[osg-users] intersections
Hello, I use osg:: LineSegment to perform an intersection between a ray starting from a wand and the objects in my scene. Here is my code: osg::Vec3 wandpt1; osg::Vec3 wandpt2; line = new osg::LineSegment(wandpt1,wandpt2); osg::BoundingBox modelbox; modelbox.expandBy(modelTransf-getBound()); if(line-intersect(modelbox)){ std::cout intersection with the cow std::endl; } The problem is that detection is not very precise. Do you know another solution in openscenegraph for this? Thank you! lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30105#30105 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] StateSet and changes
Hello Yes, great job ! There was an other problem : I did an optimize() of my model ; at that moment, all stateSet lost their geode parent... and all of them were suddenly linked to the same and main parent (the cabine of the aircraft). Now is much better ! Thanks again. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30106#30106 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Select node on screen
Hi, Take a look at the example osgPick, should be what you are after... Martin Naylor. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tufan TaÅŸ Sent: 15 July 2010 13:53 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Select node on screen Hi, I have nodes on screen and I want to select a node by clicking on it using mouse. Do you know any samples about this subject? ... Thank you! Cheers, Tufan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30027#30027 ___ 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] intersections
Hi Lucie, take a look to osgPick example to see the correct way of using intersection visitors and routines. Ricky On Mon, Jul 19, 2010 at 09:56, lucie lemonnier lucielemonn...@hotmail.frwrote: Hello, I use osg:: LineSegment to perform an intersection between a ray starting from a wand and the objects in my scene. Here is my code: osg::Vec3 wandpt1; osg::Vec3 wandpt2; line = new osg::LineSegment(wandpt1,wandpt2); osg::BoundingBox modelbox; modelbox.expandBy(modelTransf-getBound()); if(line-intersect(modelbox)){ std::cout intersection with the cow std::endl; } The problem is that detection is not very precise. Do you know another solution in openscenegraph for this? Thank you! lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30105#30105 ___ 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] osgVolume volume rendering ?
Hi Emmanuel, If you are trying to create a stack of images as a single volume then use the --images filenames command line option. Robert. On Sat, Jul 17, 2010 at 1:50 PM, Emmanuel Roche roche.emman...@gmail.com wrote: One very interesting detail concerning those osgVolume tests (still on Windows) by the way: I use a command like: osgvolume --test2 --shader --zSize 100 --window 50 50 600 400 CEMRA_HIGHRES\IM-0001-0001.png CEMRA_HIGHRES\IM-0001-0002.png CEMRA_HIGHRES\IM-0001-0003.png ... [more files here] ... CEMRA_HIGHRES\IM-0001-0119.png CEMRA_HIGHRES\IM-0001-0120.png -o result.dds I use 120 input png images. And I get the output: Creating sequence of 120 volumes. But the resulting image (see the -o result.dds in the previous command line), only has a size of about 500 KB, and that's clearly not enough to hold all the 2D images. So is this really supposed to save the 3D image content here ?? In that case it there must be a something going wrong. Moreother, if I then try: osgvolume result.dds it seems to load the image as a simple 2D image (and outputs: Single image 1 volumes.) Now, let's see on linux... Manu. 2010/7/17 Emmanuel Roche roche.emman...@gmail.com Hello Dzenan! i've just tried the website you suggested, downloaded the baby.pvm, bonsai1.pvm and bunny.pvm datasets, and tried commands such as: osgvolume --window 50 50 600 400 --raw 256 256 98 1 1 big baby.pvm -- As I have no idea about the numberOfcomponents and endianness of those files I did multiple tests with big/little endianness and 1, 3 or 4 components Unfortunately, everything I tried just resulted in a crash of osgvolume without displaying anything on Windows. (I'm now using osg v2.9.8 for those tests). I'm now about to test all this on Linux... But for the moment, I still haven't got any kind of volumetric rendering on Windows... One note by the way, I didn't bother settings up the osg Data folder at all, could it be the the osgVolume library is in fact trying to retrieve maybe shaders or other needed ressources from that data folder ? [but I guess I should get a warning of something like that in that case...] Cheers! Manu. 2010/7/12 Dženan Zukić dzen...@gmail.com Hi, I have a working osgVolume used in my program - I use it as a preliminary visualization. Since it has only 1D transfer function support, and does not combine with polygonal models, in later stage I replace it with isosurface+polygonal model. My version is basically a simplified osgVolume example. Of course, before modifying it I played with it a bit - the simplest way to get it to visualize 3D image is giving it raw data. You can find some free 3D images here: http://www9.informatik.uni-erlangen.de/External/vollib/ Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29928#29928 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Event Handling from outside a Viewer
