[osg-users] building collada plugin on windows

2010-03-09 Thread Trajce (Nick) Nikolov
Hi community,

this is my first attempt to build the dae plugin. In CMAke there are bunch
of options for COLLADA. I have downloaded the colladadom lib, and I am lost.
What is to be downloaded (and from where) in order to build the plugin,

Thanks a lot
-Nick
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Re: [osg-users] RedHat versions and ffmpeg version

2010-03-09 Thread Robert Osfield
Hi Jason,

Thanks for the file.  Yesterday I added a guard that checks for a minimum
version of 52.32 which should fail for your version of ffmpeg (52.20) and
use the old deprecated functions, this is checked into svn/trunk so I was
hoping that you system would build overnight, alas there is slew of new
errors that kinda look like the ffmpeg plugin include paths have gone awry:

   http://cdash.openscenegraph.org/viewBuildError.php?buildid=1564

I didn't make any changes to the include setup or usage so the difference
would look a change that has happened at your end.  Have you uninstalled
ffmpeg and reinstalled the headers in a slightly different place?  Could you
remove CMakeCache.txt and force a new cmake . on the build machine?

Cheers,
Robert.
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Re: [osg-users] building collada plugin on windows

2010-03-09 Thread Michael Platings
On Windows with Visual Studio 2008 this is what I do prior to building
OSG from CMake:

1.  Get the COLLADA DOM from http://www.khronos.org/collada/ and
extract it to C:\COLLADA 
2.  Add the environment variable COLLADA_DIR as C:\COLLADA 
3.  Open C:\COLLADA\dom\projects\vc9-1.4\dom.sln and build the dom
project in both Debug and Release configurations. 

Once you've done this CMake should automatically fill in the COLLADA
options (library paths etc) for you.

 


From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce
(Nick) Nikolov
Sent: 09 March 2010 09:33
To: OpenSceneGraph Users
Subject: [osg-users] building collada plugin on windows


Hi community, 

this is my first attempt to build the dae plugin. In CMAke there are
bunch of options for COLLADA. I have downloaded the colladadom lib, and
I am lost. What is to be downloaded (and from where) in order to build
the plugin,

Thanks a lot
-Nick


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Re: [osg-users] vpbmaster TiffOpen too many files open

2010-03-09 Thread Robert Osfield
Hi Maya,

On Mon, Mar 8, 2010 at 9:35 PM, maya leonard mayaleon...@hotmail.comwrote:

 I will try this. Do you have any hints on what a good number would be
 for performance?


The defaults are typically what you should use.  If you want best
performance then building local file caches on your cluster and using a
decent OS (i.e. not Windows) will make the most difference.

Robert.
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Re: [osg-users] VPB Terrain Simplification Missing?

2010-03-09 Thread Robert Osfield
Hi Mark,

On Mon, Mar 8, 2010 at 10:41 PM, Mark Yantek myan...@rscusa.com wrote:

 In the more recent versions of Virtual Planet Builder(0.9.11-trunk)
 terrain simplification stopped working for me. It seems VPB is functioning
 as if –no-terrain-simplification is always set. Was terrain simplification
 killed off or disabled?


VPB by default now builds databases that use osgTerrain::TerrainTile rather
than osg::Geometry tiles.  TerrainTile's are regular grids that are
tessellated at viewer runtime, rather than like the old osg::Geometry that
are tessellated and simplified at VPB build time.

The advantage of using osgTerrain is that you can change the geometry
complexity on the fly in your final application, and can also customize the
TerrainTechnque that is used to render the tiles, so you can implement your
own schemes rather than the brute force GeometryTechnique that is the
current one provided by osgTerrain.  Building in VPB using osgTerrain is
also many times faster as the simplification process is comparitively slow.

To see how you can alter the sample density at runtime have a look at the
osgmultitexturecontrol example, and in particular the
_terrain-setSampleRatio(..); line.

Robert.
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Re: [osg-users] latest osg osgocean - hangs after a while running

2010-03-09 Thread Trajce (Nick) Nikolov
HI Kim,

lowering the resolution in osgOcean::FFTOceanSurface seam to fix the crash
. just a hint for you

-Nick


On Mon, Mar 8, 2010 at 9:25 PM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

 oko .. sounds good. Thanks !

 -Nick



 On Mon, Mar 8, 2010 at 9:23 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 I'm on holiday this week so I'll take a look at this tomorrow. I must
 confess I haven't tried osgOcean with the latest version of osg so
 there may well be some conflict. Will know more tomorrow.

 Kim.


 On 8 March 2010 13:42, Trajce (Nick) Nikolov nikolov.tra...@gmail.com
 wrote:
  I did a bit of investigation, and when there are no oceanscene children,
 it
  doesnt crash. when I add children to the ocean scene, then it crashes
  -Nick
 
 
  On Mon, Mar 8, 2010 at 3:03 PM, Trajce (Nick) Nikolov
  nikolov.tra...@gmail.com wrote:
 
  HI community,
  I am experiencing heap corruption with the latest osg  osgocean 
  after a while running, it just hangs in debug mode, in release heap
  corruption error happens. For you using osgocean, could you confirm the
 same
  case?
  Thanks
  -Nick
 
 
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[osg-users] osg for VS Studion 2010 RC

2010-03-09 Thread Wolfgang Eschner
Hi,

I have successully compiled osg with VS Studion 2010 RC (64bit) on Windows 7 
64bit. I also prepared a 3rdParty_X64 directory with i.e. 
collada dll.

But I got some diffulities which I will report. I hope the developer team can 
solve them.

osgviewerMFC: compiles but does not work any more.
osgdb_directshow:  not compiles to a supposed 64bit pointer difficulty. I got 
the error cannot convert from 'int' to '_AMMediaType *'.

Some further comments:
example_osgviewerGLUT: I had to add a directory entry for the linker to 
directory where glut32.lib (32 bit) is located. Strange but osgviewerGLUT works.
osgdb_gif: I had to ignore libcmt.lib/libcmtd.lib. Possibly this can be 
introduced into Cmake files.

Thank you!

