[osg-users] Disable maximize button in Win32 window

2010-07-13 Thread Saravanan Sivaprahasam
Hi,
 I've tried using the following code to disable the maximize button in the 
window.
 
osgViewer::ViewerBase::Windows wins;
viewer-getWindows(wins);
osgViewer::GraphicsHandleWin32* hwnd = 
dynamic_castosgViewer::GraphicsHandleWin32*(wins[0]);

HMENU hMenu = ::GetSystemMenu(hwnd-getHWND(), FALSE);
::EnableMenuItem(hMenu, SC_MAXIMIZE, MF_BYCOMMAND | (MF_DISABLED | MF_GRAYED));

The above code is not working for maximize button, but it works well for close 
button. Is there any other way to achieve this

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Re: [osg-users] My Lines Disapering but Ploygons don't

2010-07-13 Thread Robert Osfield
Hi David,

There could be couple of reasons, but I can't work out from your post
exactly what is not working and where so I'll provide some general
suggestions as to what might be wrong, but given I don't know what the
actual problem is I can't provide any suggestions as to how one might
fix it.

 1) Could it be z fighting?  The line is disappearing under the geometry?  Try
 putting the scene in wireframe so that polygons won't obscure hidden lines.

 2) Could it be a numerical precision issue?  VPB uses local MatrixTransform
 to place tiles with a local coordinate frame into ECEF to avoid precision
 issues.

 3) Near plan clipping?

Robert.

On Mon, Jul 12, 2010 at 9:19 PM, David Glenn david.e.glenn@navy.mil wrote:
 Greetings All!

 I hate to come up with another stupid one, but I've been banging my head with 
 this one!

 One of the displays I doing has an ellipsoid globe appearing and above that, 
 I have some Overlay lines (what we call MOA lines) or marker lines. I have 
 them drawn above the globe and from a normal view the lines and polygons 
 appear as they should.

 Note: I'm using a camera that is using the terrain manipulator to control so 
 I can zoom in and out move east west north south.

 I'm using:

 Code:

 linesOverlay-addPrimitiveSet(new osg::DrawArrays(GL_LINE_LOOP,0,numPts));



 to draw the line loop and

 Code:

 linesOverlay-addPrimitiveSet(new osg::DrawArrays(GL_POLYGON,0,numPts));



 to draw a filled polygon.

 linesOverlay is a Geometry class and I'm adding it to a Grode using the 
 addDrawable command.

 Well, I noticed that when I zoom in on the polygon. that it appears normal, 
 but using the same data points for drawing a line loop, when I zoom in on a 
 line, I will get to within 2000 meters of the line and it will start 
 disappear. first at the middle of the focus point of the camera, then outward 
 as I continue to zoom in!

 Note: I had similar problem with my polygon elements that seem to be getting 
 cut off by my near camera plane. I readjusted the near/far ratio that seemed 
 to fix it, but maybe that was the wrong approach?

 FYI: I'm using OSG 2.8.1

 I must be goofing up someware!
 Any Ideas? Grin!
 ...
 D Glenn

 
 D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
 Desk!

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Re: [osg-users] My Lines Disapering but Ploygons don't

2010-07-13 Thread J.P. Delport

Hi,

things you could try or check:

* is the bounding sphere OK?

* turn on/off displaylists and call -dirty()

* make near/far use primitives, like so:

viewer.getCamera()-setComputeNearFarMode(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
viewer.getCamera()-setNearFarRatio(1e-6);

jp

On 12/07/10 22:19, David Glenn wrote:

Greetings All!

I hate to come up with another stupid one, but I've been banging my head with 
this one!

One of the displays I doing has an ellipsoid globe appearing and above that, I 
have some Overlay lines (what we call MOA lines) or marker lines. I have them 
drawn above the globe and from a normal view the lines and polygons appear as 
they should.

Note: I'm using a camera that is using the terrain manipulator to control so I 
can zoom in and out move east west north south.

