Re: [osg-users] Create a simple river

2010-05-10 Thread Smelik, R.M. (Ruben)
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





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Re: [osg-users] Create a simple river

2010-05-10 Thread Kim Bale
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





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Re: [osg-users] Create a simple river

2010-05-10 Thread Smelik, R.M. (Ruben)
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





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Re: [osg-users] Create a simple river

2010-05-10 Thread Kim Bale
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





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Re: [osg-users] Leaving on a jet plane, don't know when I'll be back again...

2010-05-10 Thread Robert Osfield
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.
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-10 Thread Paweł Góralski
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]

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Re: [osg-users] Create a simple river

2010-05-10 Thread Torben Dannhauer
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

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[osg-users] [ANN] A Short Introduction to the Basic Principles of the Open Scene Graph

2010-05-10 Thread Leandro Motta Barros
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
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Re: [osg-users] OBJ export of Shapes, any progress or workarounds?

2010-05-10 Thread Dženan Zukić
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

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Re: [osg-users] different animations

2010-05-10 Thread Jean-Sébastien Guay

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
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Re: [osg-users] Transformation on osgWidget?

2010-05-10 Thread Jean-Sébastien Guay

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
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Re: [osg-users] Highlight OSG Geode node in the viewer.

2010-05-10 Thread Jean-Sébastien Guay

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
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Re: [osg-users] clipnode

2010-05-10 Thread René Molenaar
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


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Re: [osg-users] OBJ export of Shapes, any progress or workarounds?

2010-05-10 Thread Paul Martz

Dženan Zukić wrote:

Can anyone provide pointers?


You could try posting to osgWorks google group, or look at osgBullet (which uses 
osgWorks)...


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Re: [osg-users] Limitation of NodeMask

2010-05-10 Thread Robert Osfield
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.
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Re: [osg-users] Front to back blending in osgVolume

2010-05-10 Thread Robert Osfield
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

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Re: [osg-users] [ANN] A Short Introduction to the Basic Principles of the Open Scene Graph

2010-05-10 Thread Serge Lages
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
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Re: [osg-users] Limitation of NodeMask

2010-05-10 Thread Jean-Sébastien Guay

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
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Re: [osg-users] OBJ export of Shapes, any progress or workarounds?

2010-05-10 Thread Dženan Zukić
Hi,

osgBulltet provides file FindOSGWorks.cmake which solves the problem.

Thank you!

Cheers,
Dženan

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Re: [osg-users] osgAL + latest OSG SVN

2010-05-10 Thread Jason Daly

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
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[osg-users] fbx writer texture support

2010-05-10 Thread Martins Innus

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
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Re: [osg-users] Highlight OSG Geode node in the viewer.

2010-05-10 Thread Dario Minieri
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
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Re: [osg-users] Publicly Available TerraPage Database

2010-05-10 Thread Ryan H. Kawicki
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

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Re: [osg-users] Publicly Available TerraPage Database

2010-05-10 Thread Ryan H. Kawicki
Sorry, wrong link.

Try this one: http://sourceforge.net/projects/cigi/files/

Ryan

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[osg-users] Problem with projection

2010-05-10 Thread Tomek Krze
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

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Re: [osg-users] Problem with projection

2010-05-10 Thread Wojciech Lewandowski

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

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