Cheers,
Wolfgang

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Re: [osg-users] building collada plugin on windows

2010-03-09 Thread Michael Platings
Apologies, it's this one:
http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/Collada%20DOM%202.2/collada-dom-2.2.zip/download

Despite being called 2.2 it creates version 2.1 DLLs :\
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Re: [osg-users] building collada plugin on windows

2010-03-09 Thread Trajce (Nick) Nikolov
Michael,

I got the colladacom-vc8.zip. No project files there. Only include and bin
(with libs and dlls). Could you post the exact path of the file you are
refering ?

Thanks
-Nick


On Tue, Mar 9, 2010 at 11:42 AM, Michael Platings
mplati...@pixelpower.comwrote:

  On Windows with Visual Studio 2008 this is what I do prior to building
 OSG from CMake:

1. Get the COLLADA DOM from http://www.khronos.org/collada/ and extract
it to C:\COLLADA
2. Add the environment variable COLLADA_DIR as C:\COLLADA
3. Open C:\COLLADA\dom\projects\vc9-1.4\dom.sln and build the dom
project in both Debug and Release configurations.

 Once you've done this CMake should automatically fill in the COLLADA
 options (library paths etc) for you.


  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* 09 March 2010 09:33
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] building collada plugin on windows

 Hi community,

 this is my first attempt to build the dae plugin. In CMAke there are bunch
 of options for COLLADA. I have downloaded the colladadom lib, and I am lost.
 What is to be downloaded (and from where) in order to build the plugin,

 Thanks a lot
 -Nick

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Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Guy
Hi, thanks, I've just read that SMOOTH isn't supported since several
years ago.

 

It is important since this is physically correct that even objects which
are very small, does contribute to the pixel color.

 

Is it possible to calculate the pixel coverage or get it in a shader?
That would be a good solution. 

Does anyone know how Multi-sampling is implemented algorithmically?

 

Thanks,

 Guy.

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael
Platings
Sent: Tuesday, March 09, 2010 5:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] automatic pixel transparency adjustment

 

Hi Guy,
the behaviour of multisampling is quite well defined - the more samples
you request, the more accurate the render will be. Yes, objects smaller
than a pixel may not be rendered. Why is that a problem for you?

The behaviour of smooth rendering is not well defined. It's a hint to
the OpenGL implementation, nothing more. To find out how it behaves on a
particular graphics card you'll have to experiment.

On 9 March 2010 14:32, Guy g...@dvp.co.il wrote:

Hi all,

 Thanks again for your answers, I've read about Multi-sampling, SMOOTH
rendering and centroid variables. It all helped a lot.

 

I've few questions regarding these issues that were not clear:

With multisampling: 

-  if none of the samples falls within the intersection of the
object and the pixel, than nothing will be rendered? Does it mean that
tiny objects will disappear?

-  multi-sampling can never be accurate, right? I mean almost
never can set the object alpha to the object pixel coverage percentange?

With SMOOTH rendering:

-  is it more accurate than multisampling? Is it possible that
OpenGL implementation will not calculate the pixel coverage correctly?

-  Does it works slower or faster than multisampling?

-  Will it work even for tiny objects?

 

 

Thanks,

 Guy.

 


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g

 

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Re: [osg-users] building collada plugin on windows

2010-03-09 Thread Trajce (Nick) Nikolov
ok .. thanks

-Nick


On Tue, Mar 9, 2010 at 1:05 PM, Michael Platings mplati...@gmail.comwrote:

 Hi Nick,
 it appears they've rearranged things since I wrote those instructions. It
 looks a lot more sensible now so our DAE CMake files need to be updated
 accordingly. But meanwhile the closest I can find to the previous DOM is at
 http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/2.1/colladadom.zip/download

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[osg-users] vertex arrays in a custom drawable

2010-03-09 Thread Otto Cologne
Hi,

i'm trying to use vertex arrays in my own drawable. For some reason it crashes 
in the glDrawArrays call. The draw implementation is some code that works in 
another program of mine which uses pure opengl.


Code:

glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_COLOR_ARRAY );

glVertexPointer( 3, GL_FLOAT, 0, (*verts)[0] );
glColorPointer( 3, GL_FLOAT, 0, (*colors)[0] );

for ( size_t i = 0; i  active-size(); ++i )
{
if ( (*active)[i] )
{
glDrawArrays( GL_LINE_STRIP, (*startIndexes)[i] * 3, 
(*pointsPerLine)[i] );
}
}
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );




In the constructor of the drawable there is a setSupportsDisplayList( false );

For the opengl part this looks correct, the only thing i could think of now is 
that it's not ok to do stuff like glEnableClientState directly but have to use 
some osg state object. Any hints on how to do it correctly will be greatly 
appreciated.



Thank you!

Cheers,
Otto

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Re: [osg-users] building collada plugin on windows

2010-03-09 Thread Trajce (Nick) Nikolov
Thanks a lot Michael !!!

-Nick


On Tue, Mar 9, 2010 at 11:42 AM, Michael Platings
mplati...@pixelpower.comwrote:

  On Windows with Visual Studio 2008 this is what I do prior to building
 OSG from CMake:

1. Get the COLLADA DOM from http://www.khronos.org/collada/ and extract
it to C:\COLLADA
2. Add the environment variable COLLADA_DIR as C:\COLLADA
3. Open C:\COLLADA\dom\projects\vc9-1.4\dom.sln and build the dom
project in both Debug and Release configurations.

 Once you've done this CMake should automatically fill in the COLLADA
 options (library paths etc) for you.


  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* 09 March 2010 09:33
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] building collada plugin on windows

 Hi community,

 this is my first attempt to build the dae plugin. In CMAke there are bunch
 of options for COLLADA. I have downloaded the colladadom lib, and I am lost.
 What is to be downloaded (and from where) in order to build the plugin,

 Thanks a lot
 -Nick

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Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Michael Platings
Hi Guy,
the behaviour of multisampling is quite well defined - the more samples you
request, the more accurate the render will be. Yes, objects smaller than a
pixel may not be rendered. Why is that a problem for you?