I'm using:

Code:

linesOverlay-addPrimitiveSet(new osg::DrawArrays(GL_LINE_LOOP,0,numPts));



to draw the line loop and

Code:

linesOverlay-addPrimitiveSet(new osg::DrawArrays(GL_POLYGON,0,numPts));



to draw a filled polygon.

linesOverlay is a Geometry class and I'm adding it to a Grode using the 
addDrawable command.

Well, I noticed that when I zoom in on the polygon. that it appears normal, but 
using the same data points for drawing a line loop, when I zoom in on a line, I 
will get to within 2000 meters of the line and it will start disappear. first 
at the middle of the focus point of the camera, then outward as I continue to 
zoom in!

Note: I had similar problem with my polygon elements that seem to be getting 
cut off by my near camera plane. I readjusted the near/far ratio that seemed to 
fix it, but maybe that was the wrong approach?

FYI: I'm using OSG 2.8.1

I must be goofing up someware!
Any Ideas? Grin!
...
D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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Re: [osg-users] osganimationsolid example

2010-07-13 Thread Gianni Ambrosio
Hi Jean-Sébastien,
a prototype I implemented seems working.

Thanks again for the hints
Gianni

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Re: [osg-users] [vpb] .tif and .tfw

2010-07-13 Thread lucie lemonnier
Hi,

In fact, now it seems to work, I had a problem in my data input. Otherwise, I 
have a model of terrain larger than my orthoimage, do you know how to cut the 
terrain model to obtain only the part with the orthoimage? Are there any 
options of VPB for this?


Thank you!

Cheers,
lucie

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Re: [osg-users] Problem: All my OSG objetct are flipped

2010-07-13 Thread Manuel Garea

robertosfield wrote:
 Hi Mannuel,
 
 I don't know how you can expect others to help you fix the problem in
 your app as you don't provide any information about how you've set up
 scene graph.  Do you require us to guess??  Please be more specific.
 
 Robert.
 
 On Sat, Jul 10, 2010 at 12:13 PM, Manuel Garea  wrote:
 
  Hi, I have a very big problem with my OSG scene. all the objects I draw are 
  flipped, it's like OSG was a mirror. In the image below you can see the 
  textures I used and the drawed objetcs. Everything is flipped!!!
  
  Do someone know what is the problem??? Is it a problem with my camera???
  
  Thank you very much!!!
  
  Cheers,
  Manuel
  
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I really don't make anything special with the camera. 

I ran the osgRobot example with a texture and it generates the same problem, 
all my textures are flipped!!!

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[osg-users] How to flip the camera image?

2010-07-13 Thread Manuel Garea
Hi, I posted a problem a few days ago 
(http://forum.openscenegraph.org/viewtopic.php?p=29890#29890) and I now the 
solution, but I don't know how to make it.

I need to vertically flip the image of the camera before rendering it, is it 
possible??? 

My scene has two cameras and i need to flip only one, do someone know how to do 
it?

Thank you!

Cheers,
Manuel

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Re: [osg-users] Problem: All my OSG objetct are flipped

2010-07-13 Thread Robert Osfield
Hi Manuel,

On Tue, Jul 13, 2010 at 1:38 PM, Manuel Garea m.garea...@gmail.com wrote:
 I really don't make anything special with the camera.

 I ran the osgRobot example with a texture and it generates the same problem, 
 all my textures are flipped!!!

Texture orientation has absolutely nothing to do with the camera.  The
osgrobot example is really the last place I'd suggest looking at how
to do textures.

Please have a look at the osggeometry example, and in particular the
background qaud that is textured.  Also please read the OpenScenGraph
Quick Start Guide, it's available free online as a pdf.

Robert.
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Re: [osg-users] osganimationsolid example

2010-07-13 Thread Jean-Sébastien Guay

Hi Gianni,


a prototype I implemented seems working.

Thanks again for the hints


Great to know you got this working!

J-S
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Re: [osg-users] How to flip the camera image?

2010-07-13 Thread Robert Osfield
Hi Manuel,

You need to go back to basics, you are barking up the wrong tree by
thinking about cameras, and you haven't told anyone how you are
creating your geometry and assigning your textures.  How on earth do
you expect people to help you when you don't even tell them what you
are doing.

Please read my previous posts.

Robert.

