Re: [osg-users] About OSG and Distributed Issue?

2010-04-16 Thread PCJohn
Go forward. Raknet is networking library - using UDP (performance 
benefits). UDP disadvantage is that it is sometimes firewalled.

If you reach data consistency problems, look for simple solutions...
John


xyc508 wrote:

Thanks John,
I am try OSG+Raknet+OpenAL+MFC to develop Distributed Interactive 
Simulation, is it feasible?


Donlin

在2010-04-16 03:35:23,PCJohn pec...@fit.vutbr.cz 写道:

Hi Dolin,

the complexity of distributed/collaborative virtual scenes are so
high that you can make a PhD research on it.
You can google for Blue-c, DIS (Distributed Interactive
Simulation), Active Transactions, etc. for more details.
Basically, the problem is coming from the replication - you need
to replicate the scene among the computers because you can not
afford to make a remote access to read scene data. As second
point, you often need to update data very quickly, and often
validate them - but how to validate the data if you do not have
all the up-to-date data accessible locally - you are still in
distributed system with non-zero update propagation times...

Solution of computer game DOOM 1 - it was simple enough, by the way.
John



xyc508 wrote:

Hi,Robert,
 
I mean that on web,diffrent person login on the same scene,they

can see others,also can chat each other.
I am not sure which  tools or engine is right with OSG? is Raknet
or others? are there any examples or current project for this issue?
 
Thanks.
 
Donlin


在2010-04-15 18:12:41,Robert Osfield robert.osfi...@gmail.com 写道:
Hi Donlin,

2010/4/14 xyc508 xyc...@163.com:
 how to develop OSG for Distributed usage? Could one give which 
Distributed
 tool or software is right or best?

There are plenty of different approaches, which is best for you?  Well
I don't really know what you have in mind by Distributed usage, if
you give a few more details about what you are trying to achieve then
perhaps others will be able to point you in the right direction.

Robert.
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Re: [osg-users] osgEarth fading effect?

2010-04-16 Thread Robert Osfield
HI Akilan,

Have a look at the osgmultitexturecontrol example as it does exactly
what you are looking for.

Robert.

On Fri, Apr 16, 2010 at 6:12 AM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
 Hi robert

 true. My imagery tiles have been constructed as layers such a way coarser 
 resolution images lies at the top and higher resolution images at bottom.When 
 my scene is zoomed-in, I like to have the appearance of higher resolution 
 tiles like fading-in. Is that possible by changing alpha values of the tiles?


 Akilan

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[osg-users] CubeMap-Reflection and ShadowMap don't work togehter?

2010-04-16 Thread Martin Großer

Hello,

short question. I have a Node with a cube map reflection like the 
osgcubemap example. Now I use the StandardShadowMap. Only the shadow 
works. Only the cube map works. But when I use it together only the 
shadow works. Override the shadow settings my cube map settings?


But what can I do to fix it in my application without writing a glsl shader?

Cheers

Martin
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Re: [osg-users] osgDB Serialization findings

2010-04-16 Thread Robert Osfield
Hi Chuck  Wang Rui,

First up Chuck, thanks for trying out the new serializers and posting
your findings, this will help not only others using them but also Wang
Rui, myself and others work out opportunities for make their use more
streamlined and flexible.

 I'm still waiting for decision of the submitted osgAnimation
 serializers.

Sorry about the slow turnaround on osg-submissions, it school holidays
here right now so I'm taking days off for trips and activities, and
only occasionally getting to get online for an hour or two at a time.
While I haven't got to reviewing the osgAnimation wrappers yet I don't
expect any issues so you can assume that the decision will be to just
directly merge them, so please don't hold back on any other work for
me - just go for it.

Next week I'm back full-time on work so will full catch up with submissions.

Cheers,
Robert.
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Re: [osg-users] Reuse of models without duplication

2010-04-16 Thread Robert Osfield
Hi Dave,

The OSG allows you to share subgraphs between multiple parents - in
your case it'd multiple Transform nodes, so yes you can do what you
are intending to do.

However, you mention that you want to create millions of instances and
in this case your approach will be inappropriate as the CPU and GPU
costs of dealing with millions of nodes/drawables would be
prohibitive.   If you want to scale your scene up that much you will
have to implement a more advanced technique.  Unfortunately this will
mean you'll need to learn more about using advanced OpenGL features
such as geometry instances and shaders.