The behaviour of smooth rendering is not well defined. It's a hint to the
OpenGL implementation, nothing more. To find out how it behaves on a
particular graphics card you'll have to experiment.

On 9 March 2010 14:32, Guy g...@dvp.co.il wrote:

  Hi all,

  Thanks again for your answers, I've read about Multi-sampling, SMOOTH
 rendering and centroid variables. It all helped a lot.



 I've few questions regarding these issues that were not clear:

 With multisampling:

 -  if none of the samples falls within the intersection of the
 object and the pixel, than nothing will be rendered? Does it mean that tiny
 objects will disappear?

 -  multi-sampling can never be accurate, right? I mean almost
 never can set the object alpha to the object pixel coverage percentange?

 With SMOOTH rendering:

 -  is it more accurate than multisampling? Is it possible that
 OpenGL implementation will not calculate the pixel coverage correctly?

 -  Does it works slower or faster than multisampling?

 -  Will it work even for tiny objects?





 Thanks,

  Guy.



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Re: [osg-users] building collada plugin on windows

2010-03-09 Thread Michael Platings
Hi Nick,
it appears they've rearranged things since I wrote those instructions. It
looks a lot more sensible now so our DAE CMake files need to be updated
accordingly. But meanwhile the closest I can find to the previous DOM is at
http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/2.1/colladadom.zip/download
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Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Guy
Hi all,

 Thanks again for your answers, I've read about Multi-sampling, SMOOTH
rendering and centroid variables. It all helped a lot.

 

I've few questions regarding these issues that were not clear:

With multisampling: 

-  if none of the samples falls within the intersection of the
object and the pixel, than nothing will be rendered? Does it mean that
tiny objects will disappear?

-  multi-sampling can never be accurate, right? I mean almost
never can set the object alpha to the object pixel coverage percentange?

With SMOOTH rendering:

-  is it more accurate than multisampling? Is it possible that
OpenGL implementation will not calculate the pixel coverage correctly?

-  Does it works slower or faster than multisampling?

-  Will it work even for tiny objects?

 

 

Thanks,

 Guy.

 

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[osg-users] Subfaces in OpenFlight models

2010-03-09 Thread David Marchessault
Hi,

First of all, I am a new user of openSceneGraph so bear with me :) . I have a 
fairly simple question, is OSGViewer supporting subfaces in openflight models? 
Of course I tried, but I am getting strange result where the subface would only 
display under certain camera angles.

Thank you!

Cheers,
David

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[osg-users] problems about layer rendering

2010-03-09 Thread Kai Xia
Hi,

I have some problems while using geometry shader and TextureArray to optimize 
PSSM shadow, the test code is like following:
C++ code:
osg::TextureArray *ta = new osg::TextureArray;
ta-setTextureSize(1024, 1024, 3); //3 layer texture
...
shadowCamera-attach(osg::Camera::COLOR_BUFFER, ta, 0, 0);  //
shadowCamera-attach(osg::Camera::COLOR_BUFFER, ta, 0, 1);
shadowCamera-attach(osg::Camera::COLOR_BUFFER, ta, 0, 2);

Geometry shader code:

#extension GL_EXT_geometry_shader4 : require

varying vec4 color;

void main()
{
//Route to Layer 0
for (int i = 0; i  3; i++)
{
// You will recieve 3 positions since we set the input type to Triangles
gl_Position = 0.5*gl_PositionIn[i] - vec4(0.5, 0.0, 0.0, 1.0);   
gl_FrontColor = vec4(1.0, 0.0, 0.0,1.0);
gl_Layer = 0;
EmitVertex();
}
EndPrimitive();

//Route to Layer 1
for (int i = 0; i  3; i++)
{
gl_Position = 0.5*gl_PositionIn[i];
//Just to see a difference in Layer 1
gl_FrontColor = vec4(0.0, 1.0, 0.0,1.0);
gl_Layer = 1;
EmitVertex();
}
EndPrimitive();
//Route to Layer 2
for (int i = 0; i  3; i++)
{
gl_Position = 0.5*gl_PositionIn[i] + vec4(0.5, 0.0, 0.0, 1.0);
//Just to see a difference in Layer 1
gl_FrontColor = vec4(0.0, 1.0, 0.0,1.0);
gl_Layer = 2;
EmitVertex();
}
EndPrimitive();
}

during the testing , only the 1st layer of texture have avaliable context(scene 
with red color), other 2 layers are undefined. Has some one sucessed in layer 
rendering? please give some advise, thanks a lot!


Cheers,
xiakai

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Re: [osg-users] RedHat versions and ffmpeg version

2010-03-09 Thread Jason Daly

Robert Osfield wrote:
I didn't make any changes to the include setup or usage so the 
difference would look a change that has happened at your end.  Have 
you uninstalled ffmpeg and reinstalled the headers in a slightly 
different place?  Could you remove CMakeCache.txt and force a new 
cmake . on the build machine?


Very strange.  Somehow my copy of avcodec.h went missing.  I replaced it 
and it's building now.


--J

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[osg-users] source for 3d glasses?

2010-03-09 Thread Cory Riddell
Just wondering if anybody had a good source for anaglyphic glasses?
There are some on eBay for about $10 per pair. Is that reasonable?

Cory
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Re: [osg-users] RedHat versions and ffmpeg version

2010-03-09 Thread Jason Daly

Jason Daly wrote:

Robert Osfield wrote:
  
I didn't make any changes to the include setup or usage so the 
difference would look a change that has happened at your end.  Have 
you uninstalled ffmpeg and reinstalled the headers in a slightly 
different place?  Could you remove CMakeCache.txt and force a new 
cmake . on the build machine?



Very strange.  Somehow my copy of avcodec.h went missing.  I replaced it 
and it's building now.
  


Actually, now that I think about it, it was probably operator error.  I 
had to copy the header from the root account on this workstation (where 
the CDash cron is actually run) to my user account so I could send it to 
you.  I probably just moved it instead of copying it.


Sorry for the hang-up.

--J


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Re: [osg-users] source for 3d glasses?

