[osg-users] new Trackball coordinate system

2010-08-18 Thread J.P. Delport

Hi all,

has anyone successfully changed the default coordinate system of the new 
(svn) osg manipulators?


I just want the camera to start up in the default OpenGL coordinate 
frame: y-up, x-right, -z-forward.


I've been trying to set a CoordinateFrameCallback on trackball.

Firstly, it seems that viewer.setCameraManipulator overwrites my 
setting. So I attached my callback after I set it on the viewer, but 
then my callback never gets called.


If I call setVerticalAxisFixed(true) on the trackball, my callback gets 
called, but I get all sorts of flipping going on and it does not seem to 
affect the home position in any way (when space is pressed).


Any help appreciated.

jp

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[osg-users] Enable/Disable stereo during runtime

2010-08-18 Thread Andreas Roth
Hi,

i want to enable and disable stereo in my application during runtime. 
Do i have to destroy the old graphic context and create a new one or is there 
an easier way?

Thank you!

Cheers,
Andreas

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[osg-users] Parallel draw on a multi-core, single GPU architecture

2010-08-18 Thread Tugkan Calapoglu
Hi all,

we have a performance problem where the draw thread seems to be the
bottleneck. The target hw has 8 cores and a single GPU.

We already run cull and draw in parallel but parallelizing draw itself
would also help.

So I tried following setup:

2 windows
2 cameras (each on one window)
threading model: CullThreadPerCameraDrawThreadPerContext

In this mode, I can see that I have two cull and two draw threads and
they are assigned to separate cores. However, the performance is 1/2 of
my original setup. Setting OSG_SERIALIZE_DRAW_DISPATCH to ON or OFF does
not make any difference.

Is there anything else I have to do to get good performance from above
setup (e.g. some more env. vars to set)? Or should I try something
completely different?


thanks,
tugkan
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[osg-users] Integrating OSG with an existing OpenGL solution.

2010-08-18 Thread Jesper D. Thomsen
Hi all, and thanks for your support so far.

We are using OpenSceneGraph for creating model views for a muscular-skeletal 
simulation software package, which has worked really well so far.
We have had a number of inquiries if it would be possible to make this 
modelview available to other external applications. In particular CAD and VR 
systems. These systems may or may not be using OpenSceneGraph, and we are 
wondering if it would be possible to offer integration of our OSG context into 
an OpenGL system in some way. The most basic idea would be to just export our 
OSG model tree to them, and thus force them to use OpenSceneGraph in their 
systems, but for a number of CAD systems that would not be feasible. We also 
thought of having our API being able to accept a handle to an OpenGL context 
and using it for drawing the OSG content in. This would of course not offer 
integration of our OSG-based modelview and their existing OpenGL content in the 
same graphic window, but I don't know if that easily possible in any way at all.

We are currently just discussing what would be possible, so if anyone has any 
ideas as to what can be done to offer this kind of integration, we would 
appreciate any thoughts about it.

Regards, and thanks in advance

Jesper D. Thomsen
AnyBody Technology A/S
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Re: [osg-users] Enable/Disable stereo during runtime

2010-08-18 Thread Robert Osfield
Hi Andreas,

On Tue, Aug 17, 2010 at 4:54 PM, Andreas Roth
andreas.r...@fastprotect.net wrote:
 i want to enable and disable stereo in my application during runtime.
 Do i have to destroy the old graphic context and create a new one or is there 
 an easier way?

It all depends on how you are doing stereo - anaglyphic and
interleaved techniques won't need a context, but will need a reset of
the rendering backend, while quad buffer will need a new context, and
split screen most likely will need a new context but not always.

The osgViewer as it's set up right now doesn't know about stereo so
doesn't about toggling on/off, so you'll need grapple with the
internal details in SceneView if want to reuse the context.

Robert,
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Re: [osg-users] Parallel draw on a multi-core, single GPU architecture

2010-08-18 Thread Robert Osfield
Hi Tugkan,

It only ever makes sense to parallelize draw dispatch when you have
multiple graphics cards and one context per graphics card.  Trying to
add more threads than OpenGL/graphics card can handle will just stall
things and result in lower performance.

If your draw dispatch is overloaded then consider optimizing your
scene graph.  There are many ways of doings, which way that might
appropriate will depend entirely on the needs of your scenes and your
application.  Since I don't know anything about these specifics I
can't provide any direction.

Robert.

On Wed, Aug 18, 2010 at 9:14 AM, Tugkan Calapoglu tug...@vires.com wrote:
 Hi all,

 we have a performance problem where the draw thread seems to be the
 bottleneck. The target hw has 8 cores and a single GPU.

 We already run cull and draw in parallel but parallelizing draw itself
 would also help.

 So I tried following setup:

 2 windows
 2 cameras (each on one window)
 threading model: CullThreadPerCameraDrawThreadPerContext

 In this mode, I can see that I have two cull and two draw threads and
 they are assigned to separate cores. However, the performance is 1/2 of
 my original setup. Setting OSG_SERIALIZE_DRAW_DISPATCH to ON or OFF does
 not make any difference.

 Is there anything else I have to do to get good performance from above
 setup (e.g. some more env. vars to set)? Or should I try something
 completely different?


 thanks,
 tugkan
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Re: [osg-users] Integrating OSG with an existing OpenGL solution.

