Re: [osg-users] Create a simple river
Dear Daniele, I don't think Bruneton's research, although very impressive, is the simplest way to render a river :-) The simplest way I see is to create the OSG geometry for this river with some code. You would have to segment your curve/spline into small quad sections, use a tiling texture and let the u-coords go from 0 to width_of_river / texture_scale in the lateral direction and the v-coords along the curve itself from 0 to total_length_of_river / texture_scale. As the texture is tiling, you can scroll it along the river in a fragment shader, where you add time-dependant amount to the v-coord before the texture lookup. You can use osg_SimulationTime for this. If you're using Bezier curves, you might want to look at this http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf, a student of mine did work on rendering Bezier-curve based river networks, as an extension of osgOcean. Kind regards, Ruben Smelik -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mhondoz Sent: woensdag 5 mei 2010 13:08 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Create a simple river Hi, You may find something on creating rivers here: http://www-evasion.imag.fr/Membres/Eric.Bruneton/ /Mhondoz On Wed, 05 May 2010 12:31:47 +0200, daniele argiolas arj...@gmail.com wrote: Hi, I have to make a river. What's the simplest way? I think try to import animated textures with ImageSequence class but is it possible to map texture on a curve surface? thanks daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27560#27560 ___ 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.or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Create a simple river
Hi Ruben, I just noticed this thread. I don't suppose your student is interested in contributing his code to the osgOcean project? Rivers have been asked for a number of times in the past and his approach would be a nice addition. Regards, Kim. On 10 May 2010 08:13, Smelik, R.M. (Ruben) ruben.sme...@tno.nl wrote: Dear Daniele, I don't think Bruneton's research, although very impressive, is the simplest way to render a river :-) The simplest way I see is to create the OSG geometry for this river with some code. You would have to segment your curve/spline into small quad sections, use a tiling texture and let the u-coords go from 0 to width_of_river / texture_scale in the lateral direction and the v-coords along the curve itself from 0 to total_length_of_river / texture_scale. As the texture is tiling, you can scroll it along the river in a fragment shader, where you add time-dependant amount to the v-coord before the texture lookup. You can use osg_SimulationTime for this. If you're using Bezier curves, you might want to look at this http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf, a student of mine did work on rendering Bezier-curve based river networks, as an extension of osgOcean. Kind regards, Ruben Smelik -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mhondoz Sent: woensdag 5 mei 2010 13:08 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Create a simple river Hi, You may find something on creating rivers here: http://www-evasion.imag.fr/Membres/Eric.Bruneton/ /Mhondoz On Wed, 05 May 2010 12:31:47 +0200, daniele argiolas arj...@gmail.com wrote: Hi, I have to make a river. What's the simplest way? I think try to import animated textures with ImageSequence class but is it possible to map texture on a curve surface? thanks daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27560#27560 ___ 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.or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ 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] Create a simple river
Hi Kim, Sure, we were not yet sure whether there would be enough interest for this, but of course we would be happy to submit it. The student's name is Quintijn, he already submitted some smaller contributions to osgOcean before. We'll start to work on this submission, it could take us some time to test it with the newest osgOcean revision, etc. Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale Sent: maandag 10 mei 2010 9:53 To: OpenSceneGraph Users Subject: Re: [osg-users] Create a simple river Hi Ruben, I just noticed this thread. I don't suppose your student is interested in contributing his code to the osgOcean project? Rivers have been asked for a number of times in the past and his approach would be a nice addition. Regards, Kim. On 10 May 2010 08:13, Smelik, R.M. (Ruben) ruben.sme...