Re: [osg-users] How to build OSG 2.9.8 for Emulator on linux
Hi List, Please give me some pointer on this issue. Thank you. Cheers, Parmar. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31137#31137 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG using OpenGL ES 2.0 on IPhone
HI Robert, On Fri, Aug 27, 2010 at 3:50 PM, Robert Timm m...@rtti.de wrote: Ok, to keep this up to date, I managed to render a textured model using OpenGL ES 2.0 on the IPhone. Horay!! ;-) But I am not sure whether this is the way to go... With shaders there are a 101 ways to go :-) Using this code I get a textured model with some basic shading. But is this really the way to go? It feels so manual. But what ShaderGen does for OpenGL ES 2.0 does not work at all (does not compile due to usage of undefined variable names). Any hints or suggestions are very welcome! ShaderGen was written for GL2 so uses GL2 GLSL variables that aren't available. I've added some remapping of variables in osg::State to handle the most common ones but in the end it's only a temporary work around. ShaderGen itself is also just a temporary solution. ShaderComposition will the final solution, but this is still in development so for now you'll have to write all the shaders yourself. Furthermore I get tons of messages like: Code: Warning: detected OpenGL error GL_INVALID_ENUM after applying GLMode 0xba1 Warning: Material::apply(State) - not supported. Warning: detected OpenGL error GL_INVALID_ENUM after applying GLMode 0xde1 Warning: detected OpenGL error GL_INVALID_ENUM after applying GLMode 0xb50 Those modes correspond to GL_NORMALIZE, GL_TEXTURE_2D and GL_LIGHTING. Why does OSG still use them even it is compiled in OpenGL ES 2.0 mode? Am I doing something wrong? Or is it just work in progress? The OSG just passes OpenGL modes directly on to OpenGL/OpenGL ES making the assumption that you know what you are doing and the state you've set up in the scene graph is correct for your target. In your case you just need to remove these problem modes. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG using OpenGL ES 2.0 on IPhone
Hi Paramar, On Fri, Aug 27, 2010 at 6:48 PM, Rakesh Parmar rakes...@kpitcummins.com wrote: How you have compiled and build for es 2.0 . No doubt he used my original discussions on osg-users the OpenGLES page that I've wrote and then he used heaps of his own initiative. Please explain to me i also want to build for es 2.0 using emulator. You are clearly struggling but no one will know what you are struggling with as you don't say. Most others have got far further than you with less information to go on. Those that have had problems have asked in my more useful ways that others can know what to say. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does OSG function over VNC?
Hi Harry, On Fri, Aug 27, 2010 at 8:08 PM, Harry Johnson harry_c_john...@yahoo.com wrote: Hi Robert, Yeah, I understand that the issue is with limited GLX support in the VNC server. However, seeing the glsl_simple.osg actually render, albeit with errors, makes me wonder if there isn't some switch to OSG that would result in it using a 'dumbed down' set of glx features with the understanding that performance/appearance will likely suffer. There will be two separate issues w.r.t OSG - GLX and OpenGL. You are reporting errors in both - GLX with bad requests and OpenGL with missing features (such GLSL). It might be that the GLX errors will be affecting which OpenGL driver is being selected. Unfortunately I'm not an X11 expert, let alone a VNC one so I can't really help with the specifics. I have used the OSG via VNC before it worked OK, but I didn't test it too thoroughly, and it was long ago I can't recall the details I'm afraid. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Change in osgText from 2.8.3 to 2.9.8?