Hi Tom, On Mon, Jul 19, 2010 at 4:00 AM, Tom Pearce tmpea...@gmail.com wrote: Thanks for the info, Robert. I tried what you suggested, but I don't seem to be getting any events back at all: copyEvents(Events) returns false, and events.size() is zero. When I used getCurrentEventState() I could access the mouse position from the GUIEventAdapter that was returned, but I was never getting any events like button pushes or key presses. If you are running the viewer's eventTraversal() then it'll be doing a takeEvents() so consuming all the events. I know nothing about why or exactly how you're putting your app together the way you are. If you are already using the viewer's frame loop and hence eventTraversal() then why not just use a viewer event handler to capture the events and push where you want, or just do your own frame loop and replace the eventTraversals(). Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgVolume volume rendering ?
Hi Manu, You data DICOM data rendering suggests that the air around the subject is returning a high intensity value rather than a low one. This is not something I've seen with the DICOM datasets I've tested, so try other data. A transfer function would certainly be one way to pick out the data you want. Robert. On Mon, Jul 19, 2010 at 10:34 AM, Emmanuel Roche roche.emman...@gmail.com wrote: Thanks Robert ! Actually, I've just figured that on my side too! My error was to assume that the --images flag was optional, and all the specified images would just be used to build a volume anyway. When I use the --images just before the image list I get a proper volume rendering. Now, unfortunately, I have another issue: when I use the raw data as suggested by Dzenan, I get a nice volume display (see attached bonzai_volume.png). But when I use real medical data (whether I start from uncompressed DICOM images or converted PNG images doesn't matter here) I get far less interesting results (see attached phenix_OS_volume.png). I suspect this could have something to do with the transfer function as I would like the opaque areas to be transparent, and vise-versa ?? (the cube shape should not be visible, only the human head should be opaque and it seems to be the contrary here...) = Any idea what I could try to solve this problem ?? Cheers, Manu. 2010/7/19 Robert Osfield robert.osfi...@gmail.com Hi Emmanuel, If you are trying to create a stack of images as a single volume then use the --images filenames command line option. Robert. On Sat, Jul 17, 2010 at 1:50 PM, Emmanuel Roche roche.emman...@gmail.com wrote: One very interesting detail concerning those osgVolume tests (still on Windows) by the way: I use a command like: osgvolume --test2 --shader --zSize 100 --window 50 50 600 400 CEMRA_HIGHRES\IM-0001-0001.png CEMRA_HIGHRES\IM-0001-0002.png CEMRA_HIGHRES\IM-0001-0003.png ... [more files here] ... CEMRA_HIGHRES\IM-0001-0119.png CEMRA_HIGHRES\IM-0001-0120.png -o result.dds I use 120 input png images. And I get the output: Creating sequence of 120 volumes. But the resulting image (see the -o result.dds in the previous command line), only has a size of about 500 KB, and that's clearly not enough to hold all the 2D images. So is this really supposed to save the 3D image content here ?? In that case it there must be a something going wrong. Moreother, if I then try: osgvolume result.dds it seems to load the image as a simple 2D image (and outputs: Single image 1 volumes.) Now, let's see on linux... Manu. 2010/7/17 Emmanuel Roche roche.emman...