@tno.nl wrote: Dear Daniele, I don't think Bruneton's research, although very impressive, is the simplest way to render a river :-) The simplest way I see is to create the OSG geometry for this river with some code. You would have to segment your curve/spline into small quad sections, use a tiling texture and let the u-coords go from 0 to width_of_river / texture_scale in the lateral direction and the v-coords along the curve itself from 0 to total_length_of_river / texture_scale. As the texture is tiling, you can scroll it along the river in a fragment shader, where you add time-dependant amount to the v-coord before the texture lookup. You can use osg_SimulationTime for this. If you're using Bezier curves, you might want to look at this http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf, a student of mine did work on rendering Bezier-curve based river networks, as an extension of osgOcean. Kind regards, Ruben Smelik -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mhondoz Sent: woensdag 5 mei 2010 13:08 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Create a simple river Hi, You may find something on creating rivers here: http://www-evasion.imag.fr/Membres/Eric.Bruneton/ /Mhondoz On Wed, 05 May 2010 12:31:47 +0200, daniele argiolas arj...@gmail.com wrote: Hi, I have to make a river. What's the simplest way? I think try to import animated textures with ImageSequence class but is it possible to map texture on a curve surface? thanks daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27560#27560 ___ 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. or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ 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.or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Create a simple river
Hi Ruben, Ah Quintijn yes of course, I thought I recognised the name at the top of the poster. We'll start to work on this submission, it could take us some time to test it with the newest osgOcean revision, etc. That would be great. With all the tools available for terrain rendering in osg I think being able to add attractive rivers into the mix would be a real boon. Cheers, Kim. On 10 May 2010 09:06, Smelik, R.M. (Ruben) ruben.sme...@tno.nl wrote: Hi Kim, Sure, we were not yet sure whether there would be enough interest for this, but of course we would be happy to submit it. The student's name is Quintijn, he already submitted some smaller contributions to osgOcean before. We'll start to work on this submission, it could take us some time to test it with the newest osgOcean revision, etc. Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale Sent: maandag 10 mei 2010 9:53 To: OpenSceneGraph Users Subject: Re: [osg-users] Create a simple river Hi Ruben, I just noticed this thread. I don't suppose your student is interested in contributing his code to the osgOcean project? Rivers have been asked for a number of times in the past and his approach would be a nice addition. Regards, Kim. On 10 May 2010 08:13, Smelik, R.M. (Ruben) ruben.sme...@tno.nl wrote: Dear Daniele, I don't think Bruneton's research, although very impressive, is the simplest way to render a river :-) The simplest way I see is to create the OSG geometry for this river with some code. You would have to segment your curve/spline into small quad sections, use a tiling texture and let the u-coords go from 0 to width_of_river / texture_scale in the lateral direction and the v-coords along the curve itself from 0 to total_length_of_river / texture_scale. As the texture is tiling, you can scroll it along the river in a fragment shader, where you add time-dependant amount to the v-coord before the texture lookup. You can use osg_SimulationTime for this. If you're using Bezier curves, you might want to look at this http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf, a student of mine did work on rendering Bezier-curve based river networks, as an extension of osgOcean. Kind regards, Ruben Smelik -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mhondoz Sent: woensdag 5 mei 2010 13:08 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Create a simple river Hi, You may find something on creating rivers here: http://www-evasion.imag.fr/Membres/Eric.Bruneton/ /Mhondoz On Wed, 05 May 2010 12:31:47 +0200, daniele argiolas arj...@gmail.com wrote: Hi, I have to make a river. What's the simplest way? I think try to import animated textures with ImageSequence class but is it possible to map texture on a curve surface? thanks daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27560#27560 ___ 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. or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ 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.or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ 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] Leaving on a jet plane, don't know when I'll be back again...