Given you'll have to dive into some more advanced topics to achieve
what you want it would probably be worth working up to it rather than
trying to solving everything at once.  Perhaps you can example in
higher level terms what you are attempting to do and your background
experience, your target OS/hardware and then others will hopefully be
able to point your along the appropriate path.

Robert.

On Fri, Apr 16, 2010 at 2:04 AM, Dave Sawyer ccamb...@hotmail.com wrote:
 Hi,

  I am extremely new to OSG (as in it built and I got a small application to 
 draw a 2D box).  What I am really trying to figure out is if it will suite my 
 needs or not.  This is probably an extremely elementary question; but through 
 the tutorials and documentation I have not been unable to find an answer.  
 The question is, can I define a model (ShapeDrawable I believe it would be) 
 just one time and have the same model drawn many times, just with a different 
 transformation (so in different places) without duplicating the model in a 
 osg::Group?  I potentially need to draw millions of identical models and I 
 won't be able to afford the memory to duplicate the vertices of the model 
 that many times.
 ...

 Thank you!

 Cheers,
 Dave

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Re: [osg-users] Issues drawing interactive line

2010-04-16 Thread Nem Kumar
Hi Chris,
The system on which it does not run has no external graphics card and has 
onboard intel Mobile 945 Express Chipset.

As i said i m using qt 4.6.1 and osg 2.8.2. Looks to be that there is a problem 
using qt + osg +mdi

there are somethings weird happening
when i clidk to draw point... first point and second point is shown but when i 
go for third click for drawing a point. all the previos points vanish.

in case of drawing a line using LMB and dragging it gives me a very small line 
and then it vanishes

i also get a error opengl error invalid operation renderbin::draw(,)

can you please suggest me it there any issue with qt + osg or is in my code



... 

Thank you!

Cheers,
Nem

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[osg-users] Osg on Windows Mobile

2010-04-16 Thread Aitor Ardanza
Hi,

Anyone know if you can somehow use OSG on Windows Mobile systems? There is any 
ongoing project?
I'm trying to implement visual studio 2008 + windows mobile 6 + opengl es 1.1, 
but can not get my applications run well on my device.

Any suggestions?

Thank you!

Cheers,
Pertur

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Re: [osg-users] CubeMap-Reflection and ShadowMap don't work togehter?

2010-04-16 Thread Wojciech Lewandowski

Hi Martin,

I am afraid you will have to touch GLSL. All shadow map techniques are 
shader based. What you will have to do is: replace base texture 2D sampler 
with your textureCube sampler and will have to process tex coords 
accordingly.  If you have not yet learnded GLSL, this moment have just come. 
Don't hesitate, with shaders the fun really starts ;-)


Wojtek Lewandowski

- Original Message - 
From: Martin Großer grosser.mar...@gmx.de

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, April 16, 2010 11:21 AM
Subject: [osg-users] CubeMap-Reflection and ShadowMap don't work togehter?



Hello,

short question. I have a Node with a cube map reflection like the 
osgcubemap example. Now I use the StandardShadowMap. Only the shadow 
works. Only the cube map works. But when I use it together only the shadow 
works. Override the shadow settings my cube map settings?


But what can I do to fix it in my application without writing a glsl 
shader?


Cheers

Martin
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Re: [osg-users] Reuse of models without duplication

2010-04-16 Thread Dave Sawyer
Robert,
  Thank you very much for your reply.  I will certainly start with much smaller 
data sets as I move toward my goal.  Further your suggestions for the more 
advanced topics are much appreciated.  Its very helpful to know before delving 
too deeply into OSG, that it can do what I need.
 

Thank you!

Cheers,
Dave

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Re: [osg-users] [build] Install problem with OSG 2.8.3

2010-04-16 Thread Paul Martz

Tony Vasile wrote:
When I try to install OSG 2.8.3 on a linux box I get the following 
message when it attempts the install part of the process:


- Install configuration: 
-- Up-to-date: 
/project/uws/Development/avasile/lib/pkgconfig/openscenegraph.pc

-- Up-to-date: /project/uws/Development/avasile/lib/pkgconfig/openthreads.pc
-- Up-to-date: /project/uws/Development/avasile/lib/libOpenThreads.so.2.4.0
-- Installing: /project/uws/Development/avasile/lib/libOpenThreads.so.11
CMake Error at src/OpenThreads/pthreads/cmake_install.cmake:41 (FILE):
  file INSTALL cannot duplicate symlink
  /home/tony/src/OpenSceneGraph-2.8.3/lib/libOpenThreads.so.11 at
  /project/uws/Development/avasile/lib/libOpenThreads.so.11.
Call Stack (most recent call first):
  src/OpenThreads/cmake_install.cmake:41 (INCLUDE)
  src/cmake_install.cmake:37 (INCLUDE)
  cmake_install.cmake:41 (INCLUDE)

Any ideas?


