quick walk-through on posting updates 
to osg so I don't have to do my work twice.


osg::Polytope is double based by default as far as I know.
Other classes stemming from ViewDependentShadowTechnique inherit and use 
StandardShadowMap::ViewData::aimShadowCastingCamera method so you have fixed 
them all in one shot ;-)


Can you post your modified StandardShadowMap.cpp ? I am preparing few fixes 
and I would like to merge my changes with the change you have meade before 
sending my submissions.


Cheers,
Wojtek

- Original Message - 
From: Marius Heise mhe...@heise-network.com

To: osg-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 11:04 AM
Subject: Re: [osg-users] osgShadow  ECEF precision problems



Hi Wojtek,


The light camera position was calculated as float as was thus jumping 
around.


Of course the change from yesterday using double bounding volumes also has 
to be activated.



Thanks a lot for your support.

Cheers,
Marius

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21954#21954





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Heightfield allocation fails

2009-12-30 Thread Sukender
Hi Isabelle,

It seems to be a qmake issue or something similar. I don't know qmake as well 
as CMake, but are you sure that libs are correctly linked, and that versions of 
those libs are also correct? You may try adding a gcc option that tells path 
for lib searching, and/or change libs order on the LIBS += ... line.

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

- Isabelle Gouwy isabelle.go...@gmail.com a écrit :

 Hi,
 
 I'm working under linux, and I'm using qmake to generate the
 makefile.
 Maybe it comes from my .pro file because I've tried to comment all the
 code in my project, except for the heightfield creation and it doesn't
 work either : 
 I've put my code in main function and commented the rest of my
 project. If I compile it with the makefile generated by qmake, it
 doesn't work (my heightfield is 100*0).
 But if I compile it like that g++ -losg -losgDB main.cpp it works!
 Here is my .pro file : 
 
 
 Code:
 
 #Project type
 TEMPLATE = app
 
 #Binary
 TARGET = map
 
 #Sources dir
 DEPENDPATH += . src src/UI 
 
 #Includes dirs
 INCLUDEPATH += src src/AUTOGEN 
 
 #Where to build
 DESTDIR += bin  
 
 #QT additional config
 CONFIG+= qt opengl stl exceptions warn_on release 
 
 #QT config
 QT += core xml gui opengl
 
 #DISTFILES
 DISTFILES +=   bin/ 
 
 #Defines
 DEFINES +=
 
 #Added libs
 LIBS += -ldl -lglut -lGLEW -lGLU -lGL -lm -losg -losgDB 
 
 #Where to build MOCs
 MOC_DIR = src/AUTOGEN
 
 #Where to build .o
 OBJECTS_DIR = src/.o
 
 #Where to build .hpp from .ui
 UI_DIR = src/AUTOGEN
 
 #Where to build .cpp from .qrc
 RCC_DIR = src/AUTOGEN/RSC/
 
 #Headers
 HEADERS += Application.hpp \
MainWindow.hpp \
GLWidget.hpp \
Map.hpp \
Camera.hpp \
Particles.hpp \
  
 #UIs
 FORMS += Ui_MainWindow.ui
 
 #Sources
 SOURCES += main.cpp \
Application.cpp \
MainWindow.cpp \
GLWidget.cpp \
Map.cpp \
Camera.cpp \   
Particles.cpp \
 
 
 
 
 I don't understand what's wrong...
 
 Thanks a lot
 
 Cheers,
 Isabelle
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=21926#21926
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgmovie plugin missing?

2009-12-30 Thread Eduardo Pinheiro
Hi,

Im trying to use it at linux and i follow this steps:

  1. Compiled the osg with openscenegraph 2.8.2.
   I try to load the osgmovie but didnt exists.
  
  2. I've compiled it by hand
   The same answer that gave to you about the missing plugin has been given. 

  3. I've installed the quicktime and the ffmpeg and xine-dev everthing 
possible to install

  4. Recompiled the openscenegraph and then the osgart

  5. No osgmovie again. I compiled the osgmovie and now:

  - No error message given but nothing happens. The program is 
running without doing nothing. I've tried with .mov , with .mpg and with .avi 
files.
  

Can you help me please?

Thanks.

Eduardo
  

... 

Thank you!

Cheers,
Eduardo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21963#21963





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] VIDEO PLAY mixed with 3D objects

2009-12-30 Thread Eduardo Pinheiro
Hi,

Im working in linux ubuntu 9.10.
I've joined openscenegraph with osgart 2.0 .

Im having some problems with the following questions, i hope someone can help 
me:

 1. Compile quicktime plugin
  
  I already installed the libquicktime 1.1.13. But when i do the make (followed 
of the cmake) the openscengraph never compiles the quicktime plugin. What i 
need to have it compiled?

 2. Im using video with the class video lib that is in osgart documentation 
(tutorial playing a video). The problem is that it only appears a black 
rectangule and never the video.

 3. When i use the following code the objects (instead of load the own 
textures) keeps black:

  
Code:

osg::MatrixTransform* scaleTrans = new 
osg::MatrixTransform(osg::Matrix::scale(5, 5, 5));
scaleTrans -addChild(osgDB::readNodeFile(../objects/garrafa.3ds));  
arTransform-addChild(scaleTrans);

 



It loads the object but with a black texture. I confirmed and the files (.jpg) 
correspondent to the textures are there.

  4. Openscenegraph never compiles the osgmovie

   I've compiled by hand but i still cannot load any video. Not because the 
fail of the plugin. It just keep running the program but without doing nothing.

Anyone can help me?

Thanks.

By the way, does openscenegraph works with chromakey?

Thanks one more time.

... 

Thank you!

Cheers,
Eduardo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21945#21945





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)

2009-12-30 Thread Sukender
Hi all,

Is there an endianess problem with DDS format? I'm using a Core2Duo here and I 
don't know under which kind of machine the DDS has been tested...

A little explanation: After a bit of investigation (=cleaning stupid 
copy-paste), I found that the only true bug I had was Changing R, G or B 
writer's masks doesn't seem to affect reading in 3rd-party readers. Has 
anybody encountered this before?
Writing DDS: It seems the DDS must be BGR in order to make 3rd-party readers 
work correctly (by inverting R and B channels).
Reading DDS: It seems DDS generated (from a JPG) by 3rd party tools are marked 
RGB but are BGR...

Please help and share your experience!

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

- Sukender suky0...@free.fr a écrit :

 Hi Robert and all,
 
 I'm lost:
 - Changing R, G or B writer's masks doesn't seem to affect reading
 (either the plugin or 3rd-party readers, except when masks are
 completely nonsense)
 - Copying the image (DEEP_COPY) and writing the copy instead of the
 oringinal result in a vertical flip of the image in the file!
 - Manually inverting R  B channels in a copy of the image doesn't do
 anything...
 I must have a very stupid mistake somewhere but I can't fugure out
 where...
 