@gmail.com Hello Dzenan! i've just tried the website you suggested, downloaded the baby.pvm, bonsai1.pvm and bunny.pvm datasets, and tried commands such as: osgvolume --window 50 50 600 400 --raw 256 256 98 1 1 big baby.pvm -- As I have no idea about the numberOfcomponents and endianness of those files I did multiple tests with big/little endianness and 1, 3 or 4 components Unfortunately, everything I tried just resulted in a crash of osgvolume without displaying anything on Windows. (I'm now using osg v2.9.8 for those tests). I'm now about to test all this on Linux... But for the moment, I still haven't got any kind of volumetric rendering on Windows... One note by the way, I didn't bother settings up the osg Data folder at all, could it be the the osgVolume library is in fact trying to retrieve maybe shaders or other needed ressources from that data folder ? [but I guess I should get a warning of something like that in that case...] Cheers! Manu. 2010/7/12 Dženan Zukić dzen...@gmail.com Hi, I have a working osgVolume used in my program - I use it as a preliminary visualization. Since it has only 1D transfer function support, and does not combine with polygonal models, in later stage I replace it with isosurface+polygonal model. My version is basically a simplified osgVolume example. Of course, before modifying it I played with it a bit - the simplest way to get it to visualize 3D image is giving it raw data. You can find some free 3D images here: http://www9.informatik.uni-erlangen.de/External/vollib/ Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29928#29928 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] osgVolume volume rendering ?
Hi, Hehe, now that you have succeeded at getting something, you start to get into the problematics of volume rendering. Namely, to get a nice visual representation, you have to provide a suitable transfer function. The example uses some hard-coded transfer function (osgVolume supports only 1D TF), if I remember correctly. But to make it adaptable to data being visualized, you need transfer function editor, something like this: http://www.youtube.com/watch?v=ke6-kwuN0Rs Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30112#30112 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] change of email on Submissions list
HI all, I have tried to change my email address for the submissions list, it never sends me an email for my password to change it. Can anyone help? I have managed to change osg-users, if this comes through! Cheers Martin Naylor. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Some basic questions about OSG before integrating
Hi, I'm thinking about using OSG functions in my engine, but some things about OSG aren't obvious for me, so, i want to ask advanced users for exact info: 1) Is it hard to change components of OSG, to meet my requirments and use my own version within scene graph integrated? For example, i'm not very satisfied with render code and shadows\other FX, can i do a pure opengl replacement in my engine and replace component without any problems? Or should i edit OSG code or something? 2) Is LWO loader plugin fully compatible with latest LWO\LWS files(i have 9.6)? I mean loading geometry, uv(can keep relative path to texture?), bones, animation. If it isn't, what version should i use and what's limitations? 3) That's all, folks!(at least, for now) I'm afraid you'll just send me to RTFM. And sorry for bad English. Thank you! Cheers, Igor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30115#30115 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
Hi all, just a short heads-up. As suggested by Mathieu Marache I am using now the semi-official osg-git-repository and a custom branch called iphone for further development. You'll find it here: http://github.com/stmh/osg/tree/iphone I'll abandon the old github project at http://github.com/stmh/OpenSceneGraph-port-to-IOS in the near future. cheers, Stephan Am 30.06.10 21:49, schrieb Stephan Huber: Hi all, I have set up an github repository for the iphone-port of osg, as there's some work to do, before it's ready for inclusion in osg-trunk. git makes it easy to keep the iphone specific modifications in a separate branch. It's my last version, I took the mentioned zip from Thomas Hogarth when it was available and did some bugfixing and updated osg to a more recent version. the iphone-port is now based on rev 11554. So feel free to send patches for the iphone port: you'll find the repository at http://github.com/stmh/OpenSceneGraph-port-to-IOS there are mainly two branches: master which reflects osgs subversion-version, and iphone which holds the modifications and project files for the iphone port. what's missing for primetime: * most important: Cmake build support, currently the iphone port uses a handcrafted xcode-project (again, argh!) * multitouch-support for osgGA and implementation in GraphicsWindowIphone * some fancy multitouch camera handlers :) what's working: * the core libs and the following plugins: osg, iomageio and some more testing and love. cheers, Stephan Am 27.06.10 17:13, schrieb Mark Feldman: Hi, Also interested in using OSG on the iPhone..seems like the link is no longer valid. Are there any sample applications out there? Thank you! Cheers, Mark -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29428#29428 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Some basic questions about OSG before integrating
