Re: [osg-users] osgEarth processing problems

2010-08-15 Thread ting zhang
Hi,

Today I tried again. Here is the detail:

I generated a ive file using the Boston tif materials and VPB. The VPB 
parameter command line is:
-t boston-10m-utm19n-meters.tif -d boston-dem-downtown-5m-utm19n-meters.tif 
--TERRAIN -l 4 -v 3 -o Boston.ive 
Note: I used–TERRAIN in my command line for using the vpb driver of osgEarth. 
The generated terrain is shown in Fig. 1 and Fig. 2.
Then I viewed the ive file using .earth file (modified by 
vpb_earth_bayarea.earth; Boston.ive and its related subtiles are located in my 
D partition of hard disk ). The ive file is as follows:
!--
osgEarth Sample
This example pulls imagery and dems from an online VirtualPlanetBuilder 
generated database.
--
map name=Virtual Planet Builder model type=geocentric
image name=imagery layer 0 driver=vpb
urld:\Boston.ive/url
primary_split_level5/primary_split_level
secondary_split_level11/secondary_split_level
/image
heightfield name=dem driver=vpb
urld:\Boston.ive/url
/heightfield
!--
cache
pathcache/path
/cache
--
/map
Then I view the .earth file using osgviewer, but nothing is in the scene (in 
Fig.3 ). Could anyone tell me what is the problem? Thank you.



Thank you!

Cheers,
ting

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Re: [osg-users] OSG in Delta3D

2010-08-15 Thread Jan Ciger
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On 08/14/2010 06:20 PM, Sanat Talmaki wrote:
 Hi,
 
 I am interested in adding Collision Detection to my current OSG application. 
 And after going through a number of threads on this topic, the common theme 
 was use Delta 3D.
 
 So my question is: 
 Can I use my current OSG code as is, in Delta 3D and then just add other 
 features (like collision detection) to the app ? Or does my osg code need to 
 change to allow me to use it in Delta3D ?
 
 Thank You.
 

Hello,

Pretty much no - you need to rewrite your application using Delta's
tools, otherwise Delta will not know about your code. Delta is not a
library like OSG, it is a whole game engine.

However, as Tony said, you do not need to use Delta for collision
detection. osgBullet is one possibility, on the wiki there are examples
of other engines as well (ODE, Havoc, PhysX, etc):
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials (look
at the bottom, under External examples).

In general, you need to define the physics body, usually by setting up
the mass or some matrices and then the collision body - bounding volume
of your mesh (inaccurate but fast) or the mesh itself (accurate but
slow). The update of the engine data is typically done by a callback
attached to your OSG node somewhere.

Regards,

Jan
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Re: [osg-users] OSG in Delta3D

2010-08-15 Thread Sanat Talmaki
Hi Tony,Jan

I did go through delta 3d's tutorials and found that it had a lot more than I 
might need for now. Plus I felt it was much simpler to set up a scene and go 
from there in osg or maybe that's just because I have been using osg. 

I will look at osgBullet and integrate it.

Thanks

Sincerely,
Sanat

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Re: [osg-users] osg::Array

2010-08-15 Thread Igor Lebedev
Hi,

Ok. There are some unobvious things with indices array.

The first thing, that confused me is there are index arrays for all data 
types(vertex/normal/texcoord/fogcoord), so which one should i use for 
interleaved array?

The second thing is how to access IndexArray directly. I mean the way as in 
your example with vertices. I've tried to take indexarray from 
getVertexIndices() to osg::IndexArray* _indices, but it crashes on 
temp-getVertexIndices()-getNumElements();

The copy cycle looks like this:


Code:
for(int k = 0; k  _numIndices; k++)
{
indices[i][k] = (*_indices).index(k);
}


there i - mesh index, and indices is 2-dimensional int array i din't see, 
if it works, because crash occures much earlier.

Thank you!

Cheers,
Igor

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[osg-users] Proximity Queries between objects

2010-08-15 Thread Sanat Talmaki
Hi,

I am interested in knowing if there is some tool in osg that I can use to 
perform proximity queries between  a pair of objects. I looked at osgbullet. 
But it offers a lot more than what I basically need.

One approach that I have thought of is using distance formula between the 
PATs-position of the two objects. But with this, I won't get the object edge 
to object edge distance (i think)

So, I wanted to know if there is some way in OSG I can compute the shortest 
distance between the boundaries of two objects. 

Thank You.

Sincerely,
Sanat

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Re: [osg-users] osg::Array

2010-08-15 Thread Jean-Sébastien Guay

Hello Igor,


Ok. There are some unobvious things with indices array.


I'll have to defer to someone else on the list for the behavior of index 
arrays. I don't use them generally, as they are not optimal on today's 
real-time pipelines and force OSG to use OpenGL slow paths. But 
obviously, if you are reading data that has index arrays then you need 
to be able to handle them, but I can't help you, sorry. Someone else on 
the list might be able to.


Another way to go might be to convert the indexed geometry to 
non-indexed, I think there may be a class in the osgUtil::Optimizer that 
does this.


Sorry I can't help you further,

J-S
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Re: [osg-users] Proximity Queries between objects

2010-08-15 Thread Jean-Sébastien Guay

Hello Sanat,


So, I wanted to know if there is some way in OSG I can compute the shortest 
distance between the boundaries of two objects.


Well, in OSG you have access to an approximated bounding sphere and 
bounding box of your geometry (these may be very approximate though, 
i.e. they may not closely match the actual geometry). You can easily 
calculate the distance between two boxes or even more easily between two 
spheres.


But I would look into using some physics engine for this anyways, even 
if it offers more than what you need at present, because it's likely 
you'll need what it offers eventually... It's really a matter of using 
the best tool for the job, and physics/collision detection engines are 
specialized at that sort of stuff.


Hope this helps,

J-S
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Re: [osg-users] osg::Array

2010-08-15 Thread Igor Lebedev
Hi,

Oh, i thought indexed vbo is fastest. I just wanna try alternate, faster method.

Also, my target of using osg - is make LightWave bones\animation import. I 
believe, i need indices for bones. Am i wrong?

Thank you!

Cheers,
Igor

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