On Sun, May 2, 2010 at 8:18 PM, Gordon Tomlinson gor...@gordon-tomlinson.com wrote: Unless the volcano dumps again :)... have fun I'm back safely thanks. I just missed the cancellation of flights due to the ash cloud by a couple of wingspans. On the morning day of my return other flights at Edinburgh airport to/from the Netherlands and Spain had been canceled. I would have thought my flight would have overflown the Netherlands... so I must have very close to being stranded. Now I'm back I have an in-tray to clear and then on to submissions and catching up with osg-users traffic. All going well this week I should clear the submissions and make another dev release. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg latest developer release, memory leak under linux
Hello, I've tested everything under ubuntu 10.04 32 bit version too with NVIDIA drivers 195.36.15, SVN rev 11406, osg v. 2.9.8 and everything seems stable (I've tested it with our problematic model too). Here is also log from cmake script launch, maybe someone will be able to spot something what is wrong: At first look Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS fails under FC10. It's not the case under Ubuntu. Here is log from Fedora(gcc (GCC) 4.3.2 20081105 (Red Hat 4.3.2-7) ): Code: -- The C compiler identification is GNU -- The CXX compiler identification is GNU -- Check for working C compiler: /usr/lib/ccache/gcc -- Check for working C compiler: /usr/lib/ccache/gcc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working CXX compiler: /usr/lib/ccache/c++ -- Check for working CXX compiler: /usr/lib/ccache/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Looking for include files CMAKE_HAVE_PTHREAD_H -- Looking for include files CMAKE_HAVE_PTHREAD_H - found -- Looking for pthread_create in pthreads -- Looking for pthread_create in pthreads - not found -- Looking for pthread_create in pthread -- Looking for pthread_create in pthread - found -- Found Threads: TRUE -- Looking for XOpenDisplay in /usr/lib/libX11.so;/usr/lib/libXext.so -- Looking for XOpenDisplay in /usr/lib/libX11.so;/usr/lib/libXext.so - found -- Looking for gethostbyname -- Looking for gethostbyname - found -- Looking for connect -- Looking for connect - found -- Looking for remove -- Looking for remove - found -- Looking for shmat -- Looking for shmat - found -- Looking for IceConnectionNumber in ICE -- Looking for IceConnectionNumber in ICE - found -- Found X11: /usr/lib/libX11.so -- checking for module 'libxml-2.0' -- found libxml-2.0, version 2.7.6 -- Found LibXml2: /usr/lib/libxml2.so -- Found CURL: /usr/lib/libcurl.so -- checking for module 'xulrunner-xpcom=1.8.9' -- package 'xulrunner-xpcom=1.8.9' not found -- checking for module 'xulrunner-js' -- package 'xulrunner-js' not found -- checking for module 'xulrunner-nspr' -- package 'xulrunner-nspr' not found -- checking for module 'xulrunner-nss' -- package 'xulrunner-nss' not found -- Looking for Q_WS_X11 -- Looking for Q_WS_X11 - found -- Looking for Q_WS_WIN -- Looking for Q_WS_WIN - not found. -- Looking for Q_WS_QWS -- Looking for Q_WS_QWS - not found. -- Looking for Q_WS_MAC -- Looking for Q_WS_MAC - not found. -- Found Qt-Version 4.5.3 (using /usr/bin/qmake-qt4) -- Found OpenSSL: /usr/lib/libssl.so;/usr/lib/libcrypto.so -- Looking for _POSIX_TIMERS -- Looking for _POSIX_TIMERS - found -- checking for module 'gtk+-2.0' -- found gtk+-2.0, version 2.14.7 -- checking for module 'gtkglext-x11-1.0' -- found gtkglext-x11-1.0, version 1.2.0 -- checking for module 'librsvg-2.0' -- found librsvg-2.0, version 2.22.3 -- checking for module 'cairo' -- found cairo, version 1.8.0 -- checking for module 'poppler-glib' -- package 'poppler-glib' not found -- Found JPEG: /usr/lib/libjpeg.so -- Found PNG: /usr/lib/libpng.so -- Found TIFF: /usr/lib/libtiff.so -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Failed -- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS -- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS - Failed -- Performing Test _OPENTHREADS_ATOMIC_USE_SUN -- Performing Test _OPENTHREADS_ATOMIC_USE_SUN - Failed -- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED -- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED - Failed -- Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC -- Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC - Failed -- Looking for pthread_yield -- Looking for pthread_yield - found -- Looking for pthread_setconcurrency -- Looking for pthread_setconcurrency - found -- Looking for pthread_getconcurrency -- Looking for pthread_getconcurrency - found -- Looking for pthread_setaffinity_np -- Looking for pthread_setaffinity_np - found -- Performing Test COMPILES_PTHREAD_SETAFFINITY_NP -- Performing Test COMPILES_PTHREAD_SETAFFINITY_NP - Success -- checking for module 'xrandr' -- found xrandr, version 1.2.3 The build system is configured to install libraries to /usr/local/lib Your applications may not be able to find your installed libraries unless you: set your LD_LIBRARY_PATH (user specific) or update your ld.so configuration (system wide) You have an ld.so.conf.d directory on your system, so if you wish to ensure that applications find the installed osg libraries, system wide, you could install an OpenSceneGraph specific ld.so configuration with: sudo make install_ld_conf -- Configuring done -- Generating done -- Build files have been written to: /home/goralski/OSG_SVN/OpenSceneGraph Any ideas? [/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27697#27697
Re: [osg-users] Create a simple river
Hi Kim, regarding the prospecitve feature of rivers and the ocean tecnique: is it now possible to use it in combination with geocentric databases? I haven't followed osgocean for a while. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27698#27698 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] A Short Introduction to the Basic Principles of the Open Scene Graph
Hi there, After a hiatus of more than four years, I updated my very introductory guide to the Open Scene Graph: http://www.stackedboxes.org/~lmb/asittbpo-open-scene-graph/ So far, it has only two of the five or six chapters I think it should have, but nevertheless, these two chapters cover the three concepts that I consider most important to get started with OSG: nodes, drawables and and state sets. I hope you enjoy it! Have fun! LMB ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OBJ export of Shapes, any progress or workarounds?