Hi Andreas, I'm surprised by the problem as I hadn't seen anything like this in my own work adapting osgText to support GL3/OpenGLES - I had to remove the glPushAttrib/glPopAttrib and glBegin/glEnd style calls. Would it be possible to put together a small example app or .osg file that reproduces the problem? Robert. On Sun, Aug 29, 2010 at 8:45 AM, Andreas Goebel a-goe...@gmx.de wrote: Hi, yesterday I´ve tried the 2.9.8 developer release. I encounter problems with osgText-objects, see attached image (all characters should be white with black outline). Could someone give me a pointer if there is a switch or something to get back the old behaviour? Regards, Andreas ___ 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] Two windows with CHECKERBOARD mode
Hi Matheus, On Sun, Aug 29, 2010 at 5:33 PM, Matheus Rosendo matheusrose...@gmail.com wrote: Does anyone know if it is possible to use two cameras with this CHECKERBOARD mode? I have never tried anything like two outputs with CHECKBOARD mode before so can't say whether I should expect it to work out of the box or not. I would have thought the OSG would create both windows equally, but then I don't anything about how you've gone about setting up your windows on each screeen. I also don't know anything about what you are expecting on each screen - the same image on each one, two images side by side, two entirely separate scenes. There are really too many unknowns for me to advice further. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] what's the difference between these two ways of defining light?
Hi Rogerz? The OSG has to binding positional state like glLight/osg::Light with a modelview matrix to position it correctly in space, which is why there is a special node in the scene graph for positioning it - the osg::LightSource node. If you don't attach your osg::Light to this special node then the light will be applied at an arbitrary point with an arbitrary modelview matrix that is current when it's applied - the result will be undefined, there is nothing the OSG can do about this - which is why the LightSource node exists - so use it. Robert. On Mon, Aug 30, 2010 at 4:25 AM, myth0904 myth0...@gmail.com wrote: I wanna add a head light into the scene, ie.,the light is always attched with camera. For adding a light source into the scene, there are two different ways as i know: 1 using osg::LightSource:: setLight method osg::LightSource* ls = new osg::LightSource; ls-setLight(new osg::Light(0)); ls-setReferenceFrame(osg::LightSource::ABSOLUTE_RF); geode-setStateSet(ls-getOrCreateStateSet()); 2 using setAttribute method ls-getOrCreateStateSet()-setAttribute(new osg::Light(0)); geode-setStateSet(ls-getOrCreateStateSet()); I think two different ways should give the same result. Actually, they are different. No. 1 Method: the light behaves like directional light, but not head light. No.2 method: just like head light. who could tell me why the two ways are different? which is correct? Rogerz 2010-08-30 ___ 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] How to build OSG 2.9.8 for Emulator on linux
Hi Parmar, On Mon, Aug 30, 2010 at 7:15 AM, Rakesh Parmar rakes...@kpitcummins.com wrote: Please give me some pointer on this issue. I have done what I can, I've pointed your in the right direction as I have done to others and they have got on just fine, porting the OSG to iPhone, Android, Chrome. Is that you don't under CMake? Is it that you can't install or understand GLES emulators? People can't help you unless you show a little initialitive yourself and the ability to communicate clearly what you've attempted to do and where you've failed. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] what's the difference between these two w ays ofdefining light?
Hi Robert, Thanks for reply. Actually, i have attached osg::light to lightSource node. What makes me confused is why different results comes up when using the two ways of attaching light to lightSource node: first one: using setLight method osg::LightSource* ls = new osg::LightSource; ls-setLight(new osg::Light(0)); The other one: using setAttribute osg::LightSource* ls = new osg::LightSource; ls-getOrCreateStateSet()-setAttribute(new osg::Light(0)); Rogerz 2010-08-30 发件人: Robert Osfield 发送时间: 2010-08-30 16:19:08 收件人: OpenSceneGraph Users 抄送: 主题: Re: [osg-users] what's the difference between these two ways ofdefining light? Hi Rogerz? The OSG has to binding positional state like glLight/osg::Light with a modelview matrix to position it correctly in space, which is why there is a special node in the scene graph for positioning it - the osg::LightSource node. If you don't attach your osg::Light to this special node then the light will be applied at an arbitrary point with an arbitrary modelview matrix that is current when it's applied - the result will be undefined, there is nothing the OSG can do about this - which is why the LightSource node exists - so use it. Robert. On Mon, Aug 30, 2010 at 4:25 AM, myth0904 myth0...@gmail.com wrote: I wanna add a head light into the scene, ie.,the light is always attched with camera. For adding a light source into the scene, there are two different ways as i know: 1 using osg::LightSource:: setLight method osg::LightSource* ls = new osg::LightSource; ls-setLight(new osg::Light(0)); ls-setReferenceFrame(osg::LightSource::ABSOLUTE_RF); geode-setStateSet(ls-getOrCreateStateSet()); 2 using setAttribute method ls-getOrCreateStateSet()-setAttribute(new osg::Light(0)); geode-setStateSet(ls-getOrCreateStateSet()); I think two different ways should give the same result. Actually, they are different. No. 1 Method: the light behaves like directional light, but not head light. No.2 method: just like head light. who could tell me why the two ways are different? which is correct? Rogerz 2010-08-30 ___ 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 attachment: b-pou-1.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] increase ocean view range
hi back to the original question here two screens that describe the problem i am facing [Image: http://img90.imageshack.us/img90/183/fsim1.th.jpg ] (http://img90.imageshack.us/i/fsim1.jpg/) [Image: http://img521.imageshack.us/img521/439/fsim2.th.jpg ] (http://img521.imageshack.us/i/fsim2.jpg/) especially in the second screen the effect is more visible i have just a small square area of sea even with the enableEndless option and when the main player is in hight altitude the sea disappears any help or orientation is welcome -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31146#31146 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] what's the difference between these two ways ofdefining light?