 Any idea?
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - Robert Osfield robert.osfi...@gmail.com a écrit :
 
  Hi Sukender,
 
  I'm not overly familiar with the dds plugin, but what you describe
  sounds like a bug in writer in our dds plugin.
 
  Robert.
 
  On Fri, Dec 18, 2009 at 5:15 PM, Sukender suky0...@free.fr wrote:
   Hi all,
  
   It was discussed a long time ago but I dit not find an answer.
  Saving to DDS an uncompressed RGB image and then loading from the
 file
  works: the loaded image is the same as the original. However, the
 file
  is BGR (R and B inverted). I tried three 3rd-party tools (image
  viewer/converters) and all display the same.
   Do you think this is a bug in DDS readerwriter? Anyone has a clue
  about it?
   Thanks a lot.
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
   ___
   osg-users mailing list
   osg-users@lists.openscenegraph.org
  
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] embedded flash problems in browser

2009-12-30 Thread Eduardo Pinheiro
Hi,

Can you please help me on this?

I've made a small example in my linux plataform with osg 2.0  and 
openscenegrah. Now i want to export it to web. How can i do that?

I want that normal users can check my page and can enjoy my experience. 

How can i make this possbile? 


Thanks.
... 

Thank you!

Cheers,
Eduardo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21967#21967





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Rendering 3DS objects with bump maps

2009-12-30 Thread Eduardo Pinheiro
Hello mpai,

Did you solve it? How can i render a 3D studio max in openscenegraph?

Thanks.

... 

Thank you!

Cheers,
Eduardo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21968#21968





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Marius Heise
Hi Wojtek,

:-) will do. Since I am currently on osg 2.9.5 I will switch to trunk and check 
if the double modifications only in StandardShadowMap.cpp are enough to solve 
the problem I had. If this is the case, I will send you the svn patch for osg 
trunk. My 2.9.5 is too dirty and old that I can send you that patch.

Will let you know as soon as I've done it

Cheers,
Marius

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21969#21969





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)

2009-12-30 Thread Wojciech Lewandowski

Hi,

I had some experience with D3D in the past maybe could help clear a picture 
a little.


Basic 32 bit color format using in Directx is named in Direct 3D: 
D3DFMT_A8R8G8B8. Components are enumerated from  most significant byte to 
least significant byte. Such pixel value is usually set by using single 
DWORD. for example DWORD color = 0xAA112233 coresponds to following bytes 
alpha = 0xAA red = 0x11 green = 0x22 blue = 0x33. As I said earlier, this is 
an order byte significance, not an order of bytes in memory. When you write 
this dword to memory they will land in following order on Intel (big endian 
CPUs)  [Blue][Red][Green][Alpha]. So in OpenGL notation it would be GL_BGRA. 
Hope this explains a bit. Hence basic Directx ARGB format should be read as 
OpenGL BGRA. To switch to more intuitive OpenGL RGBA you apparently have to 
swap R and B bytes.


However, DDS format is capable of storing all variants of 32 bit color 
layouts. RGBA, BGRA, ABGR,  ARGB. As far as I remember only color component 
bitmasks should be changed accordingly to select proper variant.  If your 
tools do not read them correctly this is most probably an issue with those 
tools. I am sure OSG DDS ReaderWiriter is not saint here as well.


Cheers,
Wojtek




- Original Message - 
From: Sukender suky0...@free.fr

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 1:22 PM
Subject: Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)



Hi all,

Is there an endianess problem with DDS format? I'm using a Core2Duo here 
and I don't know under which kind of machine the DDS has been tested...


A little explanation: After a bit of investigation (=cleaning stupid 
copy-paste), I found that the only true bug I had was Changing R, G or 
B writer's masks doesn't seem to affect reading in 3rd-party readers. Has 
anybody encountered this before?
Writing DDS: It seems the DDS must be BGR in order to make 3rd-party 
readers work correctly (by inverting R and B channels).
Reading DDS: It seems DDS generated (from a JPG) by 3rd party tools are 
marked RGB but are BGR...


Please help and share your experience!

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


- Sukender suky0...@free.fr a écrit :


Hi Robert and all,

I'm lost:
- Changing R, G or B writer's masks doesn't seem to affect reading
(either the plugin or 3rd-party readers, except when masks are
completely nonsense)
- Copying the image (DEEP_COPY) and writing the copy instead of the
oringinal result in a vertical flip of the image in the file!
- Manually inverting R  B channels in a copy of the image doesn't do
anything...
I must have a very stupid mistake somewhere but I can't fugure out
where...

Any idea?

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

- Robert Osfield robert.osfi...@gmail.com a écrit :

 Hi Sukender,

 I'm not overly familiar with the dds plugin, but what you describe
 sounds like a bug in writer in our dds plugin.

 Robert.

 On Fri, Dec 18, 2009 at 5:15 PM, Sukender suky0...@free.fr wrote:
  Hi all,
 
  It was discussed a long time ago but I dit not find an answer.
 Saving to DDS an uncompressed RGB image and then loading from the
file
 works: the loaded image is the same as the original. However, the
file
 is BGR (R and B inverted). I tried three 3rd-party tools (image
 viewer/converters) and all display the same.
  Do you think this is a bug in DDS readerwriter? Anyone has a clue
 about it?
  Thanks a lot.
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Wojciech Lewandowski

Hi Marius,

Current trunk version does not draw debug volumes, don't be surprised not 
seeing them. Its a problem outside of the osgShadow related to changes in 
COLOR_PER_PRIMITIVE handling.


Cheers,
Wojtek



- Original Message - 
From: Marius Heise mhe...@heise-network.com

To: osg-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 1:37 PM
Subject: Re: [osg-users] osgShadow  ECEF precision problems



Hi Wojtek,

:-) will do. Since I am currently on osg 2.9.5 I will switch to trunk and 
check if the double modifications only in StandardShadowMap.cpp are 
enough to solve the problem I had. If this is the case, I will send you 
the svn patch for osg trunk. My 2.9.5 is too dirty and old that I can 
send you that patch.


Will let you know as soon as I've done it

Cheers,
Marius

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21969#21969





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)

2009-12-30 Thread Wojciech Lewandowski
Oops sorry small correction: Intel is little endian. I always confuse these 
names. I prefer using Least Significant Byte First and Most Significant Byte 
First to describe the CPU archtecture.


Wojtek

- Original Message - 
From: Wojciech Lewandowski lewandow...@ai.com.pl

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 1:57 PM
Subject: Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)



Hi,

I had some experience with D3D in the past maybe could help clear a 
picture a little.