I'd suggest you try to do the exact same kind of build and install with 2.8.2 or 
svn trunk and see if the issue is specific to 2.8.3 or not.


--
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Re: [osg-users] CubeMap-Reflection and ShadowMap don't work togehter?

2010-04-16 Thread Trajce (Nick) Nikolov
Have you noticed the new shader composition submission on osg-submission?
Might be worth of trying that. If you succeed in it (also, you can do the
reflectiopn with GLSL as well, look in the archive, I have posted sample for
that), you can post your work as an example of the new shader composition
-Nick


On Fri, Apr 16, 2010 at 3:39 PM, Wojciech Lewandowski lewandow...@ai.com.pl
 wrote:

 Hi Martin,

 I am afraid you will have to touch GLSL. All shadow map techniques are
 shader based. What you will have to do is: replace base texture 2D sampler
 with your textureCube sampler and will have to process tex coords
 accordingly.  If you have not yet learnded GLSL, this moment have just come.
 Don't hesitate, with shaders the fun really starts ;-)

 Wojtek Lewandowski

 - Original Message - From: Martin Großer grosser.mar...@gmx.de
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Friday, April 16, 2010 11:21 AM
 Subject: [osg-users] CubeMap-Reflection and ShadowMap don't work togehter?



  Hello,

 short question. I have a Node with a cube map reflection like the
 osgcubemap example. Now I use the StandardShadowMap. Only the shadow
 works. Only the cube map works. But when I use it together only the shadow
 works. Override the shadow settings my cube map settings?

 But what can I do to fix it in my application without writing a glsl
 shader?

 Cheers

 Martin
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Re: [osg-users] Reuse of models without duplication

2010-04-16 Thread Trajce (Nick) Nikolov
 Hi Dave,

the former with instancing subgraphs with Transform is really easy. Hope the
following snippet will give you the idea:

osg::Group* root = ...
osg::Node* myModel = .

for (int i=0; imyModelCount; ++i)
{
osg::MatrixTransform* mxt = new osg::MatrixTransform;
mxt-setMatrix(osg::Matrix::translate(myPosition));
mxt-addChild(myModel);
}
root-addChild(mxt);

Cheers,
-Nick


On Fri, Apr 16, 2010 at 4:14 PM, Dave Sawyer ccamb...@hotmail.com wrote:

 Robert,
  Thank you very much for your reply.  I will certainly start with much
 smaller data sets as I move toward my goal.  Further your suggestions for
 the more advanced topics are much appreciated.  Its very helpful to know
 before delving too deeply into OSG, that it can do what I need.


 Thank you!

 Cheers,
 Dave

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Re: [osg-users] Reuse of models without duplication

2010-04-16 Thread Trajce (Nick) Nikolov
wops . place the closing bracket after root-addChild :)
-Nick


On Fri, Apr 16, 2010 at 5:45 PM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

  Hi Dave,

 the former with instancing subgraphs with Transform is really easy. Hope
 the following snippet will give you the idea:

 osg::Group* root = ...
 osg::Node* myModel = .

 for (int i=0; imyModelCount; ++i)
 {
 osg::MatrixTransform* mxt = new osg::MatrixTransform;
 mxt-setMatrix(osg::Matrix::translate(myPosition));
 mxt-addChild(myModel);
 }
 root-addChild(mxt);

 Cheers,
 -Nick



 On Fri, Apr 16, 2010 at 4:14 PM, Dave Sawyer ccamb...@hotmail.com wrote:

 Robert,
  Thank you very much for your reply.  I will certainly start with much
 smaller data sets as I move toward my goal.  Further your suggestions for
 the more advanced topics are much appreciated.  Its very helpful to know
 before delving too deeply into OSG, that it can do what I need.


 Thank you!