Hi, I checked out trunk version of it, but I cannot find documentation on how to use it. I tried adding this to my CMakeLists.txt: Code: #find_package(osgWorks COMPONENTS libosgworks) find_package(osgWorks) include_directories(${OSGWORKS_INCLUDE_DIRS}) Code: Configuring my project in CMake gives following error: CMake Warning at CMakeLists.txt:17 (find_package): Could not find module FindosgWorks.cmake or a configuration file for package osgWorks. Adjust CMAKE_MODULE_PATH to find FindosgWorks.cmake or set osgWorks_DIR to the directory containing a CMake configuration file for osgWorks. The file will have one of the following names: osgWorksConfig.cmake osgworks-config.cmake Can anyone provide pointers? Thank you! Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27701#27701 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] different animations
Hi Joey, Which osg feature can you use with different animations designed for instance for a character or an action ? exemple 1st animation : my character moves forward and touches a wall. 2nd animation: my character falls etc... Please could you give me a code exemple ? Look into osgAnimation, you can export a file with either the Collada or Fbx plugins that will get you multiple animation clips in the same file. http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transformation on osgWidget?
Hi Akilan, I had installed osg2.9.6. osgWidget::Box is being used in my application. It provides, by default, transformation functionalities. Regarding rotation, it provides setRotation(osgWidget::matrix_type) to do that. But I am not sure how to specify the axis about which rotation to be done. I tried in other way like MT(rotate)--osgWidget::Box (I m not sure whether it is correct way of doing). But it results nothing. Use the osg::Matrix static methods to create matrices for different behaviors. For example, there is static osg::Matrix rotate (value_type angle, const osg::Vec3f axis); See http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00404.html Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Highlight OSG Geode node in the viewer.
Hi Dario, If I know the geode name node to highlight, there is a simple method to achive that? Is there any example to see that I missed? You can make a visitor to find the node you want by name (osgWorks has a canned visitor to do this, or you can write your own in about 10 lines of code). From there you have to decide what you want to do to highlight the node... You could apply a material with a yellow emissive color, or you could decorate it with an osgFX::Outline / osgFX::Scribe / osgFX::Cartoon node, or you could just set a uniform bool variable and then do something in the shader when rendering that object. It's up to you. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] clipnode
Hi Sunil, There is one thing missing. The clipped subgraph needs to have the clipping mode enabled in its StateSet, try (for example) to add this line of code before viewer.run(): dumptruck-setStateSet(clipnode-getStateSet()); now all the clipplanes are on, and your example works. Your welcome, René 2010/5/7 Sunil S Nandihalli sunil.nandiha...@gmail.com Hello everybody, in the 06_clipnode example... //Group:model // . . //.. // . . //Subgraph:dumptruck Transform:pat //. //. // ClipNode How is the clipnode supposed to influence the dumptruck.. Am I missing something here. this is the thirdblock of the code in the example ... Here is how I interpretted and coded it osg::ClipNode* n = new osg::ClipNode; n-createClipBox(osg::BoundingBox(-2.5,-2.5,-2.5,2.5,2.5,2.5)); osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; pat-setPosition(osg::Vec3(0,0,0)); osg::Group* model = new osg::Group; model-addChild(dumptruck); model-addChild(pat); pat-addChild(n); viewer.setSceneData(model); The complete code (example program) is pasted in http://pastebin.com/Hs6Q1Wb3 I got the first block to work .. I was trying to get the 3rd block to work .. but was not very successfull. How is it supposed to clip the dumptruck? as indicated above.. dumptruck is not a child of the ClipNode.. can anybody explain? Thanks in advance.. Sunil ___ 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] OBJ export of Shapes, any progress or workarounds?