Basic 32 bit color format using in Directx is named in Direct 3D: 
D3DFMT_A8R8G8B8. Components are enumerated from  most significant byte to 
least significant byte. Such pixel value is usually set by using single 
DWORD. for example DWORD color = 0xAA112233 coresponds to following bytes 
alpha = 0xAA red = 0x11 green = 0x22 blue = 0x33. As I said earlier, this 
is an order byte significance, not an order of bytes in memory. When you 
write this dword to memory they will land in following order on Intel (big 
endian CPUs)  [Blue][Red][Green][Alpha]. So in OpenGL notation it would be 
GL_BGRA. Hope this explains a bit. Hence basic Directx ARGB format should 
be read as OpenGL BGRA. To switch to more intuitive OpenGL RGBA you 
apparently have to swap R and B bytes.


However, DDS format is capable of storing all variants of 32 bit color 
layouts. RGBA, BGRA, ABGR,  ARGB. As far as I remember only color 
component bitmasks should be changed accordingly to select proper variant. 
If your tools do not read them correctly this is most probably an issue 
with those tools. I am sure OSG DDS ReaderWiriter is not saint here as 
well.


Cheers,
Wojtek




- Original Message - 
From: Sukender suky0...@free.fr

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 1:22 PM
Subject: Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)



Hi all,

Is there an endianess problem with DDS format? I'm using a Core2Duo here 
and I don't know under which kind of machine the DDS has been tested...


A little explanation: After a bit of investigation (=cleaning stupid 
copy-paste), I found that the only true bug I had was Changing R, G or 
B writer's masks doesn't seem to affect reading in 3rd-party readers. 
Has anybody encountered this before?
Writing DDS: It seems the DDS must be BGR in order to make 3rd-party 
readers work correctly (by inverting R and B channels).
Reading DDS: It seems DDS generated (from a JPG) by 3rd party tools are 
marked RGB but are BGR...


Please help and share your experience!

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


- Sukender suky0...@free.fr a écrit :


Hi Robert and all,

I'm lost:
- Changing R, G or B writer's masks doesn't seem to affect reading
(either the plugin or 3rd-party readers, except when masks are
completely nonsense)
- Copying the image (DEEP_COPY) and writing the copy instead of the
oringinal result in a vertical flip of the image in the file!
- Manually inverting R  B channels in a copy of the image doesn't do
anything...
I must have a very stupid mistake somewhere but I can't fugure out
where...

Any idea?

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

- Robert Osfield robert.osfi...@gmail.com a écrit :

 Hi Sukender,

 I'm not overly familiar with the dds plugin, but what you describe
 sounds like a bug in writer in our dds plugin.

 Robert.

 On Fri, Dec 18, 2009 at 5:15 PM, Sukender suky0...@free.fr wrote:
  Hi all,
 
  It was discussed a long time ago but I dit not find an answer.
 Saving to DDS an uncompressed RGB image and then loading from the
file
 works: the loaded image is the same as the original. However, the
file
 is BGR (R and B inverted). I tried three 3rd-party tools (image
 viewer/converters) and all display the same.
  Do you think this is a bug in DDS readerwriter? Anyone has a clue
 about it?
  Thanks a lot.
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



___
osg-users mailing list
osg-users@lists.openscenegraph.org

Re: [osg-users] Coordinate system in all readerwriters

2009-12-30 Thread Rizzen
Hi all,

Defining a coordinate system for OSG is a good idea. Though to me the
most important aspect of reader and writers, is that this expression
must be true:

read( write( A ) ) = A

Rizzen

Sukender wrote:
 Hi Ulrich, Paul, and all,

 I agree we should unify the coordinate system during loading AND writing. 
 Here are my suggestions :
 - Have plugins do NO rotation by default (reading and writing) when the 
 format doesn't have coordinate system information (that is to say all but FBX 
 and maybe FLT).
 - Have plugins read and apply coordinate system information if available by 
 default when reading.
 - Have optionnal READING options:
 - readXup, readYup, readZup to suppose model is X, Y or Z-up (overrides 
 format's coordinate system information)
 - readLeftHanded, readRightHanded (similar setting)
 - When in conflict (two options defined), use the latest one
 - Have optionnal WRITING options:
 - writeXup, writeYup, writeZup, writeLeftHanded, writeRightHanded (which 
 should almost never be supported, in my opinion)
 - Let plugings optionnally support these options prefixed with their name and 
 _. For instance 3ds_readYup would assume ONLY .3ds files are Y-up. 
 These would take precedence over the general settings.
 - Also support pluginName_read/writeAutoUp and 
 pluginName_read/writeAutoHanded, which would specifically deactivate a 
 global setting for a given plugin. For instance, fbx_readAutoUp would let 
 the plugin decide the up vector (here using coordinate system information in 
 the .fbx). 3ds_readAutoUp would mean no rotation for .3ds.
 - Write a portion of code somewhere in osgDB to parse all these options and 
 store it in a nice structure (to avoid each plugin duplicating code). To be 
 called with something like myStructure = 
 osgDB::readStandardCoordinateSystemOptions(PLUGIN_NAME).
 - As OpenGL doesn't have a etched in stone orientation standard, use the 
 osgGA as an internal standard (that is to say +Z up, right handed) when a 
 change is needed.

 1. Please raise your hand if you agree, and tell about changes you'd like to 
 introduce in this summary.
 2a. Please mention all plugins you know which break these rules.
 2b. Please tell if you agree modifying those plugins.

 When all is ok, I'll code it.

 Cheers,

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

 - Ulrich Hertlein u.hertl...@sandbox.de a écrit :

   
 On 29/12/09 6:52 PM, Paul Martz wrote:
 
 Paul Martz wrote:
   
 I've noticed the same thing with OBJ.
 
 A little digging reveals that the OBJ plugin has a noRotation
   
 Option
 
 that disables the x axis rotation. The rotation is only done on
   
 file
 
 load, not on file write.

 Rotation about x is on by default. I'd suggest a change to off by
 default, and the Option changed to doRotation to enable it.
   
 The .x plugin has 'leftHanded' and 'rightHanded'.  Maybe we could
 establish a common
 option for this type of functionality (one that does 'convert to
 right-handed, Z-axis up').

 There already are options with (apparently) related functionality
 (courtesy of 'osgconv
 --formats'):

 Coordinate system:
obj:noRotation
x:leftHanded
x:rightHanded

 Optimization:
obj:generateFacetNormals
obj:noTriStripPolygons
stl:generateNormals
stl:smooth
stl:tristrip

 Image orientation
hdr:NO_YFLIP
hdr:YFLIP
x:flipTexture

 Cheers,
 /ulrich
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Marius Heise
Hi Wojtek,

small difference big change :-). Shadow is rock solid now.

I only thoroughly tested the directional lighting but it should work for the 
other cases too.

Cheers,
Marius

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21974#21974




Attachments: 
http://forum.openscenegraph.org//files/standardshadowmapcpppatch_180.txt


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] gl_FrontMaterial deprecated?

2009-12-30 Thread Ulrich Hertlein
On 30/12/09 11:33 AM, Ulrich Hertlein wrote:
 When I try to use gl_FrontMaterial.ambient, .diffuse, .shininess, etc. in the 
 vert/frag
 shaders I'm getting silly values (e.g. negative for shininess) that don't 
 correspond to
 what I set in osg::Material.  (But I'm not getting errors either.)