 Cheers,
 Dave

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Re: [osg-users] osgDB Serialization findings

2010-04-16 Thread Chuck Seberino
Wang and others,

One other item I forgot to mention that also tripped me up.  Be careful with 
the use of osgUtil::Optimizer with custom serialization classes.  Certain nodes 
(Group, MatrixTransform, etc) can be removed, replaced and/or reordered through 
optimization.  If you subclass any of them, they could be swapped out with a 
non-subclassed instance.  Again one of those things that could cause you to 
spend (way too much) time scratching your head on why things aren't working.

Thank you Wang for this serialization support.  It is just what I needed to 
embed my special sauce into files for use later.

Chuck

On Apr 15, 2010, at 5:28 PM, Wang Rui wrote:

 Hi Chuck,
 
 Thanks for the useful information. Hope it could be added to the wiki
 page, as a good supplement of my origin serializer tutorial which is
 written unpolished and in a hurry. :)
 
 I'm still waiting for decision of the submitted osgAnimation
 serializers. After that I'll continue completing other core library
 wrappers and have a taste to support the introspection mechanism,
 which would be a lightweight replacement of osgIntrospection.
 
 Cheers,
 
 Wang Rui
 
 
 2010/4/16 Chuck Seberino seber...@energid.org:
 I have been playing around with the new serialization support with 2.9.7 and
 wanted to share some of my findings.  I think some of these might be useful
 for others looking to do the same.
 
 1.  Serialization support  *requires* that you override the virtual methods
 for className() and libraryName().  If you don't, then things won't
 serialize properly and you might spend *LOTS* of time trying to figure out
 why...
 2.  You can provide serialization for a class that doesn't live in a
 namespace.  Just specify global namespace.
 
 REGISTER_OBJECT_WRAPPER(NoNamespaceClass,
 new NoNamespaceClass,
 ::NoNamespaceClass,
 osg::Object osg::Node ::NoNamespaceClass) { ... }
 
 3.  As long as you have item 1. you can still serialize a class without
 adding in additional accessors and mutators.  This is useful if you have a
 class that you can't or don't want to change to add in the necessary set/get
 methods to satisfy serialization.  A wrapper class can be created to do this
 for you.
 
 // Class that we don't want to expose get/set
 
 class NoGetSetClass : public osg::Node
 {
 public:
 
...
virtual const char* className() const { return NoGetSetClass; } // name
 to match
virtual const char* libraryName() const { return ; }// no
 namespace
 protected:
std::string _internalVariable;
 };
 
 // Helper class that is used just for serialization purposes
 class SerializerForNoGetSetClass : public NoGetSetClass
 {
 public:
 
...
const std::string getVariable() const { return _internalVariable; }
void setVariable(const std::string str) { _internalVariable = str; }
 };
 
 REGISTER_OBJECT_WRAPPER(NoGetSetClass,  // Old name because
 this is what we match against
 
 new SerializerForNoGetSetClass, // Use helper class
 for get/set
 
 ::NoGetSetClass,
 
 osg::Object osg::Node ::NoGetSetClass)
 
 {
 
// Manually recreate macro to specify our serializer subclass
 
wrapper-addSerializer(new
 osgDB::StringSerializerSerializerForNoGetSetClass(Variable, default,
  SerializerForNoGetSetClass::getVariable,
  SerializerForNoGetSetClass::setVariable));
 }
 
 The macros for ADD_*_SERIALIZER can't be used because we want to use our
 subclass instead of the original class we want serialized.  When the
 serialization code is invoked, it matches the class type and classname
 properly with the old class, but constructs an instance of
 SerializerForNoGetSetClass to push and pull values.
 4.  You can specify more than one REGISTER_OBJECT_WRAPPER statement in a
 single compilation unit.  The macro creates a typedef (typedef CLASS
 MyClass) that is used for the subsequent serialization commands.  Calling
 the macro more than once will cause it to complain about the redefinition of
 MyClass.  Since the purpose of the macro is to statically register a
 wrapper, it can be guarded by a namespace and still function just fine.
 
 // This macro creates a typedef
 
 REGISTER_OBJECT_WRAPPER(Class1,
 
 new Class1,
 
 ::Class1,
 
 osg::Object ::Class1)
 {
 
// We only require the typedef to be valid in here
...
 }
 
 // The typedef is still available here
 
 namespace { // Now this macro doesn't conflict with previous macro typedef
 REGISTER_OBJECT_WRAPPER(Class2,
 
 new Class2,
 
 ::Class2,
 
 osg::Object ::Class2)
 {
...
 