Dženan Zukić wrote: Can anyone provide pointers? You could try posting to osgWorks google group, or look at osgBullet (which uses osgWorks)... -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Limitation of NodeMask
Hi JS, On Fri, May 7, 2010 at 2:22 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: That's a bug IMHO. If I say this: The TraversalMask/NodeMask is not buggy, it's intended to be an logical OR and accept traversal if any one of the bits are set. The implementation might not suit all users all the time, but that is the way with all software, you have to pick an implementation and be realistic about it's usage. As for this particular issue, one can always use another bit which handles the combinational case required rather than attempting to use combination of bits that doesn't work with the current implementation. There is also the possibility of use cull callbacks or subclassing from osgUtil::IntersectorVisitor for introducing ones one custom traversal behavior. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Front to back blending in osgVolume
Hi Martin, The blending depends upon the shader used into osgVolume, ones like the isosurface ones don't even do any blending. The current shaders that do blending do it from back to front, if you want to do it the other way around then that's fine, but even if the existing blending shaders did it from front to back the code would be embedded in the shader itself and not reusable in the way you are wanting. So in the end it'll always be down to your own shaders to do what you need to do. Robert. On Sat, May 8, 2010 at 1:45 PM, Martin Panknin martinpank...@googlemail.com wrote: Hi, I'm currently looking into the osgVolume nodekit and the osgVolume example as I'm trying to implement a simple volume raycasting shader in osg, which I have previously written in Rendermokey. The shader calculates the direction for the ray by rendering the front and back faces of a unit cube. The difference between the faces is stored in a texture and serves for the direction look up. I'm using front to back blending as I need to integrate early ray termination due to performance reasons. As far as I understand it by looking at the source, the osgVolume example uses back to front blending and I'm wondering, if the functionality for front to back blending is already available in osgVolume. What would be the best way for generating the direction texture in this case? Can this be done directly in osg or do I have to use for example osgPPU in order to setup my rendertargets? Any hints are greatly appreciated. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27683#27683 ___ 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] [ANN] A Short Introduction to the Basic Principles of the Open Scene Graph
Hi, It's a really good job, let us know when you'll finish the other chapters. Cheers, On Mon, May 10, 2010 at 1:14 PM, Leandro Motta Barros lmbar...@gmail.comwrote: Hi there, After a hiatus of more than four years, I updated my very introductory guide to the Open Scene Graph: http://www.stackedboxes.org/~lmb/asittbpo-open-scene-graph/ So far, it has only two of the five or six chapters I think it should have, but nevertheless, these two chapters cover the three concepts that I consider most important to get started with OSG: nodes, drawables and and state sets. I hope you enjoy it! Have fun! LMB ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Limitation of NodeMask
Hi Robert, The TraversalMask/NodeMask is not buggy, it's intended to be an logical OR and accept traversal if any one of the bits are set. The implementation might not suit all users all the time, but that is the way with all software, you have to pick an implementation and be realistic about it's usage. Yep, I understood that later in the thread. Thanks for confirming though. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OBJ export of Shapes, any progress or workarounds?
Hi, osgBulltet provides file FindOSGWorks.cmake which solves the problem. Thank you! Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27714#27714 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAL + latest OSG SVN
Chris 'Xenon' Hanson wrote: Really, the problems weren't mine, they were experienced by my client, who directed me to add FMOD support. They just had a number of problems with OpenAL on different platforms over several years, and wanted to use FMOD instead. Understood. The customer is always right :-) We are currently working on some other fixed to osgAudio for issues that it inherited from osgAL, involving improper state modification during cull (crashes in a multithreaded multi-viewer cull). So, osgAudio is definitely the palce to be, even if you only need openAL support. Probably good advice. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] fbx writer texture support
Hello, Has anybody had luck converting textured models to fbx format using the writer in OSG? I narrowed it down to simple case of: osgconv skydome.osg skydome.fbx The resulting file when viewed in osgviewer is just a solid color. Converting that file back to .osg results in no reference to the texture in the osg file. This is on svn of today, with the 20112 SDK on Mac OS X. Converting to other formats: obj, ive, etc works fine. I tried turning the optimizer off as well as setting OSG_NOTIFY_LEVEL to DEBUG. The image gets read fine on load, but there's no information on whats going on at the write stage. Thanks Martins ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Highlight OSG Geode node in the viewer.