2010-08-18 Thread Robert Osfield
Hi Jasper,

It is possible to integration the OSG with an existing OpenGL context,
see the osgviewerSDL and osgviewerGLUT examples use of
GraphicsWindowEmbedded to do this.

If the 3rd party app is doing it's own OpenGL work then things get
more complicated as you'll need to make sure the OpenGL state isn't
carried over from the 3rd party code to the OSG and from the OSG to
the 3rd party code.   The later is a bit awkward to achieve but
possible - others are doing it.  Have a read through the archives on
the topic for discussion how.

Robert.

On Wed, Aug 18, 2010 at 9:20 AM, Jesper D. Thomsen j...@anybodytech.com wrote:
 Hi all, and thanks for your support so far.



 We are using OpenSceneGraph for creating model views for a muscular-skeletal
 simulation software package, which has worked really well so far.

 We have had a number of inquiries if it would be possible to make this
 modelview available to other external applications. In particular CAD and VR
 systems. These systems may or may not be using OpenSceneGraph, and we are
 wondering if it would be possible to offer integration of our OSG context
 into an OpenGL system in some way. The most basic idea would be to just
 export our OSG model tree to them, and thus force them to use OpenSceneGraph
 in their systems, but for a number of CAD systems that would not be
 feasible. We also thought of having our API being able to accept a handle to
 an OpenGL context and using it for drawing the OSG content in. This would of
 course not offer integration of our OSG-based modelview and their existing
 OpenGL content in the same graphic window, but I don’t know if that easily
 possible in any way at all.



 We are currently just discussing what would be possible, so if anyone has
 any ideas as to what can be done to offer this kind of integration, we would
 appreciate any thoughts about it.



 Regards, and thanks in advance



 Jesper D. Thomsen

 AnyBody Technology A/S

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Re: [osg-users] Parallel draw on a multi-core, single GPU architecture

2010-08-18 Thread Tugkan Calapoglu
Hi Robert,

thanks for the answer. Our scene graph is heavily optimized and there
doesn't seem to be any serious optimization possibilities. Maybe a few
percent improvement from here and there.

We observe that, as our databases grow, the performance requirement for
draw thread grows faster than cull. In the long run, draw will be a
serious limiting factor for us. So I wanted to see if we can take
advantage of hardware to solve the problem.

tugkan



 Hi Tugkan,
 
 It only ever makes sense to parallelize draw dispatch when you have
 multiple graphics cards and one context per graphics card.  Trying to
 add more threads than OpenGL/graphics card can handle will just stall
 things and result in lower performance.
 
 If your draw dispatch is overloaded then consider optimizing your
 scene graph.  There are many ways of doings, which way that might
 appropriate will depend entirely on the needs of your scenes and your
 application.  Since I don't know anything about these specifics I
 can't provide any direction.
 
 Robert.
 
 On Wed, Aug 18, 2010 at 9:14 AM, Tugkan Calapoglu tug...@vires.com wrote:
 Hi all,

 we have a performance problem where the draw thread seems to be the
 bottleneck. The target hw has 8 cores and a single GPU.

 We already run cull and draw in parallel but parallelizing draw itself
 would also help.

 So I tried following setup:

 2 windows
 2 cameras (each on one window)
 threading model: CullThreadPerCameraDrawThreadPerContext

 In this mode, I can see that I have two cull and two draw threads and
 they are assigned to separate cores. However, the performance is 1/2 of
 my original setup. Setting OSG_SERIALIZE_DRAW_DISPATCH to ON or OFF does
 not make any difference.

 Is there anything else I have to do to get good performance from above
 setup (e.g. some more env. vars to set)? Or should I try something
 completely different?


 thanks,
 tugkan
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Oberaustrasse 34
83026 Rosenheim
Germany
phone+49.8031.463641
fax  +49.8031.463645
emailtug...@vires.com
internet www.vires.com
-
Sitz der Gesellschaft: Rosenheim
Handelsregister Traunstein  HRB 10410
Geschaeftsfuehrer: Marius Dupuis
   Wunibald Karl
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Re: [osg-users] Parallel draw on a multi-core, single GPU architecture

2010-08-18 Thread Robert Osfield
Hi Tugkan,

On Wed, Aug 18, 2010 at 9:49 AM, Tugkan Calapoglu tug...@vires.com wrote:
 We observe that, as our databases grow, the performance requirement for
 draw thread grows faster than cull. In the long run, draw will be a
 serious limiting factor for us. So I wanted to see if we can take
 advantage of hardware to solve the problem.

Does this not point out that perhaps the scene graph is become less
well balanced over time?

I'd look closely at what in the draw dispatch is becoming the
bottleneck and how to manage this more efficient.  Typically the best
way to reduce draw dispatch is to batch the geometry and state in more
coarsed grained way.  One can also use different approaches to achieve
the same/similar results.  For instance perhaps you can cull more
effectively, or perhaps introduce LOD more effectively.

Robert.
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Re: [osg-users] Parallel draw on a multi-core, single GPU architecture

2010-08-18 Thread Tugkan Calapoglu
Hi Robert,

our databases are for driving simulation and they are usually city
streets. We have been employing batching and occlusion culling with very
good results so far.

Extensive use of LOD's is problematic because

1- They actually reduce performance in most of the cases
2- The switching effect (even the slightest) is found very disturbing by
the customers.