Hello Igor, 1) Is it hard to change components of OSG, to meet my requirments and use my own version within scene graph integrated? For example, i'm not very satisfied with render code and shadows\other FX, can i do a pure opengl replacement in my engine and replace component without any problems? Or should i edit OSG code or something? OSG's design is well encapsulated, so it's generally easy to replace parts of OSG's functionality with subclasses you would make yourself. For example if you wanted to do your own shadow rendering code you could subclass one of the osgShadow classes (ShadowVolume, StandardShadowMap or ShadowTechnique). You could also create your own classes that do this subclassing just a simple Node or Group and overriding the traverse() method. See for example osgOcean which does this (osgocean.googlecode.com). If you want to do straight OpenGL you can do that by subclassing osg::Drawable and writing your code in the overridden drawImplementation() method, or in a drawable DrawCallback. You just have to make sure you leave the OpenGL state the same way it was at the beginning of the method, otherwise you'll have trouble with OSG's own drawing and state tracking. 2) Is LWO loader plugin fully compatible with latest LWO\LWS files(i have 9.6)? I mean loading geometry, uv(can keep relative path to texture?), bones, animation. If it isn't, what version should i use and what's limitations? I have no idea. If you want bones and animations, I've found the best formats are Collada and FBX. 3) That's all, folks!(at least, for now) I'm afraid you'll just send me to RTFM. And sorry for bad English. Oh, if you insist I tell you to RTFM, then I will :-) If you're new to developing with OSG, make sure you at least read the Quick Start Guide (www.osgbooks.com - it's free in PDF format). And don't be shy to go into the OSG code when you want to know how something works (keep your own build of OSG handy, put breakpoints and trace to see where it goes). 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] Point in Polygon problem
Hi, Reply to myself : Using osgUtil::DelaunayConstraint and after using the contains() method. Thank you! Cheers, Benoît -- Benoît Bayol benoit.ba...@gmail.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30118#30118 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Curve tangent
Hi, I notice that in bezier curves with method getValueAt() I can get the coordinates of a specified point in a time t. Is there a way to get the angle of curve tangent? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30119#30119 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I'm lost the UpdateCallbacks
I update thattopic, because I have the same problem as LittleG () : one OSG file with an AnimationPathCallback: num_children 1 MatrixTransform { DataVariance DYNAMIC name bugklappe01 nodeMask 0x cullingActive TRUE UpdateCallbacks { AnimationPathCallback { pivotPoint 0 0 0 timeOffset 0 timeMultiplier 1 AnimationPath { LoopMode LOOP ControlPoints { 0 -15580.4365234375 482791.625 4228893.5 0.876726806163788 0 0 -0.48098878698 0.99940395355 1 1 0.033350718021 -15580.4365234375 482791.625 4228893.5 -0.829647123813629 0 0 0.558288156986237 0.99940395355 1 1 0.066701436043 -15580.4365234375 482791.625 4228893.5 -0.775771200656891 0 0 0.631014347076416 0.99940395355 1 1 ... ... ... The object moves after the node has been loaded. However, impossible to access the callback in order to change the timeMultiplier (I would like to accelerate or decelerate the motion with a slider on the screen... and go to a static position with an other slider). Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30120#30120 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I'm lost the UpdateCallbacks
Oops sorry, I found the reason, just after written the post. Please don't take into account -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30121#30121 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] getting collada support in debian