On Tue, Jul 13, 2010 at 1:43 PM, Manuel Garea m.garea...@gmail.com wrote:
 Hi, I posted a problem a few days ago 
 (http://forum.openscenegraph.org/viewtopic.php?p=29890#29890) and I now the 
 solution, but I don't know how to make it.

 I need to vertically flip the image of the camera before rendering it, is it 
 possible???

 My scene has two cameras and i need to flip only one, do someone know how to 
 do it?

 Thank you!

 Cheers,
 Manuel

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[osg-users] problems with weather

2010-07-13 Thread Jose Rincon
Hi,

I have a scene with weather(in this case with fog) but in the moment I apply a 
light shader, the weather dissapears. Is there a possibility of having the 
weather I had before?

Thank you!

Cheers,
Jose

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[osg-users] [vpb] convert .osg in another format

2010-07-13 Thread lucie lemonnier
Hi,

Is it possible to convert a terrain database .osg build with 
VirtualPlanetBuilder in another format like .3ds,.obj,.vrml, etc.?


Thank you!

Cheers,
lucie

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Re: [osg-users] problems with weather

2010-07-13 Thread Keith Parkins

Hi Jose,

Are you applying the fog in your shader? Remember that the GLSL
spec states that Fog is not applied once a fragment shader has been
supplied. Your shader replaces the fixed function shader that applied
the fog.

Check out:

http://www.idevgames.com/forum/showthread.php?t=12436

for a discussion.

The fog equation is easy to understand. Check out chapter 6, Blending
etc.,  in the Red Book if you have problems understanding the code in
the above link.

-Keith

On Tue, 13 Jul 2010, Jose Rincon wrote:


Hi,

I have a scene with weather(in this case with fog) but in the moment I apply a 
light shader, the weather dissapears. Is there a possibility of having the 
weather I had before?

Thank you!

Cheers,
Jose

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Re: [osg-users] Question about osgAnimation Bezier curves

2010-07-13 Thread daniele argiolas
Hi, I've these points:


v[0] = osg::Vec3d(  -19,   0,   -60);
v[1] = osg::Vec3d(  -20,   0,   -102);
v[2] = osg::Vec3d(  -22,   0,   -145);
v[3] = osg::Vec3d(  20,   0,   -142);
v[4] = osg::Vec3d(  63,   0,   -139);
v[5] = osg::Vec3d(  145,   0,   -138);


Points v[1], v[2], v[3] describes a curve and it works.

Why when the ball arrives on point v[4] stops

I use the keyframes:

keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(0, 
osgAnimation::Vec3CubicBezier(v[0])));
keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(3, 
osgAnimation::Vec3CubicBezier(v[1],v[2],v[3])));
keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(6, 
osgAnimation::Vec3CubicBezier(v[4] ) ));
keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(9, 
osgAnimation::Vec3CubicBezier( v[5] )));


Where's the error??

Please help me!!

thanks!

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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-13 Thread Sukender
Hi Michael, hi all,

Sorry to push this topic up, but did you test the code (anyone)?
Thanks.

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

- Sukender suky0...@free.fr a écrit :

 Hi Michael,
 
 I managed to write the code, but I need testing. Moreover I can't
 update the FBX plugin because of the regression I told you in another
 thread, concerning images.
 Can you, please:
 - Merge changes to your working copy, and
 - Make a few tests with your models?
 
 Also feel free to commit if everything seems okay.
 Attached file is against rev. 11322 of the trunk.
 
 Many thanks.
 
 For info, my implemtation looks like:
 - Add points of the triangles
 - Detect how to split quads (02 or 13), and add points for the two
 triangles
 - Save polygons in a temporary array
 - Add a primitive set for all triangles (DrawArray)
 - Add polygons points AFTER the points of the triangles
 - Add primitive sets for polygons
 - Tessellate
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - Sukender suky0...@free.fr a écrit :
 
  Alright. I started working on it.
  