2010-03-09 Thread Buckley, Bob CTR MDA/DES
http://www.3dstereo.com/

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell
Sent: Tuesday, March 09, 2010 9:29 AM
To: OpenSceneGraph Users
Subject: [osg-users] source for 3d glasses?

Just wondering if anybody had a good source for anaglyphic glasses?
There are some on eBay for about $10 per pair. Is that reasonable?

Cory
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Re: [osg-users] source for 3d glasses?

2010-03-09 Thread Erik den Dekker
I ordered some anaglyphic / polarized from 
http://www.berezin.com/3D/3dglasses.htm and was quite satisfied. The more you 
buy, the cheapier it gets.

   Erik

On 09-03-2010, at 17:28, Cory Riddell wrote:

 Just wondering if anybody had a good source for anaglyphic glasses?
 There are some on eBay for about $10 per pair. Is that reasonable?
 
 Cory
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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-09 Thread Nico Kruithof
Hi Jordi,

I submitted a patch to be able to use the 10.6 framework. The trunk
compiles, with this patch together with the two CMake defines you provided.

Bests,
Nico

On Mon, Mar 8, 2010 at 2:08 PM, Nico Kruithof nicokruit...@gmail.comwrote:

 Hi Jordi,

 I know for certain that the 10.6 framework was not specified in the root
 CMakeLists.txt, so I added that. I'll try to retrace my steps tomorrow.

 --
 Nico


 On Mon, Mar 8, 2010 at 1:05 PM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Nico and Tobias,

 This topic have been discussed in this list several times. In order to
 compile osg for x86_64 you must disable Quicktime plugin and change the
 default plugin to imageio, and set the osg_windowing_system to Cocoa. Then
 you can compile with makefiles from a console, instead of using XCode.

 So, in CMake:

 OSG_WINDOWING_SYSTEM = Cocoa
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio

 Hope this helps.




 2010/3/8 Nico Kruithof nicokruit...@gmail.com

 Hi,

 I managed to get OSG compiling on OSX (Snow Leopard). From the top of my
 head, I'm using the imageio instead of quicktime. Then I had to specify the
 10.6 platform in the main CMakeLists.txt and disable Quicktime. I planned to
 submit these changes, but didn't have time yet. I'll give it a go tomorrow.

 Bests,
 Nico


 On Mon, Mar 8, 2010 at 12:05 PM, Tobias Duckworth t...@orogenic.netwrote:

 Hello again,

 Thanks for your prompt response.

 Yes disabling Quicktime is fine for my purposes - However, from what I
 can work out the cleanest way to achieve this will be to get generated 
 XCode
 projects, then I can pick and choose what gets built - I don't really want
 to hack the Makefiles and there doesn't appear to be a way to disable the
 Quicktime build from CMake.

 I look forward to hearing from 'the OSX guys', and hope that in the
 future I can provide similar support to others.  I'd be happy to update the
 OSX build instructions for example, once I have managed to build.

 Cheers,
 Tobias

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Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Michael Platings
If physically correct is what you need then OpenGL probably isn't what you
want. In general, OpenGL is suitable for rendering something that looks
pretty good, FAST.

I don't know of any way to get fragment coverage in a shader. However, even
if you could that wouldn't be adequate:
Imagine you have a white (255) square on a black (0) background. You size
the square so that it precisely covers one pixel. When you render it, the
pixel is coloured white (255).
Now imagine you divide that white square in half. You would expect that
rendering the two halves would also get you a value of 255, but...
When you render the first half, the pixel is 255 * 0.5 + 0 * (1 - 0.5) =
127.
When you render the second half the pixel is 255 * 0.5 + 127 * (1 - 0.5) =
191. NOT 255!

Therefore, multiplying alpha by coverage wouldn't work unless you're only
dealing with separate polygons, which isn't the case most of the time.
HTH
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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-09 Thread Jordi Torres
Hi Nico,

I have seen your submit, I am now compiling for i386 and x86_64. My fingers
are crossed. ;)

Best regards.

2010/3/9 Nico Kruithof nicokruit...@gmail.com

 Hi Jordi,

 I submitted a patch to be able to use the 10.6 framework. The trunk
 compiles, with this patch together with the two CMake defines you provided.

 Bests,
 Nico


 On Mon, Mar 8, 2010 at 2:08 PM, Nico Kruithof nicokruit...@gmail.comwrote:

 Hi Jordi,

 I know for certain that the 10.6 framework was not specified in the root
 CMakeLists.txt, so I added that. I'll try to retrace my steps tomorrow.

 --
 Nico


 On Mon, Mar 8, 2010 at 1:05 PM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Nico and Tobias,

 This topic have been discussed in this list several times. In order to
 compile osg for x86_64 you must disable Quicktime plugin and change the
 default plugin to imageio, and set the osg_windowing_system to Cocoa. Then
 you can compile with makefiles from a console, instead of using XCode.

 So, in CMake:

 OSG_WINDOWING_SYSTEM = Cocoa
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio

 Hope this helps.




 2010/3/8 Nico Kruithof nicokruit...@gmail.com

 Hi,

 I managed to get OSG compiling on OSX (Snow Leopard). From the top of my
 head, I'm using the imageio instead of quicktime. Then I had to specify the
 10.6 platform in the main CMakeLists.txt and disable Quicktime. I planned 
 to
 submit these changes, but didn't have time yet. I'll give it a go tomorrow.

 Bests,
 Nico


 On Mon, Mar 8, 2010 at 12:05 PM, Tobias Duckworth t...@orogenic.netwrote:

 Hello again,

 Thanks for your prompt response.

 Yes disabling Quicktime is fine for my purposes - However, from what I
 can work out the cleanest way to achieve this will be to get generated 
 XCode
 projects, then I can pick and choose what gets built - I don't really want
 to hack the Makefiles and there doesn't appear to be a way to disable the
 Quicktime build from CMake.

 I look forward to hearing from 'the OSX guys', and hope that in the
 future I can provide similar support to others.  I'd be happy to update 
 the
 OSX build instructions for example, once I have managed to build.