Please disregard this, the model was using vertex colours so my osg::Material 
was ignored.
Cheers,
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] HUD-Problem

2009-12-30 Thread Carl Johnson
Hi,

ok tanks for your answer. I think it wasn't the font dll because the geometry 
also wasn't drawn. But for the future I know to use the latest developer 
release. 

I wish you all a good silversterparty.



Thank you!

Cheers,
Carl

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21981#21981





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)

2009-12-30 Thread Sukender
Hi Wojciech,

About 3rd party tools, I've tested XNView, The Compressonator (AMD) and 
DeepExploration, and all seem to ignore the R, G, B masks... Or there is a 
mistake somewhere in OSG DDS writing that make those masks unreadable... or 
else I made a mistake somewhere!

I'm a bit lost now... What's next? Should we change something according to 
endianness (if little endian, swap RB when reading and writing)?
If you got any idea there... ;)

Cheers,

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

- Wojciech Lewandowski lewandow...@ai.com.pl a écrit :

 Hi,
 
 I had some experience with D3D in the past maybe could help clear a
 picture
 a little.
 
 Basic 32 bit color format using in Directx is named in Direct 3D:
 D3DFMT_A8R8G8B8. Components are enumerated from  most significant byte
 to
 least significant byte. Such pixel value is usually set by using
 single
 DWORD. for example DWORD color = 0xAA112233 coresponds to following
 bytes
 alpha = 0xAA red = 0x11 green = 0x22 blue = 0x33. As I said earlier,
 this is
 an order byte significance, not an order of bytes in memory. When you
 write
 this dword to memory they will land in following order on Intel (big
 endian
 CPUs)  [Blue][Red][Green][Alpha]. So in OpenGL notation it would be
 GL_BGRA.
 Hope this explains a bit. Hence basic Directx ARGB format should be
 read as
 OpenGL BGRA. To switch to more intuitive OpenGL RGBA you apparently
 have to
 swap R and B bytes.
 
 However, DDS format is capable of storing all variants of 32 bit color
 layouts. RGBA, BGRA, ABGR,  ARGB. As far as I remember only color
 component
 bitmasks should be changed accordingly to select proper variant.  If
 your
 tools do not read them correctly this is most probably an issue with
 those
 tools. I am sure OSG DDS ReaderWiriter is not saint here as well.
 
 Cheers,
 Wojtek
 
 
 
 
 - Original Message -
 From: Sukender suky0...@free.fr
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Wednesday, December 30, 2009 1:22 PM
 Subject: Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)
 
 
  Hi all,
 
  Is there an endianess problem with DDS format? I'm using a Core2Duo
 here
  and I don't know under which kind of machine the DDS has been
 tested...
 
  A little explanation: After a bit of investigation (=cleaning stupid
  copy-paste), I found that the only true bug I had was Changing R,
 G or
  B writer's masks doesn't seem to affect reading in 3rd-party
 readers. Has
  anybody encountered this before?
  Writing DDS: It seems the DDS must be BGR in order to make 3rd-party
  readers work correctly (by inverting R and B channels).
  Reading DDS: It seems DDS generated (from a JPG) by 3rd party tools
 are
  marked RGB but are BGR...
 
  Please help and share your experience!
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Sukender suky0...@free.fr a écrit :
 
  Hi Robert and all,
 
  I'm lost:
  - Changing R, G or B writer's masks doesn't seem to affect reading
  (either the plugin or 3rd-party readers, except when masks are
  completely nonsense)
  - Copying the image (DEEP_COPY) and writing the copy instead of the
  oringinal result in a vertical flip of the image in the file!
  - Manually inverting R  B channels in a copy of the image doesn't
 do
  anything...
  I must have a very stupid mistake somewhere but I can't fugure out
  where...
 
  Any idea?
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Robert Osfield robert.osfi...@gmail.com a écrit :
 
   Hi Sukender,
  
   I'm not overly familiar with the dds plugin, but what you
 describe
   sounds like a bug in writer in our dds plugin.
  
   Robert.
  
   On Fri, Dec 18, 2009 at 5:15 PM, Sukender suky0...@free.fr
 wrote:
Hi all,
   
It was discussed a long time ago but I dit not find an answer.
   Saving to DDS an uncompressed RGB image and then loading from the
  file
   works: the loaded image is the same as the original. However, the
  file
   is BGR (R and B inverted). I tried three 3rd-party tools (image
   viewer/converters) and all display the same.
Do you think this is a bug in DDS readerwriter? Anyone has a
 clue
   about it?
Thanks a lot.
   
Sukender
PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
   
  
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
   ___
   osg-users mailing list
   osg-users@lists.openscenegraph.org
  
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  

Re: [osg-users] Coordinate system in all readerwriters

2009-12-30 Thread Sukender
Hi Rizzen,

Of course! I forgot to add this to the summary.

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

- Rizzen riz...@darkstar.co.za a écrit :

 Hi all,
 
 Defining a coordinate system for OSG is a good idea. Though to me the
 most important aspect of reader and writers, is that this expression
 must be true:
 
 read( write( A ) ) = A
 
 Rizzen
 
 Sukender wrote:
  Hi Ulrich, Paul, and all,
 
  I agree we should unify the coordinate system during loading AND
 writing. Here are my suggestions :
  - Have plugins do NO rotation by default (reading and writing) when
 the format doesn't have coordinate system information (that is to say
 all but FBX and maybe FLT).
  - Have plugins read and apply coordinate system information if
 available by default when reading.
  - Have optionnal READING options:
  - readXup, readYup, readZup to suppose model is X, Y or Z-up
 (overrides format's coordinate system information)
  - readLeftHanded, readRightHanded (similar setting)
  - When in conflict (two options defined), use the latest one
  - Have optionnal WRITING options:
  - writeXup, writeYup, writeZup, writeLeftHanded,
 writeRightHanded (which should almost never be supported, in my
 opinion)
  - Let plugings optionnally support these options prefixed with their
 name and _. For instance 3ds_readYup would assume ONLY .3ds
 files are Y-up. These would take precedence over the general settings.
  - Also support pluginName_read/writeAutoUp and
 pluginName_read/writeAutoHanded, which would specifically deactivate
 a global setting for a given plugin. For instance, fbx_readAutoUp
 would let the plugin decide the up vector (here using coordinate
 system information in the .fbx). 3ds_readAutoUp would mean no
 rotation for .3ds.
  - Write a portion of code somewhere in osgDB to parse all these
 options and store it in a nice structure (to avoid each plugin
 duplicating code). To be called with something like myStructure =
 osgDB::readStandardCoordinateSystemOptions(PLUGIN_NAME).
  - As OpenGL doesn't have a etched in stone orientation standard,
 use the osgGA as an internal standard (that is to say +Z up, right
 handed) when a change is needed.
 