Hi Rogrz? On Mon, Aug 30, 2010 at 10:19 AM, myth0904 myth0...@gmail.com wrote: Actually, i have attached osg::light to lightSource node. What makes me confused is why different results comes up when using the two ways of attaching light to lightSource node: first one: using setLight method osg::LightSource* ls = new osg::LightSource; ls-setLight(new osg::Light(0)); The other one: using setAttribute osg::LightSource* ls = new osg::LightSource; ls-getOrCreateStateSet()-setAttribute(new osg::Light(0)); Attaching to the StateSet isn't attaching the Light in way that the LightSource or the OSG's scene graph traversal pick up on so it gets treated like any normal non positional state - so what I discussed in my previous applies in this case. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotate camera around the scene in osgViewer - simple way?
Hi, Thanks for sharing, but I did not modify the frame loop of the viewer, and the following code in Qt on-click event handler does not produce rotation: Code: mainForm.vis-setSceneData(my_object); osg::Vec3 achse(0.1, 0.2, 0.974); osg::Matrixd myRotationMatrix; myRotationMatrix.makeRotate(osg::DegreesToRadians(2.0f), achse); mainForm.vis-getCameraManipulator()-setByMatrix(mainForm.vis-getCameraManipulator()-getMatrix() * myRotationMatrix); I thought maybe there was quick and easy way to programmatically imitate user's pressbutton-movemouse-releasebutton which gives object rotation. As I said, it is for my debugging purposes and is not very important. Thank you! Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31149#31149 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotate camera around the scene in osgViewer - simple way?
Hi Dženan, my issue is to rotate the scene by wheels under and beside the window. Unfortunately this is very essential for my application and I didn't manage it so far. But turning (somehow) in general works here. My solution has 2 differences to what you wrote: 1) I don't set the scene in the same event. I don't know what happens inside osg after setting a scene. So maybe you do it somewhere outside. 2) I don't use the clickEvent of the window. Are you sure it is called at all? Do some qDebug() output. And also I'm not sure if an angle of 2 degrees is recognized easily. Make it bigger for testing purpose. Please keep me informed if you have any progress. I'm still searching for the correct matrix manipulation. Bye - Werner - Am Montag, 30. August 2010 12:35:09 schrieb DXXenan ZukiXX: Hi, Thanks for sharing, but I did not modify the frame loop of the viewer, and the following code in Qt on-click event handler does not produce rotation: Code: mainForm.vis-setSceneData(my_object); osg::Vec3 achse(0.1, 0.2, 0.974); osg::Matrixd myRotationMatrix; myRotationMatrix.makeRotate(osg::DegreesToRadians(2.0f), achse); mainForm.vis-getCameraManipulator()-setByMatrix(mainForm.vis-getCameraMa nipulator()-getMatrix() * myRotationMatrix); I thought maybe there was quick and easy way to programmatically imitate user's pressbutton-movemouse-releasebutton which gives object rotation. As I said, it is for my debugging purposes and is not very important. Thank you! Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31149#31149 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FBO render once and display the different buffers in multiple osg viewers
Hi, i'm using FBOs in osg, everything works fine. I can visualize the color buffer i rendered to OR i can visualize the render buffer. Is it possible to use two instances of the viewer one for visualize the color buffer AND the other should render the render buffer of the same scene? Please tell me if I made an error in reasoning :O. Perhaps there is another way to do this... Any hint? ... Thank you! Cheers, Mo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31150#31150 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Displaying text as Bold, Italicized and underlined in osg
Hi, Is there any way in osg to display the text in bold and italicized style and underline or strikethrough the text? Thank you! Cheers, mangesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31148#31148 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotate camera around the scene in osgViewer - simple way?