So with LOD's we are somewhat conservative (but we use them nevertheless)

Actually, draw always required more time than cull. If you look OSG
examples, draw usually takes more time than cull. Now that draw reaches
16 ms border, this started to hurt us.

I think I should retract my sentence from previous email. Draw is not
slowing down faster than cull; I did not really make such an observation.

My actual observation is that, both cull and draw require more CPU time
with larger scenes, but since draw is generally more performance hungry,
it becomes bottleneck earlier.



tugkan

 Hi Tugkan,
 
 On Wed, Aug 18, 2010 at 9:49 AM, Tugkan Calapoglu tug...@vires.com wrote:
 We observe that, as our databases grow, the performance requirement for
 draw thread grows faster than cull. In the long run, draw will be a
 serious limiting factor for us. So I wanted to see if we can take
 advantage of hardware to solve the problem.
 
 Does this not point out that perhaps the scene graph is become less
 well balanced over time?
 
 I'd look closely at what in the draw dispatch is becoming the
 bottleneck and how to manage this more efficient.  Typically the best
 way to reduce draw dispatch is to batch the geometry and state in more
 coarsed grained way.  One can also use different approaches to achieve
 the same/similar results.  For instance perhaps you can cull more
 effectively, or perhaps introduce LOD more effectively.
 
 Robert.
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-- 
Tugkan Calapoglu

-
VIRES Simulationstechnologie GmbH
Oberaustrasse 34
83026 Rosenheim
Germany
phone+49.8031.463641
fax  +49.8031.463645
emailtug...@vires.com
internet www.vires.com
-
Sitz der Gesellschaft: Rosenheim
Handelsregister Traunstein  HRB 10410
Geschaeftsfuehrer: Marius Dupuis
   Wunibald Karl
-
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Re: [osg-users] Enable/Disable stereo during runtime

2010-08-18 Thread Andreas Roth
Thanks Robert!

I'm using quad buffer stereo and to enable or disable i have to create a new 
graphic context. At the moment i trying to recreate a graphic context using the 
following ops:

- remove my osgViewer::View instance from my osgViewer::CompositeViewer instance
- remove all osgGA event handlers (e.g. HelpHandler) from my view
- set the camera manipulator to NULL on my view
- set the graphics context for the camera in my view to NULL
- calling close on my current graphic context instance
- set up osg::GraphicsContext::Traits with changed params
- calling osg::GraphicsContext::createGraphicsContext 
- set the new graphics context for the camera in my view
- recreate all event handlers
- reset camera manipulator
- add my view to my viewer instance

After i've recreate the graphic context the render screen remains blank. Any 
idea what else i have to do to get it working with the new graphic context?

Regards,
Andreas
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Re: [osg-users] Parallel draw on a multi-core, single GPU architecture

2010-08-18 Thread Robert Osfield
Hi Tugkan,

On Wed, Aug 18, 2010 at 10:39 AM, Tugkan Calapoglu tug...@vires.com wrote:
 Actually, draw always required more time than cull. If you look OSG
 examples, draw usually takes more time than cull. Now that draw reaches
 16 ms border, this started to hurt us.

It is typical for cull to be shorted than draw dispatch, which ever
traversal is breaking frame will be the one you need to address.
Thinking that you can thread draw dispatch to make it faster is not
going to help though as it will do more harm than good as it's the
actually just dispatching data to the OpenGL fifo, filling it from two
threads will just cause lots of issues in OpenGL driver that has to
manage two contexts and card as well as CPU cache coherency.

I must add that draw dispatch is a little complex to profile though as
it depends upon the being able to fill the OpenGL fifo, and if the
fifo fills up it'll block the draw dispatch.  This effect can lead to
the draw dispatch looking like it's breaking frame but it's actually
the OpenGL driver/graphics card that is the bottleneck.

 My actual observation is that, both cull and draw require more CPU time
 with larger scenes, but since draw is generally more performance hungry,
 it becomes bottleneck earlier.

This is something one would expect, ideally you'd have LOD'ing to keep
the large scenes well balanced - for instance it's possible to LOD the
whole earth and use paging and still get 60Hz, so while you might have
Terrabytes of data the app only has what it memory what it needs with
the complexity kept relatively even throughout the database.   High
fidelity town database will of course push things more than usual
terrain paging app, but the same principles can apply, although one
might need to get more creative with the LOD generation and
management.

For yourselves LOD'ing may not be an appropriate solution, or even
required.  I believe the key question you need to ask is why draw
dispatch is getting so expensive.  Is it the OpenGL fifo blocking?  Is
it that you have too much separate state?  Too many transforms?  Too
many separate drawables?

Solutions will vary depending upon what is the bottleneck so it's
important to work to pinpoint it.

Robert.
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[osg-users] Visualizing 3D-Points including standard deviation

2010-08-18 Thread Felix Engelmann
Hi,
I need to visualize points in 3D, whose positions are Gauss distributed. The 
expected values and the standard deviations for each x, y and z coordinate are 
given. So, how can I do that with OSG?
I could draw a sphere (using osg::SphereDrawable) with a fixed radius at the 
center and another transparent sphere around it for visualizing the standard 
deviation. But that doesn't look nice...
What I'm looking for is some kind of 3D-radial gradient. The transparency 
should increase along the gradient accourding to the Gaussian distribution 
function.
Note, that the standard deviation can be different for each dimension.
I'm a newbie in OSG and not an OpenGL expert. Some example code would be really 
helpful.
 