  1. Please raise your hand if you agree, and tell about changes you'd
 like to introduce in this summary.
  2a. Please mention all plugins you know which break these rules.
  2b. Please tell if you agree modifying those plugins.
 
  When all is ok, I'll code it.
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
  - Ulrich Hertlein u.hertl...@sandbox.de a écrit :
 
 
  On 29/12/09 6:52 PM, Paul Martz wrote:
 
  Paul Martz wrote:
 
  I've noticed the same thing with OBJ.
 
  A little digging reveals that the OBJ plugin has a noRotation
 
  Option
 
  that disables the x axis rotation. The rotation is only done on
 
  file
 
  load, not on file write.
 
  Rotation about x is on by default. I'd suggest a change to off by
  default, and the Option changed to doRotation to enable it.
 
  The .x plugin has 'leftHanded' and 'rightHanded'.  Maybe we could
  establish a common
  option for this type of functionality (one that does 'convert to
  right-handed, Z-axis up').
 
  There already are options with (apparently) related functionality
  (courtesy of 'osgconv
  --formats'):
 
  Coordinate system:
 obj:noRotation
 x:leftHanded
 x:rightHanded
 
  Optimization:
 obj:generateFacetNormals
 obj:noTriStripPolygons
 stl:generateNormals
 stl:smooth
 stl:tristrip
 
  Image orientation
 hdr:NO_YFLIP
 hdr:YFLIP
 x:flipTexture
 
  Cheers,
  /ulrich
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Coordinate system in all readerwriters

2009-12-30 Thread Ulrich Hertlein
Hi all,

On 30/12/09 11:35 AM, Sukender wrote:
 - Have plugins do NO rotation by default (reading and writing) when the 
 format doesn't
have coordinate system information (that is to say all but FBX and maybe FLT).
 - Have plugins read and apply coordinate system information if available by 
 default when reading.
 - Have optionnal READING options:
 - readXup, readYup, readZup to suppose model is X, Y or Z-up (overrides 
 format's
coordinate system information)
 - readLeftHanded, readRightHanded (similar setting)
 - When in conflict (two options defined), use the latest one
 - Have optionnal WRITING options:
 - writeXup, writeYup, writeZup, writeLeftHanded, writeRightHanded (which 
 should almost
never be supported, in my opinion)
 - Let plugings optionnally support these options prefixed with their name and 
 _. For
instance 3ds_readYup would assume ONLY .3ds files are Y-up. These would take
precedence over the general settings.
 - Also support pluginName_read/writeAutoUp and 
 pluginName_read/writeAutoHanded,
which would specifically deactivate a global setting for a given plugin. For 
instance,

Do we really want all those options?  At the moment we only have:
- rotate around X-axis (for Y-up to Z-up conversion) and
- convert left- to right-hand CS

While I agree that plugins could leave the orientation alone I still think that 
they
should do the conversion to a right-handed coordinate system by default, 
because the
default OpenGL face-winding is right handed.

Additionally, how would the applied transformation be transmitted to the 
writer?  If this
were to be stored with the loaded node then it could be automatically be undone 
by the
writer.  Another possibility might be to just create a transformation node 
above the
unmodified model.  The transformation node could do all the necessary 
scaling/rotation
(and FrontFace); this could simply be ignored when writing.  The downside of 
this is that
it doesn't integrate nicely and might be a performance penalty.

Cheers,
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)

2009-12-30 Thread Wojciech Lewandowski

Hi ,

Sorry, I have not followed all the posts in this thread. I am not sure what 
is the essence of your problem:
   Are you saying that 24 bit GL_RGB image written by OSG and later read by 
OSG looks differently ?
   Or there is an issue with reading 24 bit color images written by 3rd 
party tools ?

   What about 32 bit images ? Are they OK ?

About 3rd party tools, I've tested XNView, The Compressonator (AMD) and 
DeepExploration, and all seem to ignore the R, G, B masks... Or there is a 
mistake somewhere in OSG DDS writing that make those masks unreadable... 
or else I made a mistake somewhere!


I always recommend peeking into heart of darkness ;-) and trying MS 
DXTextureTool (installed with DirectX SDK)


I just checked,  the only 24 bit format that OSG DDS Writer currently writes 
is GL_RGB. (GL_BGR is not written but could be added quickly is guess). But 
its capable to read both GL_RGB and GL_BGR.


Can you post such 24 bit RGB DDS image that looks differently in OSG and in 
3rd party tools ?


Wojtek

- Original Message - 
From: Sukender suky0...@free.fr

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 3:09 PM
Subject: Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)



Hi Wojciech,


I'm a bit lost now... What's next? Should we change something according to 
endianness (if little endian, swap RB when reading and writing)?

If you got any idea there... ;)

Cheers,

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


- Wojciech Lewandowski lewandow...@ai.com.pl a écrit :


Hi,

I had some experience with D3D in the past maybe could help clear a
picture
a little.

Basic 32 bit color format using in Directx is named in Direct 3D:
D3DFMT_A8R8G8B8. Components are enumerated from  most significant byte
to
least significant byte. Such pixel value is usually set by using
single
DWORD. for example DWORD color = 0xAA112233 coresponds to following
bytes
alpha = 0xAA red = 0x11 green = 0x22 blue = 0x33. As I said earlier,
this is
an order byte significance, not an order of bytes in memory. When you
write
this dword to memory they will land in following order on Intel (big
endian
CPUs)  [Blue][Red][Green][Alpha]. So in OpenGL notation it would be
GL_BGRA.
Hope this explains a bit. Hence basic Directx ARGB format should be
read as
OpenGL BGRA. To switch to more intuitive OpenGL RGBA you apparently
have to
swap R and B bytes.

However, DDS format is capable of storing all variants of 32 bit color
layouts. RGBA, BGRA, ABGR,  ARGB. As far as I remember only color
component
bitmasks should be changed accordingly to select proper variant.  If
your
tools do not read them correctly this is most probably an issue with
those
tools. I am sure OSG DDS ReaderWiriter is not saint here as well.

Cheers,
Wojtek




- Original Message -
From: Sukender suky0...@free.fr
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 1:22 PM
Subject: Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)


 Hi all,

 Is there an endianess problem with DDS format? I'm using a Core2Duo
here
 and I don't know under which kind of machine the DDS has been
tested...

 A little explanation: After a bit of investigation (=cleaning stupid
 copy-paste), I found that the only true bug I had was Changing R,
G or
 B writer's masks doesn't seem to affect reading in 3rd-party
readers. Has
 anybody encountered this before?
 Writing DDS: It seems the DDS must be BGR in order to make 3rd-party
 readers work correctly (by inverting R and B channels).
 Reading DDS: It seems DDS generated (from a JPG) by 3rd party tools
are
 marked RGB but are BGR...

 Please help and share your experience!