Hi, I can tell you immediately that I gave up on this :D Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31152#31152 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO render once and display the different buffers in multiple osg viewers
Hi Mo, You wouldn't need to use two viewers, just one osgViewer::CompositeViewer with two Views. See the osgcompositeviewer for examples of how to set things up. When doing render to texture you generally want to keep everything on the graphics card with no round trips to the main memory, so if you want to use the result of one render to texture pass in some later rendering then it's best to do that from the same graphics context, which in essence means the same graphics window. osgcompositeviewer supports multiple views sharing the same graphics context so this will be fine. You can also use a osgViewer::Viewer with multiple slave Camera to achieve the same result as using CompositeViewer and multiple Views, but if you have conceptually separate views that have independent controls then CompositeView will be more appropriate. If you have a simple debug render you want to do ontop of the main window then using a slave can be the most convenient, the osghud example provides code that does this, using a camera in the scene graph or in the slave camera in the viewer, as well as a path that composite viewer. Robert. On Mon, Aug 30, 2010 at 12:08 PM, Mo Flanders dreiun...@gmail.com wrote: Hi, i'm using FBOs in osg, everything works fine. I can visualize the color buffer i rendered to OR i can visualize the render buffer. Is it possible to use two instances of the viewer one for visualize the color buffer AND the other should render the render buffer of the same scene? Please tell me if I made an error in reasoning :O. Perhaps there is another way to do this... Any hint? ... Thank you! Cheers, Mo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31150#31150 ___ 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] Displaying text as Bold, Italicized and underlined in osg
On Mon, 2010-08-30 at 12:27 +0200, Mangesh Joshi wrote: Hi, Is there any way in osg to display the text in bold and italicized style and underline or strikethrough the text? You can mix these kinds of decorations in a single string in osgPango, though I haven't added support for underline yet. http://osgpango.googlecode.com If you need to only use osgText, perhaps someone here will have some advice. Thank you! Cheers, mangesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31148#31148 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Displaying text as Bold, Italicized and underlined in osg
you can do it by changing the font. obviously there is file per style. For example, for Courier New font, the regular font is cour.ttf, for bold you have courbd.ttf and so on -Nick On Mon, Aug 30, 2010 at 5:45 PM, Jeremy Moles jer...@emperorlinux.comwrote: On Mon, 2010-08-30 at 12:27 +0200, Mangesh Joshi wrote: Hi, Is there any way in osg to display the text in bold and italicized style and underline or strikethrough the text? You can mix these kinds of decorations in a single string in osgPango, though I haven't added support for underline yet. http://osgpango.googlecode.com If you need to only use osgText, perhaps someone here will have some advice. Thank you! Cheers, mangesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31148#31148 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ 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] FBO render once and display the different buffers in multiple osg viewers
Hi, First of all, thank you for your prompt response. However another quick question: Is it also possible to display both buffers based on RTT and stored in the texture memory in different windows or on multiple displays? What I want to do: 1. Pre-Render the scene using FBOs 2. Store the color buffer and the appropriate render buffer in the texture storage 3. Create 2 Windows with an Orthographic Camera 4. Display the Color Buffer and the Render Buffer on Planes ... Thank you! Cheers, Mo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31157#31157 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] increase ocean view range
I think the endless option will not produce real endless ocean you can see it from any range. I think it is rather following your eyepoint and render enough so you can see it all the time. Just my thoughts, might be good to check it actually -Nick On Mon, Aug 30, 2010 at 1:24 PM, issam boughanmi amigof...@gmail.comwrote: hi back to the original question here two screens that describe the problem i am facing [Image: http://img90.imageshack.us/img90/183/fsim1.th.jpg ] ( http://img90.imageshack.us/i/fsim1.jpg/) [Image: http://img521.imageshack.us/img521/439/fsim2.th.jpg ] ( http://img521.imageshack.us/i/fsim2.jpg/) especially in the second screen the effect is more visible i have just a small square area of sea even with the enableEndless option and when the main player is in hight altitude the sea disappears any help or orientation is welcome -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31146#31146 ___ 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] [osgOcean] increase ocean view range