Thank you

Sincerely,
Felix

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Re: [osg-users] How to use osgvolume in an SDL application?

2010-08-18 Thread Boubacar TOURE
Hi,

Thank you Robert for replying so quick!
I appreciate it.


Cheers,
Boubacar from Mali, West Africa

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Re: [osg-users] Proximity Queries between objects

2010-08-18 Thread Sanat Talmaki
Hi,

I tried the following code:


Code:
//BoundingSphere using computeBound()
osg::BoundingSphere bh1Sphere = backhoe1Group-computeBound();
osg::BoundingSphere bh1PATSphere = backhoe1PAT-computeBound();
//BoundingSpere using computeBound():
  osg::BoundingSphere bh2Sphere = backhoe2Group-computeBound();
  osg::BoundingSphere bh2PATSphere = backhoe2PAT-computeBound();
..
float x1, x2, y1, y2, distance;
  if(bh1Sphere.intersects(bh2Sphere))
  {
std::cout  The backhoes are colliding !! 
   std::endl;
x1 = bh1Sphere.center().x();
x2 = bh2Sphere.center().x();
y1 = bh1Sphere.center().y();
y2 = bh2Sphere.center().y();
distance = sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1));
std::cout  distance =   distance;
std::cout  std::endl;
  }
  else
  {
x1 = bh1Sphere.center().x();
x2 = bh2Sphere.center().x();
y1 = bh1Sphere.center().y();
y2 = bh2Sphere.center().y();
distance = sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1));
std::cout  distance =   distance;
std::cout  std::endl;
  }





However, both the spheres (1 and 2) have the same centre coordinates. When I 
try the same thing using spheres that are bounds for the top-most PATNodes, I 
again get the same result (i.e. centre coordinates are the same).

I find this confusing as both the nodes have different positions. Is this a 
sensible approach to take though ? 

Cheers,
Sanat

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Re: [osg-users] Proximity Queries between objects

2010-08-18 Thread Paul Martz
Hi Sanat -- I posted to osgBullet-users with a possible fix for your osgBullet 
crash, but didn't see a reply from you. Did my suggestion resolve the issue you 
were encountering?

   -Paul

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[osg-users] Setting alpha to a group node

2010-08-18 Thread Phil Fugue
Hi,

I'm still fairly new to OSG and finding my way around.  I have a little problem 
that I need done very quickly, so hope someone can help.

I'm trying to apply alpha to a group node so it affects all geometry under it 
while preserving their other material properties.

I've loaded a .lwo model, that comes with its own materials. It has several 
different materials  applied to its various parts.  I need to control the 
transparency of the whole model at once.  I can make a new osg::Material, set 
the alpha and apply it to the top node, that works, but then I lose all the 
materials the model came with, and gives me default greys.

How can I just modify the alpha of the whole thing and leave the rest alone?

I've tried 'getting' the material and setting the alpha to that, but it crashes 
on the setAlpha call. (Although I'm probably handling something wrong there, 
since there are several materials involved, not just one).

Do I need to recurse thru the model's scene graph, get each material, and set 
alpha individually? If thats the case, ok, but could someone show me some quick 
code to do that? Like I said, I've been crashing on setting alpha in the 
material I 'get', and also I've never recursed thru an imported model before, 
(which I will eventually need to do anyway).

Any help is appreciated

Thank you!

Cheers,
Phil

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[osg-users] Open Scene Graph Training

2010-08-18 Thread David Glenn
Greetings!

I found out through the Khronos web site that there is going to be an Open 
Scene Graph Corse offered in Seattle on Oct 5th-7th by Bob Kuehne.

Did anyone else knew about this?
... 

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] Open Scene Graph Training

2010-08-18 Thread Bob Kuehne
hi david,

thanks for the re-post - i *did* know about this. ;) i thought i posted a few
weeks back. if it didn't make it through everyone's filters, then here it
is again! two weeks remain for discounted pricing, and it'll be a good course.
we've given this course for a number of years, and it's fast-paced, in-depth,
and eye-opening (that means we're providing coffee). full pricing begins on
09/02/10.

--
Tech Soup announces open registration for its next OpenSceneGraph (OSG) course, 
October 5-7, 2010, in South Lake Union, Seattle, Washington. This class will 
teach students everything to be proficient in OSG in a 3-day intensive course. 
This course covers everything developers need to know to take maximum advantage 
of OpenSceneGraph from intermediate through advanced. We'll also take a tour 
through VirtualPlanetBuilder so you can build geospecific, tiled, paged 
datasets.

This three-day course teaches the fundamentals of OpenSceneGraph. Developers 
attending the course learn the mechanisms behind effective development from 
scenegraph creation and manipulation through debugging  optimizing. Through 
instruction and labs, students build scenes and interact with real code from 
day one. The course is fast-paced, requires creativity and problem solving, and 
leaves users with a thorough immersion in OpenSceneGraph. Instruction is 
hands-on with numerous labs where students directly turn concepts into 
practical knowledge.

full details, hotel, and travel info: 
http://techsoupcorp.com/news/osg-080210-pr.html
--

there are still seats available, hope you can join us!

bob

On Aug 18, 2010, at 12:08 PM, David Glenn wrote:

 Greetings!
 