Hello, I'd like to get OSG support collada files out of the box in debian. I created a debian package for collada-dom, and I'm currently waiting for a reviewer/sponsor. It is my first package, there might be some work left. If somebody here with debian knowledge/powers is willing to help, he would be welcome. The request is there: http://lists.debian.org/debian-mentors/2010/07/msg00217.html I would also like to get a look at the debian-specific files for openscenegraph. Are they stored somewhere on vcs, or should I resort to diff.gz? Thank you. Sebastien ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Event Handling from outside a Viewer
Hi Robert, I think the solution of having a GUIEventHandler through Viewer to capture and pass along all events will be the way I go. I was trying to have various users on our end write their own event handlers based on their needs, and be able to swap from one to the other on the fly depending on the context of the application. I noticed there was no removeEventHandler method in 2.8.2, and I saw a thread mentioning that this method has been added in the recent dev releases. However, we won't be changing versions until 3.0, so I was trying to get around it another way. Adding a second layer of event handler - one attached to Viewer to pass events through, and the user-written one accessing that information - should do the trick without ever having to change the handler that Viewer sees. Thanks for your input - helpful as always! Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30123#30123 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgViewer FullScreen on Horizontal Span
Hi, I'm trying to get a stereo setup to work with osg. I have Horzontal Span (Nvidia,Linux) Desktop over two screens and I start the viewer with osg::DisplaySettings::instance()-setStereo(true); osg::DisplaySettings::instance()-setStereoMode(osg::DisplaySettings::HORIZONTAL_SPLIT); but the viewer window will only fullscreen on one of the monitors. Tips anyone? Thank you! Cheers, Thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30124#30124 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Event Handling from outside a Viewer
Hi Tom, Another solution would be to subclass from osgViewer::Viewer and add your own removeEventHandler method, then once you move to 3.0 you'll just be able to drop your own Viewer class or just remove the method, and optional compile would even let you build against 2.9.x/3.0 and 2.8.x without difficulty. Robert. On Mon, Jul 19, 2010 at 3:19 PM, Tom Pearce tmpea...@gmail.com wrote: Hi Robert, I think the solution of having a GUIEventHandler through Viewer to capture and pass along all events will be the way I go. I was trying to have various users on our end write their own event handlers based on their needs, and be able to swap from one to the other on the fly depending on the context of the application. I noticed there was no removeEventHandler method in 2.8.2, and I saw a thread mentioning that this method has been added in the recent dev releases. However, we won't be changing versions until 3.0, so I was trying to get around it another way. Adding a second layer of event handler - one attached to Viewer to pass events through, and the user-written one accessing that information - should do the trick without ever having to change the handler that Viewer sees. Thanks for your input - helpful as always! Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30123#30123 ___ 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
[osg-users] RTT single frame
Hi, I am trying to dynamically make a smaller LOD for a street block populated with buildings. To do this, I am trying to render different views into texture memory to apply onto a simple cube during the scene building section of code before entering the main loop. These are static images, so I want to render into texture memory once before the app goes into the main loop. Right now, I took the osgprerender example as a starting point and modified the call createPreRenderSubGraph. Instead of adding the camera with the prerender node to the main scenes subgraph: // parent-addChild(camera); osg::ref_ptrosgViewer::Viewer view = new osgViewer::Viewer; view-init(); view-setCamera(camera); view-setSceneRoot(prerendernode); view-frame(); // I attached the color buffer to an image so: osgDB::writeImageFile(image, imagefilename); camera-detatch(osg::Camera::COLOR_BUFFER) return parent; } This works except that I am sure it is overkill. If I try to call renderingTraversals() without realizing the viewer, I don't get anything. What is the right way to render a single frame into texture memory? Keep in mind that the above will be a loop: { . . . foreach block: { . . . . foreach cameraposition: createTexturememory() camera-attach(color_buffer, tex_mem) camera-move() renderframe() camera-detatch(color_buffer) // create stateset and node with texture tex_mem Thanks, Keith ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RTT single frame