// The new typedef takes precedence because of namespace scope
 }
 } // namespace
 
 
 
 Hopefully these nuggets of information will help 

[osg-users] [osgOcean] Collision System

2010-04-16 Thread Niyanth Kudumula
Hi,

I have built a 3D environment (Maze) using 3DsMax and imported into the OSG. I 
have a basic collision detection implemented with just 2 lines on either side 
of the user in the environment which detects the intersections with objects. 
But, as the user navigates in the maze, he is ramming into the walls of the 
maze...so I am looking for a better implementation of the collision system.

My Ideas: using a bounding box whose axis is aligned with the velocity vector 
of the user. The width/length of the BBox will be varying frame to frame once 
the collision is detected with the minimum width/ length = the body size of the 
user say 2 ft. 

Please suggest me a way to go about this as I am new to OSG and give your 
feedback on my idea or suggest a better way to do so if you are aware of any.

Thank you!

Cheers,
Niyanth

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[osg-users] [osgPhysics] Collision System

2010-04-16 Thread Niyanth Kudumula
Hi, 

I have built a 3D environment (Maze) using 3DsMax and imported into the OSG. I 
have a basic collision detection implemented with just 2 lines on either side 
of the user in the environment which detects the intersections with objects. 
But, as the user navigates in the maze, he is ramming into the walls of the 
maze...so I am looking for a better implementation of the collision system. 

My Ideas: using a bounding box whose axis is aligned with the velocity vector 
of the user. The width/length of the BBox will be varying frame to frame once 
the collision is detected with the minimum width/ length = the body size of the 
user say 2 ft. 

Please suggest me a way to go about this as I am new to OSG and give your 
feedback on my idea or suggest a better way to do so if you are aware of any. 

Thank you! 

Cheers, 
Niyanth

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[osg-users] Collision System

2010-04-16 Thread Niyanth Kudumula
Hi, 

I have built a 3D environment (Maze) using 3DsMax and imported into the OSG. I 
have a basic collision detection implemented with just 2 lines on either side 
of the user in the environment which detects the intersections with objects. 
But, as the user navigates in the maze, he is ramming into the walls of the 
maze...so I am looking for a better implementation of the collision system. 

My Ideas: using a bounding box whose axis is aligned with the velocity vector 
of the user. The width/length of the BBox will be varying frame to frame once 
the collision is detected with the minimum width/ length = the body size of the 
user say 2 ft. 

Please suggest me a way to go about this as I am new to OSG and give your 
feedback on my idea or suggest a better way to do so if you are aware of any. 

Thank you! 

Cheers, 
Niyanth

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Re: [osg-users] About OSG and Distributed Issue?

2010-04-16 Thread Maxim Gammer
CERTI? (http://www.cert.fr/CERTI/) - CERTI is a runtime infrastructure for
distributed discrete event simulations developed at ONERA. It provides a set
of services used by simulators to interoperate (such as object management,
time management, optimization services, etc.). Using these services helps
simulation reuse and interoperability. They are based on the HLA
specifications. HLA is a standard for distributed simulations. It was
developed by the US Department of Defense. The HLA was approved as an open
standard through the IEEE (IEEE Standard 1516).


2010/4/16 PCJohn pec...@fit.vutbr.cz

  Go forward. Raknet is networking library - using UDP (performance
 benefits). UDP disadvantage is that it is sometimes firewalled.
 If you reach data consistency problems, look for simple solutions...
 John


 xyc508 wrote:

 Thanks John,
  I am try OSG+Raknet+OpenAL+MFC to develop Distributed Interactive
 Simulation, is it feasible?

 Donlin

 在2010-04-16 03:35:23,PCJohn pec...@fit.vutbr.cz pec...@fit.vutbr.cz写道:

 Hi Dolin,

 the complexity of distributed/collaborative virtual scenes are so high that
 you can make a PhD research on it.
 You can google for Blue-c, DIS (Distributed Interactive Simulation), Active
 Transactions, etc. for more details.
 Basically, the problem is coming from the replication - you need to
 replicate the scene among the computers because you can not afford to make a
 remote access to read scene data. As second point, you often need to update
 data very quickly, and often validate them - but how to validate the data if
 you do not have all the up-to-date data accessible locally - you are still
 in distributed system with non-zero update propagation times...