 I found out through the Khronos web site that there is going to be an Open 
 Scene Graph Corse offered in Seattle on Oct 5th-7th by Bob Kuehne.
 
 Did anyone else knew about this?
 ... 
 
 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] Setting alpha to a group node

2010-08-18 Thread Paul Martz
Have you considered setting BlendColor at the parent Group node and using one of 
the blend function parameters that use constant color?

   -Paul


Phil Fugue wrote:

Hi,

I'm still fairly new to OSG and finding my way around.  I have a little problem 
that I need done very quickly, so hope someone can help.

I'm trying to apply alpha to a group node so it affects all geometry under it 
while preserving their other material properties.

I've loaded a .lwo model, that comes with its own materials. It has several 
different materials  applied to its various parts.  I need to control the 
transparency of the whole model at once.  I can make a new osg::Material, set 
the alpha and apply it to the top node, that works, but then I lose all the 
materials the model came with, and gives me default greys.

How can I just modify the alpha of the whole thing and leave the rest alone?

I've tried 'getting' the material and setting the alpha to that, but it crashes 
on the setAlpha call. (Although I'm probably handling something wrong there, 
since there are several materials involved, not just one).

Do I need to recurse thru the model's scene graph, get each material, and set 
alpha individually? If thats the case, ok, but could someone show me some quick 
code to do that? Like I said, I've been crashing on setting alpha in the 
material I 'get', and also I've never recursed thru an imported model before, 
(which I will eventually need to do anyway).

Any help is appreciated

Thank you!

Cheers,
Phil

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Re: [osg-users] Open Scene Graph Training

2010-08-18 Thread Paul Martz
It was posted here two weeks ago. Search the archives for the thread osg 
course: oct 5-7, seattle, wa.

   -Paul


David Glenn wrote:

Greetings!

I found out through the Khronos web site that there is going to be an Open 
Scene Graph Corse offered in Seattle on Oct 5th-7th by Bob Kuehne.

Did anyone else knew about this?
... 


D Glenn


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


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[osg-users] [osgPlugins] osgAnimation update and procedural animation

2010-08-18 Thread Joe Kilner
Hi,

I am using osg in Python using the osgSWIG wrrappers. I have recently updated 
to the latest osg (2.9.9) and updated osgSWIG appropriately. Anyway I have now 
hit all the changes in osgAnimation and am trying to make my code work again.

Firstly I should say that a lot of bugs seems to have been fixed so I got to 
remove a load of work-arounds. Good work!

However I am now having difficulty with my bone updates. My old code (inside a 
BoneUpdate object derived off NodeCallback) looked like this:



Code:

def update( self, bone ):
try:
if bone.needToComputeBindMatrix():
bone.computeBindMatrix()
if self._index != -1:
val = self._stateVector[self._index]
x = osg.Vec3(1,0,0)
y = osg.Vec3(0,1,0)
z = osg.Vec3(0,0,1)
q = osg.Quat(-val[1],y,-val[0],x,val[2],z)
bone.setRotation(q)
bone.dirtyBound()
parent = bone.getBoneParent()
if parent != None:
bone.setMatrixInSkeletonSpace(bone.getMatrixInBoneSpace() * 
parent.getMatrixInSkeletonSpace())
else:
bone.setMatrixInSkeletonSpace(bone.getMatrixInBoneSpace())
except:
print Error updating Bone, sys.exc_info()




and I have managed to get as far as this:


Code:

def update( self, bone ):
try:
if self._index != -1:
val = self._stateVector[self._index]
x = osg.Vec3(1,0,0)
y = osg.Vec3(0,1,0)
z = osg.Vec3(0,0,1)
q = osg.Quat(-val[1],y,-val[0],x,val[2],z)
m = bone.getMatrix()
m.setRotate(q)
bone.setMatrix(m)
parent = bone.getBoneParent()
if parent != None:
bone.setMatrixInSkeletonSpace(bone.getMatrix() * 
parent.getMatrixInSkeletonSpace())
else:
bone.setMatrixInSkeletonSpace(bone.getMatrix())
except:
print Error updating Bone, sys.exc_info()




But the rotations are all messed up. It looks like something I was doing was 
baking a rotation either in to the bone space transformation or in to the 
inverse skinning transformation, and I was wondering if it is obvious to anyone 
what I need to change.

On a related note, would it be possible to rename the package in the Blender 
exporter from osg to something else (like osgExp). This would avoid clashes 
with osgSWIG.

Thanks!

Joe[/code]

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Re: [osg-users] Setting alpha to a group node

2010-08-18 Thread Phil Fugue

Paul Martz wrote:
 Have you considered setting BlendColor at the parent Group node and using one 
 of 
 the blend function parameters that use constant color?
 -Paul
 
 


Thanks for your response.

No I havent considered this.  I dont understand how it will accomplish what I'm 
looking for.  Can you elaborate?  I'm looking for alpha, there's lots of 
geometry in front of eaach other.  Blending with a constant color wont simulate 
transparency, if I'm understanding you correctly.

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Re: [osg-users] Setting alpha to a group node

2010-08-18 Thread Paul Martz

Phil Fugue wrote:

Paul Martz wrote:
Have you considered setting BlendColor at the parent Group node and using one of 
the blend function parameters that use constant color?

-Paul





Thanks for your response.