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

 - Sukender suky0...@free.fr a écrit :

 Hi Robert and all,

 I'm lost:
 - Changing R, G or B writer's masks doesn't seem to affect reading
 (either the plugin or 3rd-party readers, except when masks are
 completely nonsense)
 - Copying the image (DEEP_COPY) and writing the copy instead of the
 oringinal result in a vertical flip of the image in the file!
 - Manually inverting R  B channels in a copy of the image doesn't
do
 anything...
 I must have a very stupid mistake somewhere but I can't fugure out
 where...

 Any idea?

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

 - Robert Osfield robert.osfi...@gmail.com a écrit :

  Hi Sukender,
 
  I'm not overly familiar with the dds plugin, but what you
describe
  sounds like a bug in writer in our dds plugin.
 
  Robert.
 
  On Fri, Dec 18, 2009 at 5:15 PM, Sukender suky0...@free.fr
wrote:
   Hi all,
  
   It was discussed a long time ago but I dit not find an answer.
  Saving to DDS an uncompressed RGB image and then loading from the
 file
  works: the loaded image is the same as the original. However, the
 file
  is BGR (R and B inverted). I 

[osg-users] Color fill a primitiveSet

2009-12-30 Thread Jody Cole
Hi,

I have created a triangle with, where a,b and c are the (x,y,z) coordinates of 
the 3 vertices

osg::ref_ptrosg::Geometry geom = new osg::Geometry;
osg::ref_ptrosg::Vec3Array v = new osg::Vec3Array;
geom-setVertexArray( v.get() );
v-push_back(a);
v-push_back(b);
v-push_back(c);
geom-addPrimitiveSet(new osg::DrawArrays( osg::PrimitiveSet::TRIANGLES, 0, 3 ) 
);  
osg::ref_ptrosg::Geode geode = new osg::Geode;
geode-addDrawable( geom.get() );
root-addChild(geode.get());

Could you tell me how i can color fill the inside of the triangle so it will be 
a green triangle.


Thank you!

Cheers,
Jody

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21986#21986





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Animations in OSG

2009-12-30 Thread Dominic Stalder

Hi there

what is the best way to animate osg node. At the moment I'm using the 
QTimer of Qt to transform the object. Is there a better / more efficent 
way to animate object in OSG?


Thanks and best regards
Dominic
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Coordinate system in all readerwriters

2009-12-30 Thread Sukender
Hi ulrich,

As Paul said, OpenGL doesn't have any convention. It's just a common usage 
that tell us we should use right-handed.
However, I agree the number of proposed options could be reduced (I just fear 
that it may become less explicit... or not?).

Your reflexion make me think we should merge read and write options. That way, 
we may have the two options you mentionned, and writing would the do the 
opposite operation. We thus keep write(read(A)) == A.

Is that okay for you?

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

- Ulrich Hertlein u.hertl...@sandbox.de a écrit :

 Hi all,
 
 On 30/12/09 11:35 AM, Sukender wrote:
  - Have plugins do NO rotation by default (reading and writing) when
 the format doesn't
 have coordinate system information (that is to say all but FBX and
 maybe FLT).
  - Have plugins read and apply coordinate system information if
 available by default when reading.
  - Have optionnal READING options:
  - readXup, readYup, readZup to suppose model is X, Y or Z-up
 (overrides format's
 coordinate system information)
  - readLeftHanded, readRightHanded (similar setting)
  - When in conflict (two options defined), use the latest one
  - Have optionnal WRITING options:
  - writeXup, writeYup, writeZup, writeLeftHanded, writeRightHanded
 (which should almost
 never be supported, in my opinion)
  - Let plugings optionnally support these options prefixed with their
 name and _. For
 instance 3ds_readYup would assume ONLY .3ds files are Y-up. These
 would take
 precedence over the general settings.
  - Also support pluginName_read/writeAutoUp and
 pluginName_read/writeAutoHanded,
 which would specifically deactivate a global setting for a given
 plugin. For instance,
 
 Do we really want all those options?  At the moment we only have:
 - rotate around X-axis (for Y-up to Z-up conversion) and
 - convert left- to right-hand CS
 
 While I agree that plugins could leave the orientation alone I still
 think that they
 should do the conversion to a right-handed coordinate system by
 default, because the
 default OpenGL face-winding is right handed.
 
 Additionally, how would the applied transformation be transmitted to
 the writer?  If this
 were to be stored with the loaded node then it could be automatically
 be undone by the
 writer.  Another possibility might be to just create a transformation
 node above the
 unmodified model.  The transformation node could do all the necessary
 scaling/rotation
 (and FrontFace); this could simply be ignored when writing.  The
 downside of this is that
 it doesn't integrate nicely and might be a performance penalty.
 
 Cheers,
 /ulrich
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Animations in OSG

2009-12-30 Thread Cedric Pinson
Hi Dominic,

You can use AnimationPath with AnimationPathCallback or the other is
osgAnimation stuff. You can check in examples directory to have a better
idea how to use it, and what you can do with it.

Cheers,
Cedric

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Wed, 2009-12-30 at 17:12 +0100, Dominic Stalder wrote:
 Hi there
 
 what is the best way to animate osg node. At the moment I'm using the 
 QTimer of Qt to transform the object. Is there a better / more efficent 
 way to animate object in OSG?
 
 Thanks and best regards
 Dominic
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Animations in OSG

2009-12-30 Thread Chris 'Xenon' Hanson
On 12/30/2009 9:12 AM, Dominic Stalder wrote:
 what is the best way to animate osg node. At the moment I'm using the
 QTimer of Qt to transform the object. Is there a better / more efficent
 way to animate object in OSG?

  If you want to avoid Qt, you can use an update callback on the Transform 
node. The
update callback can check the current time and alter the transform.

  Also, look at the osganimate example.

-- 
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
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] VIDEO PLAY mixed with 3D objects

2009-12-30 Thread Stephan Maximilian Huber
Hi,

Am 29.12.09 19:51, schrieb Eduardo Pinheiro:
 Im working in linux ubuntu 9.10.
 I've joined openscenegraph with osgart 2.0 .
 
 Im having some problems with the following questions, i hope someone can help 
 me:
 
  1. Compile quicktime plugin
   
   I already installed the libquicktime 1.1.13. But when i do the make 
 (followed of the cmake) the openscengraph never compiles the quicktime 
 plugin. What i need to have it compiled?
 
the quicktime-plugin of osg is currently only supported for OS X /
Windows. Try the ffmpeg-plugin for linux, should be part of 2.9.x

cheers,
Stephan
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] gl_FrontMaterial deprecated?

2009-12-30 Thread Paul Martz

Ulrich Hertlein wrote:

On 30/12/09 11:33 AM, Ulrich Hertlein wrote:

When I try to use gl_FrontMaterial.ambient, .diffuse, .shininess, etc. in the 
vert/frag
shaders I'm getting silly values (e.g. negative for shininess) that don't 
correspond to
what I set in osg::Material.  (But I'm not getting errors either.)