 Cheers,
 Tobias

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 Jordi Torres Fabra

 gvSIG 3D blog
 http://gvsig3d.blogspot.com
 Instituto de Automática e Informática Industrial
 http://www.ai2.upv.es

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http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
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Re: [osg-users] Subfaces in OpenFlight models

2010-03-09 Thread Paul Martz

David Marchessault wrote:

Hi,

First of all, I am a new user of openSceneGraph so bear with me :) . I have a 
fairly simple question, is OSGViewer supporting subfaces in openflight models? 
Of course I tried, but I am getting strange result where the subface would only 
display under certain camera angles.


I'm pretty sure that flt subfaces requires stencil, so try this:
  osgviewer --stencil file.flt

   -Paul

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Re: [osg-users] Subfaces in OpenFlight models

2010-03-09 Thread Tomlinson, Gordon
Not looked at the current OSG code.

But its used be done with the GL POLYGON_OFFSET calls and settings


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, March 09, 2010 12:14 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Subfaces in OpenFlight models

David Marchessault wrote:
 Hi,
 
 First of all, I am a new user of openSceneGraph so bear with me :) . I
have a fairly simple question, is OSGViewer supporting subfaces in
openflight models? Of course I tried, but I am getting strange result
where the subface would only display under certain camera angles.

I'm pretty sure that flt subfaces requires stencil, so try this:
   osgviewer --stencil file.flt

-Paul

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Re: [osg-users] Subfaces in OpenFlight models

2010-03-09 Thread Jason Daly


The current loader also uses osg::PolygonOffset

You might check the list archives to see if there has been any traffic 
about this issue.  I seem to remember some, but I don't recall if it was 
for this OpenFlight loader or the previous one (from OSG versions 1.2 
and prior).


--J



Tomlinson, Gordon wrote:

Not looked at the current OSG code.

But its used be done with the GL POLYGON_OFFSET calls and settings


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, March 09, 2010 12:14 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Subfaces in OpenFlight models

David Marchessault wrote:
  

Hi,

First of all, I am a new user of openSceneGraph so bear with me :) . I


have a fairly simple question, is OSGViewer supporting subfaces in
openflight models? Of course I tried, but I am getting strange result
where the subface would only display under certain camera angles.

I'm pretty sure that flt subfaces requires stencil, so try this:
   osgviewer --stencil file.flt

-Paul

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Re: [osg-users] Subfaces in OpenFlight models

2010-03-09 Thread Trajce (Nick) Nikolov
just from experience, you can experiment with the projection matrix (only
far/near planes) to get better / different results.

-Nick


On Tue, Mar 9, 2010 at 8:43 PM, Jason Daly jd...@ist.ucf.edu wrote:


 The current loader also uses osg::PolygonOffset

 You might check the list archives to see if there has been any traffic
 about this issue.  I seem to remember some, but I don't recall if it was for
 this OpenFlight loader or the previous one (from OSG versions 1.2 and
 prior).

 --J




 Tomlinson, Gordon wrote:

 Not looked at the current OSG code.

 But its used be done with the GL POLYGON_OFFSET calls and settings


 Gordon Tomlinson
 Product Manager 3d Technology  Project Wyvern
 Overwatch(r)
 An Operating Unit of Textron Systems

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org 
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
 Martz
 Sent: Tuesday, March 09, 2010 12:14 PM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Subfaces in OpenFlight models

 David Marchessault wrote:


  Hi,

 First of all, I am a new user of openSceneGraph so bear with me :) . I


  have a fairly simple question, is OSGViewer supporting subfaces in
 openflight models? Of course I tried, but I am getting strange result
 where the subface would only display under certain camera angles.

 I'm pretty sure that flt subfaces requires stencil, so try this:
osgviewer --stencil file.flt

 -Paul

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Re: [osg-users] Subfaces in OpenFlight models

2010-03-09 Thread Paul Martz

Tomlinson, Gordon wrote:

Not looked at the current OSG code.

But its used be done with the GL POLYGON_OFFSET calls and settings


Gordon I think you're right, so stencil would probably not help.
   -Paul

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Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Chuck Seberino
Guy,

One option that I have used in the past is to use super-sampling.  You would 
render your scene at a higher resolution, and then perform any variation of 
averaging or weighting you want as you scale it down to the final size.  This 
will help to make sure sub-pixel objects contribute to the final rendered 
image.  One of my previous implementations just rendered a specific node 
geometry by itself at a high resolution and then scaled/blended it in with the 
rest of the scene.

HTH
Chuck

On 9 March 2010 14:32, Guy g...@dvp.co.il wrote:
 
 Hi, thanks, I've just read that SMOOTH isn't supported since several years 
 ago.
  
 It is important since this is physically correct that even objects which are 
 very small, does contribute to the pixel color.
  
 Is it possible to calculate the pixel coverage or get it in a shader? That 
 would be a good solution.
 Does anyone know how Multi-sampling is implemented algorithmically?
  
 Thanks,
  Guy.

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Re: [osg-users] Question about osgViewer::View::EventHandlers

2010-03-09 Thread Martin Beckett
On this topic, is there a way of having an eventHandler remove itself?
I want a one-shot selection of a point.

I can't call removeHandler(this) inside the handler and there is no callback 
function I can pass to the handler to be triggered when handle() returns true.

Any suggestions?

Cheers,
Martin

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[osg-users] [vpb] Model Texture Compression Options

2010-03-09 Thread Colin Knowles
Hi,

Currently we're using 3DS models (entire city's) with TGA imagery for textures. 
At the initial run of the database in the viewer we build ive's of all the 
models and associated LOD's - I'm guessing (in absence of our developers who 
are on holiday) that we're using OSGConv to convert the models to the ive 
format - my question is this:
When ive's are built for models does the input texture type determine the 
compression of the final ive? The reason I ask is that for convenience we'd 
like to move away from TGA imagery to TIFF or JPEG , but will this alter the 
final size of the ive's and ultimately the performance of the rendering? 
I'd appreciate any input here as in the absence of the programmers I need to 
give an answer about this to our data suppliers ASAP. 
Not to over simplify it but we've gone from dealing with 5,000 models to 
150,000 models in the last 12 months in our databases and need to optimise the 
models as much as possible - I know that 3DS is not a particularly good format 
for alot of optimising techniques but we use it from a 'ability to resupply' to 
end users point of view. That said we also handle nearly all common formats so 
if anyone has an idea on a better format which I can justify the use of to the 
company that would be great.