No I havent considered this.  I dont understand how it will accomplish what I'm 
looking for.  Can you elaborate?  I'm looking for alpha, there's lots of 
geometry in front of eaach other.  Blending with a constant color wont simulate 
transparency, if I'm understanding you correctly.


You should learn OpenGL, I suggest the red book (the programming guide). The 
(IMO more useful) blue book is available online:

  http://www.opengl.org/sdk/docs/man/
...and some browsers even display the formulas correctly. :-(

GL_CONSTANT_ALPHA,GL_ONE_MINUS_CONSTANT_ALPHA are the blending coefficients 
you'd typically use for this, they will reference the alpha from your (one) 
BlendColor, but the rgb components will come from your (multiple) primitives.


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[osg-users] OpengGLES build failed

2010-08-18 Thread Rafa Gaitan
Hi Robert,

I'm trying to build OSG with the android ndk (android-ndk-r4-crystax).
 I have made some changes in the code to allow the build, but I think
recent changes in Texture.cpp have broken the build against
GLES/GLES2.

/Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Texture.cpp: In member
function 'void osg::Texture::applyTexImage2D_load(osg::State, GLenum,
const osg::Image*, GLsizei, GLsizei, GLsizei) const':
/Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Texture.cpp:1600: error:
'GL_RED' was not declared in this scope.

I'm not sure how to achieve the change, maybe adding and #ifdef and
checking if GLES/GLES2 is active? The other changes I have are only to
allow ndk gcc compiler build correctly so they are minor changes, but
the change on Texture.cpp affects functionality and I'm not sure which
is the better way to achieve it. Once I have things working I will
post on osg-submission the changes ;)

Greets,
Rafa.

-- 
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Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
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Re: [osg-users] osg::Array

2010-08-18 Thread Igor Lebedev
Hi,

Okay...
I get indices like that:

_indices = 
temp-asGroup()-getChild(0)-asGroup()-getChild(i)-asGeode()-getDrawable(0)-asGeometry()-getPrimitiveSet(0);
 //temporary; data existence is checked; i know it's bad

and then

indices[i] = (int*)(*_indices).getDataPointer(); //copy to 2-dimensional array 
by mesh index

It compiles, renders. But it does render weird bunch of polygons. So my 
question is: Is there mistake with indices copying, or should i review my rener 
code?(i did some major fixes to render models, loaded with new importer, but 
maybe i missed something).

Thank you!

Cheers,
Igor

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[osg-users] [forum] Building a scene graph for several thousand objects

2010-08-18 Thread David Wilson
Hi all,

First of all, thanks to the folks who built this library.

I'm building a 3D game engine based on osg::CompositeViewer featuring rather 
larger worlds built using cubes. I've attached an image of what I'm trying to 
create.

I was using ShapeDrawable for the blocks until I read I would get faster 
rendering by building the geometry myself using vertex arrays.

I've implemented something like an octree to create a balanced tree upon level 
load. The nodes of the tree are Group objects and the leaves are Geode objects 
with multiple Geometry objects attached (the faces of each block.) Empty 
cells are culled. The minimum cell size for the octree division is 2x2x2 (so 
a leaf node can contain up to 8 blocks).

The octree doesn't seem to have given me much of a performance boost in the 
culling department. I am guessing this is because the leaves of the tree 
contain so many geometry objects?

I've had a read of the forum and google and have come to the conclusion I 
should do something like the following to improve performance:

1. Group up my geometry objects to perform batch rendering - i.e. render more 
than a single face of a single block in one go.

How can I do this? Do I need to create a single geometry object containing 
vertex arrays etc of a whole chunk of block faces?

2. Re-use a single geometry object for block faces. Apparently there is code in 
osgParticle::PrecipitationEffect which does this - although I haven't checked 
it out yet.

3. Instanced rendering I'm not sure quite what this is about, but is what 
osg::Impostor does? I just had a look at osgimpostor.exe for the first time 
while writing this, and it seems pretty close to what I want to achieve.

Anyway I've kinda answered some of my own questions in writing this, but I 
would be thankful for some clarification on the finer points.

I'll be digging into osgimpostor now anyway. :D 

Cheers,
David W

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Re: [osg-users] Open Scene Graph Training

2010-08-18 Thread David Glenn

Paul Martz wrote:
 It was posted here two weeks ago. Search the archives for the thread osg 
 course: oct 5-7, seattle, wa.
 -Paul
 
 
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Well, Silly me!  :-*  I used the word Training in my search!  I worked for 
the Navy so long that now I know I must the world Training tattooed on my 
Brain some ware!   

Well,  Now we have the words Open Scene Graph Training covered on this board, 
I'll see you in October, Bob!  

Laters, Paul!


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

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Re: [osg-users] Setting alpha to a group node

2010-08-18 Thread Phil Fugue
Paul,

That did the trick. Thanks for the help.

I've programmed some OpenGl in the past, but yes, my knowledge/experience with 
it is patchy.  I own the Programming Guide, but was not aware of the online 
book, so thanks for the link.

I've worked with blend functions before, but never heard of blendcolor or the 
constant color.  Now I see those are part of an extension (imaging subset)

Thanks again.
Phil

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[osg-users] Displaying OSG data in MFC window

2010-08-18 Thread snehal indurkar
Hi everyone,

I am new to both MFC and OSG. I am displaying the 3D point cloud in OSG. I want 
to display this osg data in the window provided by the MFC.
Is there any way to do it? Please reply...
... 