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
  
  - Sukender suky0...@free.fr a écrit :
  
   Oh, right, sorry I didn't spot this. Thanks.
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Michael Platings mplati...@gmail.com a écrit :
  
I was referring to that by For quads I imagine it would be
  possible
to write some fast specialised code to see if they should be
 split
across vertices (0,2) or (1,3) so that loading times remain
   bearable.
   
   
On 6 July 2010 09:02, Sukender  suky0...@free.fr  wrote:
   
   
Oh... What about concave quads (I mean 4 points polygons)?
   
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
   
- Sukender  suky0...@free.fr  a écrit :
   
   
   
   
 OK. If you got time for this before I do... :)

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

 - Michael Platings  mplati...@gmail.com  a écrit :

  Waht you could do is leave all the triangles and quads in
 one
  PrimitiveSet (like it is already), but put each polygon
 with
  =5
  vertices in it's own PrimitiveSet with Mode=POLYGON. Then
 run
   the
  Tesselator on the Geometry which should tesselate the
 polygons
  automagically.
 
 
  On 5 July 2010 13:49, Sukender  suky0...@free.fr  wrote:
 
 
  Hi Michael,
 
  Yes, sorry about OpenGL interpretation of polygons, I
 forgot
   that.
 
  Well actually, I guess the reader has to handle most (all?)
   cases.
 So
  I suggest to have something like:
  - If number of points = 4, use current code.
  - Else call GLU tesselation.
 
  Do you agree?
  The problem I have is that osgUtil::Tessellator is intended
 to
 operate
  on osg's structures. Any idea on how to make it work easily
 in
   the
  reader plugin?
 
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Michael Platings  mplati...@gmail.com  a écrit :
 
 
 
 
   No, 1 to 1 mapping of primitives isn't possible because
  OpenGL
  doesn't
   render concave polygons correctly (in practice GL_POLYGON
 is
   the
  same
   as GL_TRIANGLE_FAN).
   Tesselation is possible via GLU but very slow so we need
 to
  be
  careful
   about how we use that. Most models I've come across have
  many
   triangles and quads but few polygons =5 vertices. If we
  apply
   triangulation to those few polygons then most models will
 be
   unaffected. For quads I imagine it would be possible to
  write
some
   fast specialised code to see if they should be split
 across
 vertices
   (0,2) or (1,3) so that loading times remain bearable.
   However, if your content provider could just produce
 models
   that
 are
   already suitable for real-time rendering that would be
 best
  ;)
  
  
   On 5 July 2010 09:09, Sukender  suky0...@free.fr 
 wrote:
  
  
   Hi all,
  
   The FBX reader seems to interpret FBX polygons as
 triangles.
Well
 I
   guess this should not be, as 1-to-1 mapping of primitives
 is
  possible
   (as far as I know), but this is not really an issue. What
 is
   an
  issue
   is that concave polygons are not intepreted the right way.
 I
think
   about two solutions:
   1. Use tessellation code to get correct splitting
   2. Do the 1-to-1 mapping of primitives
  
   Am I right ?
   Other ideas?
   Anyone having time for this?
  
   Thanks folks!
  
   Cheers,
  
 

Re: [osg-users] [vpb] .tif and .tfw

2010-07-13 Thread Pierre Bourdin (gmail)
Hi Lucie,
to cut your terrain you can use a lot of tools...google is your friend,
you'll find a lot of info on that topic.

If you have the budget for it, one of the most convenient tool is
probably GlobalMapper: http://www.globalmapper.com/

Of course gdal_translate can do it too:
http://www.gdal.org/gdal_translate.html

I believe 3Dem can do it:
http://freegeographytools.com/2007/dem-terrain-depiction-using-3dem

and probably QGis: http://www.qgis.org/ 

Hope it helps.
Pierre.

Le mardi 13 juillet 2010 à 12:19 +0200, lucie lemonnier a écrit :
 Hi,
 
 In fact, now it seems to work, I had a problem in my data input. Otherwise, I 
 have a model of terrain larger than my orthoimage, do you know how to cut the 
 terrain model to obtain only the part with the orthoimage? Are there any 
 options of VPB for this?
 
 
 Thank you!
 
 Cheers,
 lucie
 
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[osg-users] DDS S3TC-DXTC compression only accept power of two sizes?