... 


Thank you!

Cheers,
Colin


www.k2vi.com

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Re: [osg-users] [vpb] Model Texture Compression Options

2010-03-09 Thread Chris 'Xenon' Hanson
On 3/9/2010 12:47 PM, Colin Knowles wrote:
 Hi,
 Currently we're using 3DS models (entire city's) with TGA imagery for 
 textures. At the initial run of the database in the viewer we build ive's of 
 all the models and associated LOD's - I'm guessing (in absence of our 
 developers who are on holiday) that we're using OSGConv to convert the models 
 to the ive format - my question is this:
 When ive's are built for models does the input texture type determine the 
 compression of the final ive? The reason I ask is that for convenience we'd 
 like to move away from TGA imagery to TIFF or JPEG , but will this alter the 
 final size of the ive's and ultimately the performance of the rendering? 
 I'd appreciate any input here as in the absence of the programmers I need to 
 give an answer about this to our data suppliers ASAP. 
 Not to over simplify it but we've gone from dealing with 5,000 models to 
 150,000 models in the last 12 months in our databases and need to optimise 
 the models as much as possible - I know that 3DS is not a particularly good 
 format for alot of optimising techniques but we use it from a 'ability to 
 resupply' to end users point of view. That said we also handle nearly all 
 common formats so if anyone has an idea on a better format which I can 
 justify the use of to the company that would be great.

  I think the compression is chosen automatically by osgconv.

  There are two kind of compression you're maybe mixing up here. OSGConv can 
compress the
texture data using the DXT/S3TC style compression method. This reduces the 
texture size
both in memory (and on disk, when stored in a compatible way). The other is 
just on-disk
compression (JPEG/TIFF) which does not affect the in-memory storage size at all.

  OSGConv's automatic compression option:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgconv

osgconv --compressed cow.obj cow.ive

  (and the other --compressed-blah options) do the former -- conversion to a 
compressed
texture image which is then stored as compressed data in the IVE.

  Did that make sense?

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
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Re: [osg-users] [vpb] Model Texture Compression Options

2010-03-09 Thread Jason Daly

Chris 'Xenon' Hanson wrote:

  There are two kind of compression you're maybe mixing up here. OSGConv can 
compress the
texture data using the DXT/S3TC style compression method. This reduces the 
texture size
both in memory (and on disk, when stored in a compatible way). The other is 
just on-disk
compression (JPEG/TIFF) which does not affect the in-memory storage size at all.
  


Also, when converting to .ive, the traditional compressed formats (like 
.jpg) will be decoded and written in uncompressed form to the .ive file 
(since this is the format that's actually used for texturing). 

The advantage of the compressed texture formats (DXT/S3TC) and .dds 
files is that you save space everywhere, including in the .ive file itself.


--J

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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-09 Thread Stephan Huber
Hi,

Am 08.03.10 13:19, schrieb Tobias Duckworth:
 Are you able to provide a method to create the XCode projects from CMake as 
 so many people are suggesting?

Just use the xcode generators. if you use cmake from a command line,
then just use the following command

% ccmake . -G Xcode

this should create a xcode project holding all necessary stuff.

HTH,
Stephan
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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-09 Thread Stephan Huber
Hi,

Am 09.03.10 17:52, schrieb Nico Kruithof:
 I submitted a patch to be able to use the 10.6 framework. The trunk
 compiles, with this patch together with the two CMake defines you provided.

Your fixes will probably break compilation of the quicktime-plugin on
windows. There should be another solution to this problem. Perhaps when
compiling for 64bit setting QUICKTIME_FOUND to false. But I don't know a
good way to tackle this in cmake.

cheers,
Stephan
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Re: [osg-users] Textures on loaded models are flipped.

2010-03-09 Thread Danny Lesnik
Hi Robert

You are absolutely right :)

Thank you!

Cheers,
Danny

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[osg-users] ScreenShot File name

2010-03-09 Thread Danny Lesnik
Hi,

I'm trying to cupture screenshot with the following code:


Code:

osgViewer::ScreenCaptureHandler* scnsvr;
scnsvr = new osgViewer::ScreenCaptureHandler();

osgViewer::ViewerBase* viewer = _viewer-getViewerBase();
_scnsvr-captureNextFrame(*viewer);




I would like to do the following:

1) To disable static counter on the output file name and alway overwrite the 
last file.

2) Save this file in custom path on hard drive.

How can set these option to ScreenCaptureHandler?


Thank you!

Cheers,
Danny

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[osg-users] 2.8.3 release likely, need community assistance

2010-03-09 Thread Paul Martz
Hi folks -- I am 99% certain that I'll be doing a 2.8.3 release in the 
next few weeks. The release will not be API compatible with 2.8.2. I 
wanted to let you all know my plans, and also solicit input and 
assistance if there are any changes you'd like to get into this release. 
With some community input, I'm sure this release could be valuable to 
others besides myself.


I'm not inclined to incorporate any major changes such as the Notify 
changes, new text/binary file format, or the weak_ptr-related changes. 
Large changes increase the complexity of the merge and the odds of me 
introducing errors as I apply the changes. I'm really just interested in 
bug fixes and feature changes that affect only a limited portion of OSG 
as a whole.


The work will be done on the existing 2.8 branch. There was a 
little-publicized 2.8.2b tag, which is just 2.8.2 plus a fix for MSFBO 
on Mac OS X. So the first change I'll make to the 2.8 branch is to fold 
in the MSFBO fix from 2.8.2b.