Hi I was just working on these ideas, thanks for osgFX tips that I had completely forgotten. I see what comes out :D Thanks again best Skylark wrote: Hi Dario, If I know the geode name node to highlight, there is a simple method to achive that? Is there any example to see that I missed? You can make a visitor to find the node you want by name (osgWorks has a canned visitor to do this, or you can write your own in about 10 lines of code). From there you have to decide what you want to do to highlight the node... You could apply a material with a yellow emissive color, or you could decorate it with an osgFX::Outline / osgFX::Scribe / osgFX::Cartoon node, or you could just set a uniform bool variable and then do something in the shader when rendering that object. It's up to you. Hope this helps, J-S -- __ Jean-Sebastien Guay http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27720#27720 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Publicly Available TerraPage Database
http://sourceforge.net/project/showfiles.php?group_id=39061 Sample database for noncommercial use can be obtain at the above link. On this page look for MPV Content. Database team has been very busy. I am hoping to have something by August. Ryan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27722#27722 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Publicly Available TerraPage Database
Sorry, wrong link. Try this one: http://sourceforge.net/projects/cigi/files/ Ryan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27723#27723 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with projection
Hi, I have problem draw a points correctly on image. I want to manualy doing projection of vertex and draw on image. I set a camera position: Code: osg::Matrixf l; l.makeLookAt(osg::Vec3(0, 0, 500), osg::Vec3(0,0,0), osg::Vec3(0,1,0)); Projection matrix: Code: osg::Matrixf p; p.makePerspective(osg::DegreesToRadians(50.0f), 720/568, 1, 1000); and next i compute new vertex cordinate (vertex is osg::Vec3): Code: vertex = vertex*l; next i multiple new vertex cordinate by perspective matrix Code: vertex4 = osg::Vec4(vertex, 1); vertex4 = vertex4*p; vertex4.set(vertex4.x()/vertex4.w(), vertex4.y()/vertex4.w(), vertex4.z()/vertex4.w(), vertex4.w()); Now I draw vertex to image but result is diffrent with image with i get from 3dmax with this same camera parametr. I think I need multiple with viewport matrix Code: osg::Matrixf v ; osg::Viewport* viewport = new osg::Viewport(0,0,720,568); v = viewport-computeWindowMatrix(); But when i do it vertex cordinate is too big. Could someone tell what i doing wrong? ... Thank you! Cheers, Tomek -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27695#27695 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with projection
Czolem, I took a brief look. There might be other issues but one thing seems suspect to me. 720/568 in makePerspective call is computed on ints and hence is equal to 1. I am sure its not what you are after. Replace it with 720.f/568. Cheers, Wojtek -- From: Tomek Krze tomkr...@wp.pl Sent: Monday, May 10, 2010 11:43 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Problem with projection Hi, I have problem draw a points correctly on image. I want to manualy doing projection of vertex and draw on image. I set a camera position: Code: osg::Matrixf l; l.makeLookAt(osg::Vec3(0, 0, 500), osg::Vec3(0,0,0), osg::Vec3(0,1,0)); Projection matrix: Code: osg::Matrixf p; p.makePerspective(osg::DegreesToRadians(50.0f), 720/568, 1, 1000); and next i compute new vertex cordinate (vertex is osg::Vec3): Code: vertex = vertex*l; next i multiple new vertex cordinate by perspective matrix Code: vertex4 = osg::Vec4(vertex, 1); vertex4 = vertex4*p; vertex4.set(vertex4.x()/vertex4.w(), vertex4.y()/vertex4.w(), vertex4.z()/vertex4.w(), vertex4.w()); Now I draw vertex to image but result is diffrent with image with i get from 3dmax with this same camera parametr. I think I need multiple with viewport matrix Code: osg::Matrixf v ; osg::Viewport* viewport = new osg::Viewport(0,0,720,568); v = viewport-computeWindowMatrix(); But when i do it vertex cordinate is too big. Could someone tell what i doing wrong? ... Thank you! Cheers, Tomek -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27695#27695 ___ 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