Thank you!

Cheers,
Snehal

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Re: [osg-users] OpengGLES build failed

2010-08-18 Thread Jason Daly

Rafa Gaitan wrote:

Hi Robert,

I'm trying to build OSG with the android ndk (android-ndk-r4-crystax).
 I have made some changes in the code to allow the build, but I think
recent changes in Texture.cpp have broken the build against
GLES/GLES2.

/Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Texture.cpp: In member
function 'void osg::Texture::applyTexImage2D_load(osg::State, GLenum,
const osg::Image*, GLsizei, GLsizei, GLsizei) const':
/Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Texture.cpp:1600: error:
'GL_RED' was not declared in this scope.

I'm not sure how to achieve the change, maybe adding and #ifdef and
checking if GLES/GLES2 is active? The other changes I have are only to
allow ndk gcc compiler build correctly so they are minor changes, but
the change on Texture.cpp affects functionality and I'm not sure which
is the better way to achieve it. Once I have things working I will
post on osg-submission the changes ;)
  


Hi, Rafa,

Great to hear someone is working on Android!

Just curious, how are you handling osgViewer?  I tried to get an Android 
NDK build going with the crystax version as well, but I ran into a brick 
wall as soon as I got past osgUtil.  I didn't have time to try and work 
through it, so I had to give up.


--J

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Re: [osg-users] osg::Array

2010-08-18 Thread Jason Daly

Igor Lebedev wrote:

Hi,

Okay...
I get indices like that:

_indices = 
temp-asGroup()-getChild(0)-asGroup()-getChild(i)-asGeode()-getDrawable(0)-asGeometry()-getPrimitiveSet(0);
 //temporary; data existence is checked; i know it's bad

and then

indices[i] = (int*)(*_indices).getDataPointer(); //copy to 2-dimensional array 
by mesh index
  


Just to make sure you understand everything, some primitive sets include 
an index list, and others don't.  You'll need to be sure you're 
accessing one of the DrawElements primitive sets to be able to get an 
index list.


If you're sure your PrimitiveSet is a DrawElements, try this instead:

  indices[i] = (*_indices)[i];

or

  indices[i] = _indices-at(i);

The first version is a direct access (and might be slightly quicker), 
and the second will do range checking and will throw an exception if you 
try to access something outside the bounds of the list.  The 
DrawElements class itself is a descendant of std::vector, so you can 
just access it using the standard vector methods.  You don't need to go 
all the way down to the data pointer.


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Re: [osg-users] OpengGLES build failed

2010-08-18 Thread Rafa Gaitan
Hi Jason,


 Hi, Rafa,

 Great to hear someone is working on Android!

 Just curious, how are you handling osgViewer?  I tried to get an Android NDK
 build going with the crystax version as well, but I ran into a brick wall as
 soon as I got past osgUtil.  I didn't have time to try and work through it,
 so I had to give up.

My first approach is trying to get all built, I've made some changes
into CMake for osgViewer, to not build if the system is not supported.
I know is not the best approach, but I thing that using
GraphicsWindowsEmbedded and using android sdk/ndk to create the
graphics context is a first and quick way to test if things work on
Android.

Tthis approach works in Java with gvSIG 3D and osgVirtualPlanets, so I
hope will also work on Android! :).

Rafa.


 --J

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Re: [osg-users] [forum] Building a scene graph for several thousandobjects

2010-08-18 Thread Jason Daly


Hi, David,


David Wilson wrote:

Hi all,

First of all, thanks to the folks who built this library.

I'm building a 3D game engine based on osg::CompositeViewer featuring rather 
larger worlds built using cubes. I've attached an image of what I'm trying to 
create.

I was using ShapeDrawable for the blocks until I read I would get faster 
rendering by building the geometry myself using vertex arrays.

I've implemented something like an octree to create a balanced tree upon level load. The 
nodes of the tree are Group objects and the leaves are Geode objects with multiple 
Geometry objects attached (the faces of each block.) Empty cells are culled. 
The minimum cell size for the octree division is 2x2x2 (so a leaf node can contain up to 
8 blocks).

The octree doesn't seem to have given me much of a performance boost in the 
culling department. I am guessing this is because the leaves of the tree 
contain so many geometry objects?
  


Possibly.  An octree design generally works well with a scene graph 
architecture, so the idea itself is a good one.




I've had a read of the forum and google and have come to the conclusion I 
should do something like the following to improve performance:

1. Group up my geometry objects to perform batch rendering - i.e. render more 
than a single face of a single block in one go.

How can I do this? Do I need to create a single geometry object containing 
vertex arrays etc of a whole chunk of block faces?
  


Yeah, that's a start.  You definitely don't want to have one Geometry 
per face.  Ideally, you want to do as much as you can in one primitive 
set (each primitive set is a draw call, and you want to cut down on draw 
calls as much as possible).


Obviously, you'll have to balance this goal with your octree design as well.


2. Re-use a single geometry object for block faces. Apparently there is code in 
osgParticle::PrecipitationEffect which does this - although I haven't checked 
it out yet.

3. Instanced rendering I'm not sure quite what this is about, but is what 
osg::Impostor does? I just had a look at osgimpostor.exe for the first time while writing 
this, and it seems pretty close to what I want to achieve.
  


osg::Impostor is an older technique for representing relatively complex 
objects with a single billboard face.  I don't think this will help you.