Other changes I have in mind:

 * The biggest change is to backport current svn trunk osgAnimation and 
the FBX plugin. This will require changes to other parts of OSG, and so 
far I've identified these:

   - Changes to osgDB required by FBX.
   - Un-deprecation of the osgAnimation dotosg wrapper.
   - r10671 Core changes required for osgAnimation.
   - r10672 Core changes required for osgAnimation.
   - r11009 (only the portion applicable to the BVH plugin, so that it 
is compatible with osgAnimation).
(This is a pretty complex change, and it's about as complex as I would 
want to get. In a test merge, I ran into quite a few merge conflicts 
that had to be resolved manually, with risk of introducing error. 
Hopefully everything else will be much simpler to merge over to the 2.8 
branch.)


 * Fix for osgUtil::Optimizer FlattenStaticTransformsVisitor (r11131).

 * Fix for OcclusionQueryNode (r10933 and r11127).

 * Mac OS X 10.6 support. Not yet sure which svn revisions.

 * New Xcode updates for osgAnimation.

 * A run of genwrappers to support any and all API changes.

 * Possibly backport some examples such as osganimationviewer, haven't 
looked at them yet.



What I'd like from the community:

 * Any suggestions for other changes? Ideally, they should be modular, 
tight changes that merge onto the 2.8 branch with a minimum of 
conflicts. Please post requests using the specific svn revision number. 
(Also, please don't suggest anything unless you are willing and able to 
test the change once it's in on the 2.8 branch.)


 * Anyone out there with Mac OS X experience? Specific things I'd like 
assistance with would be:
   - Input on which svn revisions are required to enable support for 
Mac OS X 10.6. The goal is to be able to build OSG 2.8.3 against the 
10.6 SDK.
   - Somebody with a Mac that already has 10.6, for testing. I have 
10.5 but can upgrade if no one else steps forward.
   - An Xcode expert to create appropriate Xcode files for the 2.8.3 
release (needs to work with the osgAnimation backport).



If everything goes well, I see no reason why we can't release by end of 
March, so I'd like to set this schedule:


 * All change requests by end of day Friday 12 March.
 * All code changes in by 17 March.
 * All Xcode and genwrapper changes in by 22 March.
 * Release candidate 1, 22 March.
 * Testing period, 23-30 March.
 * Release, 31 March.


Please give this some thought, and thanks in advance for pitching in.
   -Paul

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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-09 Thread Doug McCorkle

On Mar 9, 2010, at 8:25 PM, Paul Martz wrote:


[snip]

 
 What I'd like from the community:
 
  * Any suggestions for other changes? Ideally, they should be modular, 
 tight changes that merge onto the 2.8 branch with a minimum of 
 conflicts. Please post requests using the specific svn revision number. 
 (Also, please don't suggest anything unless you are willing and able to 
 test the change once it's in on the 2.8 branch.)
 
  * Anyone out there with Mac OS X experience? Specific things I'd like 
 assistance with would be:
- Input on which svn revisions are required to enable support for 
 Mac OS X 10.6. The goal is to be able to build OSG 2.8.3 against the 
 10.6 SDK.
- Somebody with a Mac that already has 10.6, for testing. I have 
 10.5 but can upgrade if no one else steps forward.
I can test on 10.6 but do not have much experience with the custom xcode 
project files in OSG.

Doug

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Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Guy
You are right. The only way to solve it completely in my opinion is ray
tracing. However, according to OpenGL spec, the smooth implementation
should calculate the coverage percentage to the pixels of the edge of
the object, that means that if the situation you described occurs for
two polygons of the same object, the effect you described won't happen.
Only if two different objects edges falls in the same pixel and are not
overlapping it will happen.

 

Thanks anyway,

 Guy. 

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael
Platings
Sent: Tuesday, March 09, 2010 7:01 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] automatic pixel transparency adjustment

 

If physically correct is what you need then OpenGL probably isn't what
you want. In general, OpenGL is suitable for rendering something that
looks pretty good, FAST.

I don't know of any way to get fragment coverage in a shader. However,
even if you could that wouldn't be adequate:
Imagine you have a white (255) square on a black (0) background. You
size the square so that it precisely covers one pixel. When you render
it, the pixel is coloured white (255).
Now imagine you divide that white square in half. You would expect that
rendering the two halves would also get you a value of 255, but...
When you render the first half, the pixel is 255 * 0.5 + 0 * (1 - 0.5) =
127.
When you render the second half the pixel is 255 * 0.5 + 127 * (1 - 0.5)
= 191. NOT 255!

Therefore, multiplying alpha by coverage wouldn't work unless you're
only dealing with separate polygons, which isn't the case most of the
time.
HTH

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Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Guy
This is the current solution we implemented in our group. I was looking
for a more accurate solution that will also work for the whole scene,
but the problem Michael Platins indicated holds. The accurate solution
would to give each object's pixel, alpha that corresponds to its
coverage, but the destination alpha shouldn't be 1-SRC_ALPHA but 1-(area
percentage of destination object covered by source object). To calculate
these areas intersection seems complex solution...

 

Guy.

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chuck
Seberino
Sent: Tuesday, March 09, 2010 8:52 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] automatic pixel transparency adjustment

 

Guy,

 

One option that I have used in the past is to use super-sampling.  You
would render your scene at a higher resolution, and then perform any
variation of averaging or weighting you want as you scale it down to the
final size.  This will help to make sure sub-pixel objects contribute to
the final rendered image.  One of my previous implementations just
rendered a specific node geometry by itself at a high resolution and
then scaled/blended it in with the rest of the scene.

 

HTH

Chuck

 

On 9 March 2010 14:32, Guy g...@dvp.co.il wrote:




Hi, thanks, I've just read that SMOOTH isn't supported since several
years ago.
 
It is important since this is physically correct that even objects which
are very small, does contribute to the pixel color.
 
Is it possible to calculate the pixel coverage or get it in a shader?
That would be a good solution.
Does anyone know how Multi-sampling is implemented algorithmically?
 
Thanks,
 Guy.

 

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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-09 Thread Nico Kruithof
Hi Stephan,

The problem was that quicktime was found, but that it found the 32 bit
libraries. I thought that I tested for the default settings so that the test
would pass except if you explicitly changed the image library.