 Solution of computer game DOOM 1 - it was simple enough, by the way.
 John



 xyc508 wrote:

 Hi,Robert,

 I mean that on web,diffrent person login on the same scene,they can see
 others,also can chat each other.
 I am not sure which  tools or engine is right with OSG? is Raknet or
 others? are there any examples or current project for this issue?

 Thanks.

 Donlin

 在2010-04-15 18:12:41,Robert Osfield robert.osfi...@gmail.com 
 robert.osfi...@gmail.com 写道:
 Hi Donlin,
 
 2010/4/14 xyc508 xyc...@163.com xyc...@163.com:
  how to develop OSG for Distributed usage? Could one give which Distributed
  tool or software is right or best?
 
 There are plenty of different approaches, which is best for you?  Well
 I don't really know what you have in mind by Distributed usage, if
 you give a few more details about what you are trying to achieve then
 perhaps others will be able to point you in the right direction.
 
 Robert.
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[osg-users] How to force FFMPEG plugin

2010-04-16 Thread Mike Wozniewski
Does anyone know how to force the use of the ffmpeg plugin instead of 
xine. I know that this is possible on the commandline, eg:


osgmovie -e ffmpeg movie.mov

But I'd like to do this in code, eg:
 osg::Image* image = osgDB::readImageFile(path);
 osg::ImageStream* imagestream = dynamic_castosg::ImageStream*(image);

I can't seem to find how the osgmovie example uses this extension 
argument...


Any pointers would be appreciated.

Thanks,
Mike Wozniewski
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Re: [osg-users] How to force FFMPEG plugin

2010-04-16 Thread Mourad Boufarguine
Hi Mike,

You should preload ffmpeg plugin before reading the movie file :

std::string libName =
osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg);
osgDB::Registry::instance()-loadLibrary(libName);

Mourad

On Fri, Apr 16, 2010 at 8:41 PM, Mike Wozniewski m...@mikewoz.com wrote:

 Does anyone know how to force the use of the ffmpeg plugin instead of xine.
 I know that this is possible on the commandline, eg:

 osgmovie -e ffmpeg movie.mov

 But I'd like to do this in code, eg:
  osg::Image* image = osgDB::readImageFile(path);
  osg::ImageStream* imagestream = dynamic_castosg::ImageStream*(image);

 I can't seem to find how the osgmovie example uses this extension
 argument...

 Any pointers would be appreciated.

 Thanks,
 Mike Wozniewski
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Re: [osg-users] How to force FFMPEG plugin

2010-04-16 Thread Mike Wozniewski

Ah - that worked. So easy.

Thanks.

Mourad Boufarguine wrote:

Hi Mike,

You should preload ffmpeg plugin before reading the movie file :

std::string libName =
osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg);
osgDB::Registry::instance()-loadLibrary(libName);

Mourad

On Fri, Apr 16, 2010 at 8:41 PM, Mike Wozniewski m...@mikewoz.com 
mailto:m...@mikewoz.com wrote:


Does anyone know how to force the use of the ffmpeg plugin instead
of xine. I know that this is possible on the commandline, eg:

osgmovie -e ffmpeg movie.mov

But I'd like to do this in code, eg:
 osg::Image* image = osgDB::readImageFile(path);
 osg::ImageStream* imagestream =
dynamic_castosg::ImageStream*(image);

I can't seem to find how the osgmovie example uses this extension
argument...

Any pointers would be appreciated.

Thanks,
Mike Wozniewski
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[osg-users] Detecting new data merged into the scenegraph by the DatabasePager

2010-04-16 Thread Chris 'Xenon' Hanson
  Suppose an application that is not free-running the draw loop (because the 
data and view
is unchanging unless the mouse is actively interacting with it). There are many 
PagedLOD
nodes, and the databasepager can insert newly-loaded data into the scenegraph. 
However,
the main cull/draw loop doesn't know that new data is now available for 
display, and
neglects to redraw to incorporate it.

  I was looking around because I thought I recalled a callback or something 
that could be
intercepted to notify the application when DatabasePager::updateSceneGraph() 
completed and
the new data had been added via addLoadedDataToSceneGraph(). I can't spot 
anything there
though. Does anyone have any recommendations for how to detect this condition?

  I thought about just polling requiresUpdateSceneGraph() once per potential 
frame, but
that's kind of crude. I could try to find a way to peek at the depth of the
_dataToMergeList-_requestList it examines, and see if the value is decreasing, 
but that's
pretty wonky too. Is there a Right Way?


  Thanks in advance.

-- 
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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