Please disregard this, the model was using vertex colours so my osg::Material 
was ignored.
Cheers,
/ulrich


Okay, that makes sense.

Just for the archives, yes, material colors (and all FFP lighting state) 
are deprecated in GL3. But they should still work. In GL3.1 and forward, 
they are removed and will not work. You should get GL_INVALID_OPERATION 
if you try to set them on the host.


I don't think the shader variables are removed in GLSL, just deprecated, 
so using them in shaders should just generate shader compile warnings 
with GLSL 1.30 and forward.

   -Paul


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Coordinate system in all readerwriters

2009-12-30 Thread Paul Martz

To simplify things, I'd propose the following:

 - I don't think we need options to control writing. Your app can do 
any required transformation with a NodeVisitor before calling osgDB to 
write. The plugin should just write the scene graph passed to it.
 - For reading, we just need rotation and scale options. rotate axis 
degrees and scale x y z. Those alone will handle changes to 
orientation, handedness, and unit scaling.
 - If the format stores an up vector, handedness, and unit information, 
then the import plugins for those few formats need some kind of 
convertTo option, sort of like FLT's convertToMeters (which scales 
the model from its native units).


As an addendum to the last point, regarding Ulrich's comment, an import 
plugin can only convert to right-handed if it knows the handedness of 
the model. Which formats store that information? And to clarify, 
OpenGL's right-handed rule is only the default for the definition of a 
front face. Your application and your models may or may not use this 
convention, and I think it would be wrong for a plugin to do such a 
conversion automatically, assuming it knows something about the 
convention you are using.


Finally, in principle, I agree: write( read( A ) ) should equal A. But I 
want to re-emphasize this can only be true in the context of coordinate 
systems. (100% equality in round-trip model conversions is essentially 
an impossibility.)


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



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Color fill a primitiveSet

2009-12-30 Thread Gordon Tomlinson
HI Jody

See [OpenSceneGraph]\examples\osggeometry\



__
Gordon Tomlinson 

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

__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jody Cole
Sent: Wednesday, December 30, 2009 4:02 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Color fill a primitiveSet

Hi,

I have created a triangle with, where a,b and c are the (x,y,z) coordinates
of the 3 vertices

osg::ref_ptrosg::Geometry geom = new osg::Geometry;
osg::ref_ptrosg::Vec3Array v = new osg::Vec3Array;
geom-setVertexArray( v.get() );
v-push_back(a);
v-push_back(b);
v-push_back(c);
geom-addPrimitiveSet(new osg::DrawArrays( osg::PrimitiveSet::TRIANGLES, 0,
3 ) );  
osg::ref_ptrosg::Geode geode = new osg::Geode;
geode-addDrawable( geom.get() );
root-addChild(geode.get());

Could you tell me how i can color fill the inside of the triangle so it will
be a green triangle.


Thank you!

Cheers,
Jody

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21986#21986





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Rotation 2 DOF node with 2 Different Matrix.

2009-12-30 Thread Ümit Uzun
Hi All,

I have a problem about rotating one MatrixTransform node with 2 different
Matrix which one of responsible for rotation on X by osg::X_AXIS and one of
responsible for rotatin by osg::Y_AXIS.
I have done some rotation to MT node but after this operations I am waiting
to get Identity matrix for MT which has Identity matrix in initial state.
Some psudo codes;

-
// Initial states
osg::MatrixTransform* MT;
MT-setMatrix( osg::Matrix::identity() );
osg::Matrix ang1 = osg::Matrix::identity();
osg::Matrix ang2 = osg::Matrix::identity();

// Updates done with this codes
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f),
osg::X_AXIS)));
ang2.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f),
osg::Y_AXIS)));

MT-setMatrix(ang2 * ang1);
-

if I rotate my MT by above code; model rotated on Y by localCoordinate axis
and rotated on X fixedCoordinate axis. But I wanted to rotate on X local
coordınate axis too.


If I use one matrix to update rotation;
-
// Initial states
osg::MatrixTransform* MT;
MT-setMatrix( osg::Matrix::identity() );
osg::Matrix ang1 = osg::Matrix::identity();

// Updates done with this codes
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f),
osg::X_AXIS)));
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f),
osg::Y_AXIS)));
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(-10.0f),
osg::X_AXIS)));
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(-10.0f),
osg::Y_AXIS)));

MT-setMatrix(ang1);
-

With above code I can rotate my model X and Y local coordinate axis. But
this code has lack too.

After apply positive and negative way rotation I am waiting to get
IdentityMatrix but after all rotation operation my MT-getMatrix() give me
different from IdentityMatrix. I think I should use inverse matrix instead
of negative direction rotated matrix to rotate -X or -Y direction. Could it
solve my problem or not?

By these 2 rotation operations my main goal is that; I want to rotate MT by
X and Y local coordinate system. And after all rotations I can get initial
state of MT. I mean I apply to many rotation transformation to my unique
node and after all dual(for X and -X or for y and -Y with unordered queue)
operation I want to get first initial matrix for my MT node.

I know this is not hard operations, but I am unstable about choosing which
one is right way.
I appreciate any comments.
Regards.

Ümit Uzun
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Rotation 2 DOF node with 2 Different Matrix.

2009-12-30 Thread Paul Martz
I would store the x and y rotations as separate variables. Use them to 
compute a single Matrix when you need to update. Test for identity by 
checking to see if your x and y variables fall within an epsilon range 
of zero.


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



Ümit Uzun wrote:

Hi All,

I have a problem about rotating one MatrixTransform node with 2 
different Matrix which one of responsible for rotation on X by 
osg::X_AXIS and one of responsible for rotatin by osg::Y_AXIS.
I have done some rotation to MT node but after this operations I am 
waiting to get Identity matrix for MT which has Identity matrix in 
initial state.

Some psudo codes;

-
// Initial states
osg::MatrixTransform* MT;
MT-setMatrix( osg::Matrix::identity() );
osg::Matrix ang1 = osg::Matrix::identity();
osg::Matrix ang2 = osg::Matrix::identity();

// Updates done with this codes
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f), 
osg::X_AXIS)));
ang2.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f), 
osg::Y_AXIS)));


MT-setMatrix(ang2 * ang1);
-

if I rotate my MT by above code; model rotated on Y by localCoordinate 
axis and rotated on X fixedCoordinate axis. But I wanted to rotate on X 
local coordınate axis too.



If I use one matrix to update rotation;
-
// Initial states
osg::MatrixTransform* MT;
MT-setMatrix( osg::Matrix::identity() );
osg::Matrix ang1 = osg::Matrix::identity();

// Updates done with this codes
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f), 
osg::X_AXIS)));
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f), 
osg::Y_AXIS)));
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(-10.0f), 
osg::X_AXIS)));
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(-10.0f), 
osg::Y_AXIS)));


MT-setMatrix(ang1);
-

With above code I can rotate my model X and Y local coordinate axis. But 
this code has lack too.