yes from i have read the endless option adapt only the point of view to simulate endless effect that's said : how to get endless effect with osgocean especially in high altitude thanks and good day -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31159#31159 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] increase ocean view range
I guess you would need to put some LOD on the ocean culture. -Nick On Mon, Aug 30, 2010 at 6:44 PM, issam boughanmi amigof...@gmail.comwrote: yes from i have read the endless option adapt only the point of view to simulate endless effect that's said : how to get endless effect with osgocean especially in high altitude thanks and good day -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31159#31159 ___ 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] [consulting] OSG terrain consultant/contractor needed for short-term project
Hello OSG community: We're newbies to OSG, so forgive me if this kind of posting is not allowed. Jetstream Software is a small consulting company located in greater Seattle. We're developing a demo application using OSG for a client. The demo needs to be completed in the next couple weeks. We're experienced C++ (and C#) developers and we've decided on OSG and Sundog Software's SilverLining cloud system for this application. The application is effectively a simple flight simulator with a few twists. We could really use some help with: - deciding on how we're going to model the terrain (virtual planet builder, osgTerrain, flight simulators, et al) - obtaining terrain data and creating tiled CLOD files - code to translate the camera and portions of the models over time Our requirements are pretty modest. This should be very straightforward for people who have terrain experience. We're looking for a consultant/contractor to assist us. Demonstrable experience with building and using OSG terrain in simulator-like applications required. You need be able to start right away as we have very limited time. This could be full-time or part-time, local or remote, depending on your availability. We'd prefer somebody in the Seattle area as this will help things go smoothly but are not opposed to out of area if necessary. If this matches you, or somebody you know, please email or call me immediately to discuss. Thanks so much, Mike mike moskowitz | ceo | jetstream software http://www.jetstreamsoftware.com/ | (425) 827-9273 x 114 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO render once and display the different buffers in multiple osg viewers
HI Mo, If you want to use the result in a separate window/display you'll need to copy the result back to an osg::Image and then use this image on another texture on the other windows. osg::Camera supports attaching an osg::Image to it and will automatically copy the frame buffer(or FBO) to the image, and osg::Texture* all are able to detect an update to an osg::Image so will automatically download the result, so it's possible to do this wiring up relatively easily, but.. performance won't be great as it requires a round trip to the CPU/main memory. Robert. On Mon, Aug 30, 2010 at 3:20 PM, Mo Flanders dreiun...@gmail.com wrote: Hi, First of all, thank you for your prompt response. However another quick question: Is it also possible to display both buffers based on RTT and stored in the texture memory in different windows or on multiple displays? What I want to do: 1. Pre-Render the scene using FBOs 2. Store the color buffer and the appropriate render buffer in the texture storage 3. Create 2 Windows with an Orthographic Camera 4. Display the Color Buffer and the Render Buffer on Planes ... Thank you! Cheers, Mo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31157#31157 ___ 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] Getting the List of Triangles from an osg model
Hi, I am having trouble figuring out how I can get the list of triangles (vertices) that make up an osg object to use in another algorithm that needs a list of triangle vertices that make up the model. (I have seen the models I intend to use in osgviewer using the 'w' key and they are made up of only triangles. So if I am using either a .osg model or a model loaded through osgDB::readNodeFile(...), I would like to store in memory the list as above. I was hoping to get some tips on how I can start approaching this. (I hope I have been able to explain my problem clearly enough) Thank You Sincerely, Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31163#31163 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting the List of Triangles from an osg model