-- Nico

On Tue, Mar 9, 2010 at 10:45 PM, Stephan Huber ratzf...@digitalmind.dewrote:

 Hi,

 Am 09.03.10 17:52, schrieb Nico Kruithof:
  I submitted a patch to be able to use the 10.6 framework. The trunk
  compiles, with this patch together with the two CMake defines you
 provided.

 Your fixes will probably break compilation of the quicktime-plugin on
 windows. There should be another solution to this problem. Perhaps when
 compiling for 64bit setting QUICKTIME_FOUND to false. But I don't know a
 good way to tackle this in cmake.

 cheers,
 Stephan
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[osg-users] Rotating a Pyramid about its peak

2010-03-09 Thread John Galt
Hi,

I am trying to move a pyramid in the following manner. 

(X,Y,Z,Roll,Pitch,Yaw) - read from a txt file.
Move the pyramid by (X,Y,Z) and then rotate it about its peak by (Roll, Pitch, 
Yaw)

Here's the code I made till now:


  osg::AnimationPath* animationPath = 
 createAnimationPath(autoPath2.txt,0.1);
 
 {...
 Defined the Pyramid
 ...
 }
 
  const osg::BoundingSphere bs = pyramidGeode-getBound();
 
  float size = radius/bs.radius()*0.3f;
  osg::MatrixTransform* positioned = new osg::MatrixTransform;
  positioned-setDataVariance(osg::Object::STATIC);
  positioned-setMatrix(osg::Matrix::translate(-bs.center())*
   osg::Matrix::scale(size,size,size)*
   
 osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
 
  positioned-addChild(pyramidGeode);
 
  osg::PositionAttitudeTransform* xform = new 
 osg::PositionAttitudeTransform;
  xform-setUpdateCallback(new 
 osg::AnimationPathCallback(animationPath,0.0,1.0));
  xform-addChild(positioned);
 
  model-addChild(xform);


My animation is defined as follows:


 osg::AnimationPath* createAnimationPath(std::string filename,double deltatime)
 {
   std::ifstream infile;
   infile.open(filename.c_str(),std::ios::in);
   double time=0.0f;
 
   osg::AnimationPath* animationPath = new osg::AnimationPath;
   animationPath-setLoopMode(osg::AnimationPath::LOOP);
 
   
 
   while(infile.is_open()  !infile.eof())
   {
 
double x,y,z,r,p,ya;
infile  x  y  z r pya;
osg::Vec3 position(x,y,z);
osg::Quat rotation;
 
rotation.makeRotate( osg::DegreesToRadians(r), osg::Vec3(-1,0,0), 
osg::DegreesToRadians(p), osg::Vec3(0,-1,0) , 
osg::DegreesToRadians(ya), osg::Vec3(0,0,1) );
 
   
 animationPath-insert(time,osg::AnimationPath::ControlPoint(position,rotation));
 time += deltatime;
   }
 
   infile.close();
   
   return animationPath;
  
 }



But what this does is move the pyramid by X,Y,Z and rotate it by Roll,Pitch,Yaw 
about the ORIGIN!

I want to rotate it around its peak and not the origin. Can you suggest any 
modifications? 


Thank you!

Cheers,
John

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Re: [osg-users] Rotating a Pyramid about its peak

2010-03-09 Thread J.P. Delport

Hi,

order of transformations matter.

rotate * translate != translate * rotate

You can also visualise the tranformations either from a fixed coordinate 
system of from moving with the transformed object.


You probably need just another translation to move the origin of the 
pyramid to the tip.


E.g. transformations when moving with the object.

1) translate so that tip is at 0,0,0
2) rotate so that it points where you want
3) translate to final position

jp

John Galt wrote:

Hi,

I am trying to move a pyramid in the following manner. 


(X,Y,Z,Roll,Pitch,Yaw) - read from a txt file.
Move the pyramid by (X,Y,Z) and then rotate it about its peak by (Roll, Pitch, 
Yaw)

Here's the code I made till now:



 osg::AnimationPath* animationPath = 
createAnimationPath(autoPath2.txt,0.1);

{...
Defined the Pyramid
...
}

 const osg::BoundingSphere bs = pyramidGeode-getBound();

 float size = radius/bs.radius()*0.3f;
 osg::MatrixTransform* positioned = new osg::MatrixTransform;
 positioned-setDataVariance(osg::Object::STATIC);
 positioned-setMatrix(osg::Matrix::translate(-bs.center())*
  osg::Matrix::scale(size,size,size)*
  
osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));

 positioned-addChild(pyramidGeode);

 osg::PositionAttitudeTransform* xform = new 
osg::PositionAttitudeTransform;
 xform-setUpdateCallback(new 
osg::AnimationPathCallback(animationPath,0.0,1.0));
 xform-addChild(positioned);

 model-addChild(xform);



My animation is defined as follows:



osg::AnimationPath* createAnimationPath(std::string filename,double deltatime)
{
  std::ifstream infile;
  infile.open(filename.c_str(),std::ios::in);
  double time=0.0f;

  osg::AnimationPath* animationPath = new osg::AnimationPath;
  animationPath-setLoopMode(osg::AnimationPath::LOOP);

  


  while(infile.is_open()  !infile.eof())
  {

   double x,y,z,r,p,ya;
   infile  x  y  z r pya;
   osg::Vec3 position(x,y,z);
   osg::Quat rotation;

   rotation.makeRotate( osg::DegreesToRadians(r), osg::Vec3(-1,0,0), 
   osg::DegreesToRadians(p), osg::Vec3(0,-1,0) , 
   osg::DegreesToRadians(ya), osg::Vec3(0,0,1) );

	animationPath-insert(time,osg::AnimationPath::ControlPoint(position,rotation));

time += deltatime;
  }

  infile.close();
  
  return animationPath;
 
}




But what this does is move the pyramid by X,Y,Z and rotate it by Roll,Pitch,Yaw 
about the ORIGIN!

I want to rotate it around its peak and not the origin. Can you suggest any modifications? 



Thank you!

Cheers,
John

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