Instanced rendering is different.  It lets you draw multiple instances 
of the same object very efficiently by using a single copy of the vertex 
data and a vertex shader to do the positioning for each instance of the 
object (often, an additional vertex attribute is used to hold the 
position of each instance).  Look at the osgdrawinstanced example for 
details.


Hope this helps.

--J

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Re: [osg-users] OpengGLES build failed

2010-08-18 Thread Jason Daly

Rafa Gaitan wrote:

My first approach is trying to get all built, I've made some changes
into CMake for osgViewer, to not build if the system is not supported.
I know is not the best approach, but I thing that using
GraphicsWindowsEmbedded and using android sdk/ndk to create the
graphics context is a first and quick way to test if things work on
Android.

Tthis approach works in Java with gvSIG 3D and osgVirtualPlanets, so I
hope will also work on Android! :).
  


Yeah, that makes sense.  Looking forward to it!

--J

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Re: [osg-users] osg::Array

2010-08-18 Thread Igor Lebedev

Jason Daly wrote:
 
 Just to make sure you understand everything, some primitive sets include 
 an index list, and others don't.  You'll need to be sure you're 
 accessing one of the DrawElements primitive sets to be able to get an 
 index list.
 
 If you're sure your PrimitiveSet is a DrawElements, try this instead:
 
 indices[i] = (*_indices)[i];
 
 or
 
 indices[i] = _indices-at(i);
 
 The first version is a direct access (and might be slightly quicker), 
 and the second will do range checking and will throw an exception if you 
 try to access something outside the bounds of the list.  The 
 DrawElements class itself is a descendant of std::vector, so you can 
 just access it using the standard vector methods.  You don't need to go 
 all the way down to the data pointer.
 


_indices is osg::PrimitiveSet, so it throws an error:

error C2676: binary '[' : 'osg::PrimitiveSet' does not define this operator or 
a conversion to a type acceptable to the predefined operator

So i've got the wrong primitive set?(i've checked final indices first 20 
values. and they are:


Code:
Ind = 2066
Ind = 2064
Ind = 0
Ind = 2065
Ind = 2060
Ind = 2064
Ind = 2066
Ind = 166
Ind = 2065
Ind = 2066
Ind = 2065
Ind = 2064
Ind = 2066
Ind = 0
Ind = 2068
Ind = 2066
Ind = 2067
Ind = 166
Ind = 2067
Ind = 2068

 

pretty strange...)

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[osg-users] Dragger Updated Matrix

2010-08-18 Thread Rajesh Darbar
Hi,
I'm  having a scene with many osg::Nodes and i'm using the osgmanipulator 
selection and dragger to select an object and then the dragger to drag the 
object in the scene. I'm using the linesegmentintersector to check for the 
intersections and then to move the objects around the scene. 
I would like to know if there is a way to if I can check the selection of a 
particular node by the user and also how can I get the updated/transformed 
matrix of the node after is dragged and released. Thanks and hope to hear from 
you soon.

Thank you!

Cheers,
Raj

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Re: [osg-users] osg::Array

2010-08-18 Thread Jason Daly

Igor Lebedev wrote:

_indices is osg::PrimitiveSet, so it throws an error:

error C2676: binary '[' : 'osg::PrimitiveSet' does not define this operator or 
a conversion to a type acceptable to the predefined operator

So i've got the wrong primitive set?


Not necessarily.  What you have is the base class PrimitiveSet.  
You'll need to cast it to one of its descendants (DrawElementsUShort, 
for example).  If you don't know what kind of primitive set it is, the 
PrimitiveSet base class has a getType() method that will tell you the 
type (it returns an enumerated type osg::PrimitiveSet::Type).


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

2010-08-18 Thread Jean-Sébastien Guay

Hello Sanat,


However, both the spheres (1 and 2) have the same centre coordinates. When I 
try the same thing using spheres that are bounds for the top-most PATNodes, I 
again get the same result (i.e. centre coordinates are the same).

I find this confusing as both the nodes have different positions. Is this a 
sensible approach to take though ?


getBound() returns the local bounding sphere. You need to transform it 
by the matrices (transforms) from the root to each of your models 
respectively, then you'll get the world-space bounding sphere for each 
model.


Hope this helps,

J-S
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Re: [osg-users] Displaying OSG data in MFC window

2010-08-18 Thread Jean-Sébastien Guay

Hello Snehal,


I am new to both MFC and OSG. I am displaying the 3D point cloud in OSG. I want 
to display this osg data in the window provided by the MFC.
Is there any way to do it? Please reply...


You can look in the OSG sources, there is an example called 
osgViewerMFC. In general, if you want to learn OSG, the examples are a 
good place to start, and their names even sometimes tell you what the 
example covers. :-)


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

2010-08-18 Thread Igor Lebedev
Hi,

Ok. I did it like that. The same thing. Weird index values and bunch of 
polygons. So i should search in render function?

Thank you!

Cheers,
Igor

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2010-08-18 Thread NITIN R
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Re: [osg-users] Displaying OSG data in MFC window

2010-08-18 Thread snehal indurkar
Thanks..
But I am able to find this example.
The link i found is not working.
Can you plz post the link here?
Sorry for bothering again...

Thank you!

Cheers,
snehal

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