2010-07-13 Thread Sukender
Hi all,

When writing non power of two images in DDS with S3TC-DXTC compression, I got a 
scrambled image.
- Is it a restriction of the format (it seems not; actually it seems DDS 
accepts any size, even not mutiple of 4).
- Is is a restriction of the writer ? In that case, it should print a warning
- Am I totally wrong?

Thanks.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Fwd: Re: floating point exeption in VPB...

2010-07-13 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Bernardt,

Thanks much for that input. I definitely ruled out that my problem was due to 
the 64-bit architecture because I was able to reproduce it on 32-bit Linux 
using VPB 0.9.10. Using the same tif file, I did not see this problem using 
VPB 0.9.7.

I will try your fix to see if that works for my situation. I will report the 
results.

Your contribution is most appreciated...

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bernardt 
Duvenhage
Sent: Tuesday, July 13, 2010 7:07 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Fwd: Re: floating point exeption in VPB...

Hi Shayne

I'm experiencing a similar problem. The SourceData::readImage(...) method in 
\src\vpb\SourceData.cpp gives a destWidth and readWidth of zero which results 
in a tempImage of zero size (tempImage = new unsigned 
char[readWidth*readHeight*pixelSpace]).

This is due to (I think) a failure of the two pass 360-degree shift test for 
intersection of the destination and source bounding boxes. The intersection is 
tested for 'valid()', but might still be of zero size. I adapted the 'if 
(!intersect_bb.valid())' test as shown below and it seems to work now.

if ((!intersect_bb.valid()) || (intersect_bb.xMin()==intersect_bb.xMax()) ) {
  log(osg::INFO,Reading image but it does not intersect destination - 
ignoring);
  continue;
}

I'm building a simple terrain with BMNG data only. The destination bb is 
therefore (-180,180]. The intersection test however generates a valid 
intersection for the B1 tiff which is at (-270,-180] at some stage in the two 
pass test. The generated intersection is valid, but of zero size and hence the 
added condition in the above if.

I attach my SourceData.cpp as reference.

Regards,
Bernardt


 J.P. Delport jpdelp...@csir.co.za 07/13/10 2:37 PM

=
Bernardt Duvenhage
Senior Researcher: Optronic Sensor Systems South African Council for 
Scientific and Industrial Research (CSIR)
Tel: +27 12 841 2414






 Original Message 
Subject: Re: [osg-users] floating point exeption in VPB...
Date: Mon, 12 Jul 2010 11:05:19 -0600
From: Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil
Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org

Robert,

After running osgdem in the debugger, it is crashing in gdalrasterband.cpp 
where an integer divide by zero is happening. Tracing up further, it appears 
that in the method SourceData::readImage(...) in SourceData.cpp, the variable 
destWidth is coming in as zero. Interestingly, the first pass through the 
loop in that method yields a destWidth of 256. On the next time around, it is 
zero which is causing the crash in GDAL.

The .tif file is a file that I have used before with osgdem on another 
machined with no problems so I know the image file is good.

I will try to dig further to get more on what's happening...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
Osfield
Sent: Saturday, July 10, 2010 3:30 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] floating point exeption in VPB...

Hi Shayne,

I develop under 64bit system and haven't encountered any floating point 
exceptions issues with 64bit build of VPB.

Could you please run osgdem in a debugger and see what happens. Could you also 
update to svn/trunk for OSG and VPB to see if the problem persists.

Robert.

On Thu, Jul 8, 2010 at 11:01 PM, Tueller, Shayne R Civ USAF AFMC 519 
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I'm using VPB 0.9.10 along with OSG 2.8.2 on a system that is using
 64-bit Linux (Fadora core 10) i386. Both packages were built from source.



 No matter what database I try to build, I get a floating point
 exception when running osgdem. I know the DTED and imagery are good
 since I've built VPB databases with this content on a windows 32-bit system.



 Here is a sample command that fails: osgdem -TERRAIN -geocentric
 -PagedLOD -whole-globe -t wholeearthtexture.tif -l 10 -o output.ive



 My question is, has anyone else seen problems with VPB in a similar
 environment. Are there some 64-bit issues going on here? I'm at a loss
 as
to
 why I'm getting this floating point exception. If I use any other
 content (i.e. dted or imagery), I get the same results.