After apply positive and negative way rotation I am waiting to get 
IdentityMatrix but after all rotation operation my MT-getMatrix() give 
me different from IdentityMatrix. I think I should use inverse matrix 
instead of negative direction rotated matrix to rotate -X or -Y 
direction. Could it solve my problem or not?


By these 2 rotation operations my main goal is that; I want to rotate MT 
by X and Y local coordinate system. And after all rotations I can get 
initial state of MT. I mean I apply to many rotation transformation to 
my unique node and after all dual(for X and -X or for y and -Y with 
unordered queue) operation I want to get first initial matrix for my MT 
node.


I know this is not hard operations, but I am unstable about choosing 
which one is right way.

I appreciate any comments.
Regards.

Ümit Uzun




___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] LightPointNode culling

2009-12-30 Thread Max Bandazian
Thanks, Nick. I tried this out and it does work around the issue, and
so far I haven't seen a significant performance hit.

This is clearly a bug, though. The lights in the .osg file are set to
have a minimum 3 pixel size (I have no idea if this means 3 pixel
radius, 3 pixel diameter, or what), but even if I set the small
feature culling size to  1 pixel they get culled out. That strongly
indicates that the culling algorithm is using the bounding sphere to
decide how many pixels the geometry will have, and in this case that's
just wrong.

I'd like to suggest a fix, but I'm just not familiar enough with the
culling code to do that. I hope someone more experienced can take a
look at it.

Max

On Mon, Dec 28, 2009 at 4:33 PM, Trajce Nikolov
nikolov.tra...@gmail.com wrote:
 Hi,
 I did quick test here. You should disable small feature culling. Have a look
 at
 viewer.getCamera()-setCullingMode(osg::CullSettings::
 Nick

 http://www.linkedin.com/in/tnick
 Sent from Ünalan, İstanbul, Turkey

 On Mon, Dec 28, 2009 at 11:08 PM, Max Bandazian mbandaz...@gmail.com
 wrote:

 Hi,

 I'm having some trouble with the culling of an osgSim::LightPointNode.
 They seem to be getting culled out at some arbitrary distance,
 although I could also be misinterpreting what the class is supposed to
 do (the header is almost entirely uncommented, so...)

  The attached .osg file has one triangle and one light point. I'd
 expect that the lightpoint stays visible until it's either behind the
 far clipping plane or the eyepoint is more than
 sqrt(maxVisibleDistance2) away, but in reality it stops getting drawn
 when the eyepoint is ~1500 away. I'm testing in osgviewer, with
 version 2.8.2. Is this somehow the correct behavior, or is there a bug
 in the culling?

 Thanks,
 Max Bandazian

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] New ffmpeg plugin checked into svn/trunk

2009-12-30 Thread Michael Day

Robert Osfield wrote:
 
 I was thinking that an OpenAL plugin would be doable, and could either
 return an audio sink or an AudioStream.
 
 ...
 
 I'm going to experiment with OpenAL at this end how things go.
 


I see that osgmovie currently uses SDL for audio playback.  Is there still 
interest in using straight OpenAL to play the audio streamed from FFMEPG?

Thanks,

Michael Day

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21998#21998





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Need OSG BOF organizer

2009-12-30 Thread Michael Weiblen
Hi,

FWIW bear in mind the OpenGL BOF is traditionally Wednesday eve, so the
coveted Wed morning slots go quickly :-)

cheers
-- mew



On Tue, Dec 29, 2009 at 6:45 PM, Paul Martz pma...@skew-matrix.com wrote:

 Thanks, Wang Rui. Yes, everything can be done by Internet. With SIGGRAPH in
 Las Angeles this year instead of New Orleans, your flight from China will be
 just a few hours shorter. :-)

 I haven't checked the SIGGRAPH web site to see if BOF registration is
 possible yet. I know the deadline is usually later, April or so. If you have
 questions about how to register the BOF at the SIGGRAPH web site, email me
 offline. (You don't need to register yourself at this time, just register
 the BOF.)


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



 Wang Rui wrote:

 Hi Paul,

 I'd like to help, based on the premise that all the organizational
 matters could be done in internet. :)

 Wang Rui


 2009/12/30 Paul Martz pma...@skew-matrix.com:

 Hi all -- I'm repeating my plea. Both Mike Weiblen and myself would like
 to
 step down as BOF organizer for this year's SIGGRAPH. We need someone from
 the OSG community to step forward and organize this event.

 Can someone please take this on? If no one steps up for this, there will
 be
 no OSG BOF at SIGGRAPH this year.
 --
 Paul Martz
 Skew Matrix Software LLC
 _http://www.skew-matrix.com_ http://www.skew-matrix.com/
 +1 303 859 9466

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


  ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Coordinate system in all readerwriters

2009-12-30 Thread Sukender
Hi Paul and all,

I agree with you simplification, but I'm not sure it'll keep write(read(A))==A. 
For instance:
- Read a model with a rotation (Y to Z-up for instance). Your +y facing plane 
will be then +z facing.
- Write the model. Model is still rotated and will be +z in the file, thus 
having write(read(A))!=A.

This is why I suggested writers should undo what is done during the reading 
by applying the opposite transform given by the read options. Of course one 
could have control over those things by changing options between reading and 
writing, but it's then the user's choice. It's surely the same when writing 
first and then reading.

Am I wrong?

Cheers,

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

- Paul Martz pma...@skew-matrix.com a écrit :

 To simplify things, I'd propose the following:
 
   - I don't think we need options to control writing. Your app can do
 
 any required transformation with a NodeVisitor before calling osgDB to
 
 write. The plugin should just write the scene graph passed to it.
   - For reading, we just need rotation and scale options. rotate
 axis 
 degrees and scale x y z. Those alone will handle changes to
 
 orientation, handedness, and unit scaling.
   - If the format stores an up vector, handedness, and unit
 information, 
 then the import plugins for those few formats need some kind of 
 convertTo option, sort of like FLT's convertToMeters (which scales
 
 the model from its native units).
 
 As an addendum to the last point, regarding Ulrich's comment, an
 import 
 plugin can only convert to right-handed if it knows the handedness of
 
 the model. Which formats store that information? And to clarify, 
 OpenGL's right-handed rule is only the default for the definition of
 a 
 front face. Your application and your models may or may not use this 
 convention, and I think it would be wrong for a plugin to do such a 
 conversion automatically, assuming it knows something about the 
 convention you are using.
 
 Finally, in principle, I agree: write( read( A ) ) should equal A. But
 I 
 want to re-emphasize this can only be true in the context of
 coordinate 
 systems. (100% equality in round-trip model conversions is essentially
 
 an impossibility.)
 
 Paul Martz
 Skew Matrix Software LLC
 _http://www.skew-matrix.com_ http://www.skew-matrix.com/
 +1 303 859 9466
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org