HI Keith, The easiest way to do what you want is place your six RTT Camera's as nodes in the scene graph and have a callback in on them that switches them off either via a NodeMask or via an osg::Switch node so that they only render for one frame, or one nominated frame, or whatever metric you want to use. Robert. On Mon, Jul 19, 2010 at 4:49 PM, Keith Parkins kpark...@cs.rochester.edu wrote: Hi, I am trying to dynamically make a smaller LOD for a street block populated with buildings. To do this, I am trying to render different views into texture memory to apply onto a simple cube during the scene building section of code before entering the main loop. These are static images, so I want to render into texture memory once before the app goes into the main loop. Right now, I took the osgprerender example as a starting point and modified the call createPreRenderSubGraph. Instead of adding the camera with the prerender node to the main scenes subgraph: // parent-addChild(camera); osg::ref_ptrosgViewer::Viewer view = new osgViewer::Viewer; view-init(); view-setCamera(camera); view-setSceneRoot(prerendernode); view-frame(); // I attached the color buffer to an image so: osgDB::writeImageFile(image, imagefilename); camera-detatch(osg::Camera::COLOR_BUFFER) return parent; } This works except that I am sure it is overkill. If I try to call renderingTraversals() without realizing the viewer, I don't get anything. What is the right way to render a single frame into texture memory? Keep in mind that the above will be a loop: { . . . foreach block: { . . . . foreach cameraposition: createTexturememory() camera-attach(color_buffer, tex_mem) camera-move() renderframe() camera-detatch(color_buffer) // create stateset and node with texture tex_mem Thanks, Keith ___ 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
[osg-users] Understanding osgShadow::ShadowMap
Hi, I'm trying to understand how the OSG ShadowMap class works on a frame by frame basis. I understand that the shadow is computed when the Cull Visitor hits the ShadowedScene node, which has the ShadowMap technique set to it. Right now, adding the Shadow technique and supplying it with the light to use, as well as the texture size doesn't seem to be doing anything, as in the scene is exactly the same with or without the shadow technique being applied to the root ShadowedScene node. one gotcha is that we aren't calling .frame(), instead we are manually calling updateTraversal() and renderingTraversals() on the viewer, due to some changes we needed to make to not have the back buffer automatically flip at the end of a render. Is this skipping something that we will need to do, or should I look elsewhere for the cause of the issue? Also, in a more general sense, how are the uniforms and shaders propogated down the scene? After looking around the Shadow Map code, I can't seem to understand how those get applied on each frame to the children of the node, I'm sure I'm missing something blindingly obvious in this regard. Any pointers or guidance (or requests for more information) would be appreciated. Thank you! Cheers, Jason -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30128#30128 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Nine days until the OpenSceneGraph BOF at SIGGRAPH 2010
Hello, 9 days till Siggraph OSG BOF. RobertI need some slides on OSG-3.0/OpenGL ES. I sent an email to your gmail account. Is that the correct one for off list communications? Also, anyone else with material who will not be at the BOF, send it so I can be a talking head on your topic. Best if received by Noon Pacific Standard Time, 21 July. John F. Richardson smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] question about use wgs84 coordination in osggis
hello! I try osggis_mapper example, and find that when terrain and shapefiles are all in UTM Zone 19,It run well. building are in the right position and I can select buildings and change the color of selected building with osgSim::overlayNode. But ,if I change the terrain's coordination to wgs84 (eg.use osgearth terrain strm.earth),buildings are all in the right position,but the color of selected building can not be changed any more. I think this may be coordination problem. but why the position of buildings are right? can someone give me advise? Thank you for help! tang312 2010-07-20 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org