 Any help or input would be most appreciated.

 -Shayne

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Re: [osg-users] DDS S3TC-DXTC compression only accept power of twosizes?

2010-07-13 Thread Wojciech Lewandowski

Hi Sukender,

I think this is a bug or if you prefer one of the limitations of OSG DDS 
ReaderWriter. Feel free to fix it ;-)


Cheers,
Wojtek

--
From: Sukender suky0...@free.fr
Sent: Tuesday, July 13, 2010 5:26 PM
To: osg-users osg-users@lists.openscenegraph.org
Subject: [osg-users] DDS S3TC-DXTC compression only accept power of 
twosizes?



Hi all,

When writing non power of two images in DDS with S3TC-DXTC compression, I 
got a scrambled image.
- Is it a restriction of the format (it seems not; actually it seems DDS 
accepts any size, even not mutiple of 4).
- Is is a restriction of the writer ? In that case, it should print a 
warning

- Am I totally wrong?

Thanks.

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

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Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-13 Thread Salomon, Brian D
Hi Alessandro and Michael,

I have similar timing-related playback errors on a multi-take FBX exported from 
MotionBuilder.

Playback in: OSG 2.9.8
OSG FBX plugin built with: FBX Sdk 2011.2: fbxsdk_md2005.lib / 
fbxsdk_md2005d.lib
FBX exported from: MotionBuilder 2011

QuickTime can move between all twenty(ish) animation takes and play them with 
proper timing.  The only oddity is that after each animation plays, there is a 
variable length dead space on the playback timeline in which the model does not 
move.  For example, the first 40% of playback is animated normally, then it 
stays in a static pose for the remaining 60% of the timeline.

Playback is different using the osgViewer modified for FBX playbacks and 
changing takes/animations when a key is pressed.  Calling playAnimation() moves 
the character to the correct initial pose but he does not move.  In the 
debugger, the animation durations appear correct (e.g., 12 seconds) but for 
most takes the model is motionless the whole time.  For a few takes, after a 
long pause the model eventually runs part of the animation at very high-speed, 
in the way that Alessandro's 3-bouncing-balls model played at high speed.  Then 
even these return to a static pose for the remainder of their play time.

My best guess is the timing is thrown off and this is somehow compounded across 
takes.  The plugin has FPS hard-coded to 25 fps so we tried exporting at both 
25 fps and 30 fps with only slightly varying results.

I can email a sample file to demonstrate this (~15 MB).

Thanks,
Brian


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alessandro 
Terenzi
Sent: Friday, July 09, 2010 6:56 AM
To: OpenSceneGraph Users
Subject: EXTERNAL: Re: [osg-users] FBX Plugin: animation speed not as 
expected...

I've downloaded the latest source code of the FBX plugin and osgAnimation from 
svn but, I'm still experiencing different playback speed with respect to 
QuickTime moreover I have also problems with the animations themselves.

As I said I'm using the latest code for FBX plugin and osgAnimation, on the 
other hand I'm using OSG 2.9.6 for all other plugins and libraries, so my 
question is: beyond the FBX plugin itself and osgAnimation what else could 
cause the problems with animations I'm experiencing? (ie not only speed, but 
also wrong/bad animation playback in general)

By the way, I tried with both QuickTime and the ViewScene example that comes 
with the FBX SDK, they both play every model correctly. Talking about test 
models, I tryed:

humanoid.fbx: model messed up during animation
the 3-bouncing-balls model (sent to Michael some days ago): animation played at 
exagerated speed

and now I have two more humanoid models one of which has the same problems of 
humanoid.fbx and the other seems to be missing some starting and ending frames. 
I'm going to send them to Michael.

Regards.
Alessandro

On Thu, Jul 8, 2010 at 9:35 AM, Alessandro Terenzi 
a.tere...@gmail.commailto:a.tere...@gmail.com wrote:
Ok, thanks Michael, I will double check that I'm really using the latest source 
code for both the FBX plugin and osgAnimation.

Regards.
Alessandro
On Wed, Jul 7, 2010 at 6:54 PM, Michael Platings 
mplati...@gmail.commailto:mplati...@gmail.com wrote:
Hi Alessandro, I can't reproduce the problem so I don't know why you're seeing 
that, sorry.
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Re: [osg-users] Is there a fast vertices filling algorithm ?

2010-07-13 Thread Nir Putter
Hi guys,

thanx a lot - its working like magic.

just alittle code snippet for future wanderers (or if you see some other 
improvement):


Code:

osg::Vec3Array* vArr = new osg::Vec3Array(frameSize);
memcpy((*vArr)[0], vertex_array, frameSize*3*sizeof(float)); 
osg::ref_ptrosg::Vec3Array vertices(arr);
geometry-setVertexArray( vertices ); 




Thank you guy again!

Cheers,
Nir

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Re: [osg-users] Fwd: Re: floating point exeption in VPB...

2010-07-13 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just a follow up email...the fix that Bernardt proposed in SourceData.cpp of
the VPB code, seems to have fixed the problem. I don't have any issues
building my database with VPB 0.9.10 now. This seems like a pretty blatant
problem so I'm somewhat surprised that this problem hasn't come on the radar
screen of the OSG community in general...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, July 13, 2010 10:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Fwd: Re: floating point exeption in VPB...

Bernardt,

Thanks much for that input. I definitely ruled out that my problem was due
to the 64-bit architecture because I was able to reproduce it on 32-bit
Linux using VPB 0.9.10. Using the same tif file, I did not see this problem
using VPB 0.9.7.

I will try your fix to see if that works for my situation. I will report the
results.

Your contribution is most appreciated...

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bernardt
Duvenhage
Sent: Tuesday, July 13, 2010 7:07 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Fwd: Re: floating point exeption in VPB...

Hi Shayne

I'm experiencing a similar problem. The SourceData::readImage(...) method in
\src\vpb\SourceData.cpp gives a destWidth and readWidth of zero which
results in a tempImage of zero size (tempImage = new unsigned
char[readWidth*readHeight*pixelSpace]).

This is due to (I think) a failure of the two pass 360-degree shift test for
intersection of the destination and source bounding boxes. The intersection
is tested for 'valid()', but might still be of zero size. I adapted the 'if
(!intersect_bb.valid())' test as shown below and it seems to work now.

if ((!intersect_bb.valid()) || (intersect_bb.xMin()==intersect_bb.xMax()) )
{
  log(osg::INFO,Reading image but it does not intersect destination -
ignoring);
  continue;
}

I'm building a simple terrain with BMNG data only. The destination bb is
therefore (-180,180]. The intersection test however generates a valid
intersection for the B1 tiff which is at (-270,-180] at some stage in the
two pass test. The generated intersection is valid, but of zero size and
hence the added condition in the above if.

I attach my SourceData.cpp as reference.

Regards,
Bernardt


 J.P. Delport jpdelp...@csir.co.za 07/13/10 2:37 PM

=
Bernardt Duvenhage
Senior Researcher: Optronic Sensor Systems South African Council for
Scientific and Industrial Research (CSIR)
Tel: +27 12 841 2414






 Original Message 
Subject: Re: [osg-users] floating point exeption in VPB...
Date: Mon, 12 Jul 2010 11:05:19 -0600
From: Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil
Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org

Robert,

After running osgdem in the debugger, it is crashing in gdalrasterband.cpp 
where an integer divide by zero is happening. Tracing up further, it appears

that in the method SourceData::readImage(...) in SourceData.cpp, the
variable 
destWidth is coming in as zero. Interestingly, the first pass through the 
loop in that method yields a destWidth of 256. On the next time around, it
is 
zero which is causing the crash in GDAL.

The .tif file is a file that I have used before with osgdem on another 
machined with no problems so I know the image file is good.

I will try to dig further to get more on what's happening...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
Osfield
Sent: Saturday, July 10, 2010 3:30 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] floating point exeption in VPB...

Hi Shayne,

I develop under 64bit system and haven't encountered any floating point 
exceptions issues with 64bit build of VPB.

Could you please run osgdem in a debugger and see what happens. Could you
also 
update to svn/trunk for OSG and VPB to see if the problem persists.

Robert.

On Thu, Jul 8, 2010 at 11:01 PM, Tueller, Shayne R Civ USAF AFMC 519 
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I'm using VPB 0.9.10 along with OSG 2.8.2 on a system that is using
 64-bit Linux (Fadora core 10) i386. Both packages were built from source.



 No matter what database I try to build, I get a floating point
 exception when running osgdem. I know the DTED and imagery are good
 since I've built VPB databases with this content on a windows 32-bit
system.



 Here is a sample command that fails: osgdem -TERRAIN -geocentric
 -PagedLOD -whole-globe -t wholeearthtexture.tif -l 10 -o output.ive



 My question is, has anyone else seen problems with VPB in a similar
 environment. 

Re: [osg-users] Human 3d model animation/motion

2010-07-13 Thread Sanat Talmaki
Hi Glenn,

As if now, I was hoping to use open source tools for at least the conversion to 
osg part.

I did some reading following Jean's and Martin's post and I kind of followed 
the following:
1) Since I am trying to use models in my simulation, I wouldn't want to spend 
too much time on creating rigged+animated models in blender/3ds etc. I would 
want to buy/use already rigged+animated models.

2)In Blender, to export, I presume Collada 1.4 is the best format to pick in 
order to preserve animations and skins. 

3) The part I am having trouble getting figured out is this: Assuming I have a 
model in dae format (collada). I didn't find any example where this can be used 
in a simulation straight away taking advantage of the animation already present 
in the model. 

I am already working on an osg app using visual studio and was not sure if I 
can use just the character animation part of delta 3d as osg satisfies my other 
requirements so far.

Thanks,

Sanat.

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Re: [osg-users] Human 3d model animation/motion

2010-07-13 Thread Cedric Pinson
Hi Sanat,

If you want to use blender the best way to export is to use osgexport
for blender IMO. I did osgAnimation and osgexport for blender at the
same time. If you plan to use 3dsmax or other I guess the best is to use
collada.

You can get osgexport here http://hg.plopbyte.net/osgexport/ with
mercurial like this:
hg clone http://hg.plopbyte.net/osgexport/

You will find some 'template' data in the repository as example ready to
export and usable in osg.

Cheers,
Cedric

On Wed, 2010-07-14 at 00:52 +0200, Sanat Talmaki wrote:
 Hi Glenn,
 
 As if now, I was hoping to use open source tools for at least the conversion 
 to osg part.
 
 I did some reading following Jean's and Martin's post and I kind of followed 
 the following:
 1) Since I am trying to use models in my simulation, I wouldn't want to spend 
 too much time on creating rigged+animated models in blender/3ds etc. I would 
 want to buy/use already rigged+animated models.
 
 2)In Blender, to export, I presume Collada 1.4 is the best format to pick in 
 order to preserve animations and skins. 
 
 3) The part I am having trouble getting figured out is this: Assuming I have 
 a model in dae format (collada). I didn't find any example where this can be 
 used in a simulation straight away taking advantage of the animation already 
 present in the model. 
 
 I am already working on an osg app using visual studio and was not sure if I 
 can use just the character animation part of delta 3d as osg satisfies my 
 other requirements so far.
 
 Thanks,
 
 Sanat.
 
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Re: [osg-users] OSG on IPhone

2010-07-13 Thread Leen Monny
Hi,


sth wrote:
 Hi,
 Am 11.07.10 17:40, schrieb Leen Monny:
 
  great work!
  i just checked out a copy, tried to build Iphone_project but there's a 
  compiling error.
  It seems that files under Libraries have incorrect references, those names 
  are red. 
  am I doing this in the right way?
  
 
 unfortunately the xcode-project was broken, can you update your source
 and try again? Be aware that the iphone folder moved on hierarchy up.
 
 cheers,
 Stephan
  --
 Post generated by Mail2Forum


I'll have a try, thanks again!

cheers,
Monny

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