you need to write a node visitor and when you hit a Geode, then go over the drawables. There is a functor somewhere that gets you triangles from the drawables (have a look at TriangleFunctor) -Nick On Mon, Aug 30, 2010 at 9:07 PM, Sanat Talmaki sanat.sch...@gmail.comwrote: Hi, I am having trouble figuring out how I can get the list of triangles (vertices) that make up an osg object to use in another algorithm that needs a list of triangle vertices that make up the model. (I have seen the models I intend to use in osgviewer using the 'w' key and they are made up of only triangles. So if I am using either a .osg model or a model loaded through osgDB::readNodeFile(...), I would like to store in memory the list as above. I was hoping to get some tips on how I can start approaching this. (I hope I have been able to explain my problem clearly enough) Thank You Sincerely, Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31163#31163 ___ 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] Getting the List of Triangles from an osg model
Sanat Talmaki wrote: Hi, I am having trouble figuring out how I can get the list of triangles (vertices) that make up an osg object to use in another algorithm that needs a list of triangle vertices that make up the model. (I have seen the models I intend to use in osgviewer using the 'w' key and they are made up of only triangles. So if I am using either a .osg model or a model loaded through osgDB::readNodeFile(...), I would like to store in memory the list as above. I was hoping to get some tips on how I can start approaching this. (I hope I have been able to explain my problem clearly enough) Have you considered using TriangleFunctor? Wrapped in a NodeVisitor with support for apply(Drawable), this would give you a list of all triangles. It's used all over the place in OSG; see, for example, ReaderWriterSTL.cpp. I'm about to write some code that needs to convert tri strips and fans to triangles, and I figured I'd use TriangleFunctor for that task. If you just need the list of vertices, then one very simple way to do it would be to copy all the vertex arrays, though this risks including unused vertices (if they exist). The OpenFlight exporter does this. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Switch node and update traversal
Hi everyone, I have a quick question regarding switch nodes and update callbacks: I'm working on a system where users control objects in an osg scene (ie move around, etc). I'm using switch nodes to turn various objects in the scene on and off. I'd like to test for collisions between objects in the scene, even if they may be hidden. I already have collisions working fine as long as I have the transform matrix of the object. I'd like to be able to use an update callback to get the accumulated transformed coordinates of different objects, whether they are hidden or not. It would also be nice if the update callback could tell me whether a particular node is off or on (under a switch). So, two questions: 1) Does the update traversal visitor visit off children of switches, so that the accumulated matrix would be accurate even if the object was not shown? 2) Is there an easy way for an update callback to find out if its node is on or off - similar to how a callback can use ComputeWorldToLocal, for example, to get the accumulated transforms. Thank you! Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31167#31167 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Switch node and update traversal
Tom Pearce wrote: 1) Does the update traversal visitor visit off children of switches, so that the accumulated matrix would be accurate even if the object was not shown? Yes. From UpdateVisitor.cpp: UpdateVisitor::UpdateVisitor():NodeVisitor(UPDATE_VISITOR,TRAVERSE_ALL_CHILDREN) { } 2) Is there an easy way for an update callback to find out if its node is on or off - similar to how a callback can use ComputeWorldToLocal, for example, to get the accumulated transforms. Typecast the parent as a Switch, then ask the Switch if 'this' is on or off...? -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Legacy question about MFC and Producer::Viewer
Hello all, I realize that OSG has long since deprecated support for Producer::Viewer in favor of the Viewer class, but I am hoping that someone might be able to point me in the right direction.. I am working on updating a display that use OSG 0.9.9 (and for other support reasons we can't reasonably upgrade to the latest version). We use the following code to create a viewer and attach a NodeTrackerManipulator object called CameraTracker to track events with a plane node. Code: MyCode::initializeViewer() { osgProducer::Viewer* viewer; viewer-setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS); //perform other setup nodeTracker = new CameraTracker(); unsigned int num = viewer-addCameraManipulator(nodeTracker); viewer-selectCameraManipulator(num); ... viewer-realize(); } //NodeTrackerManipulator that handles mouse events bool CameraTracker::handle(const GUIEventAdapter ea,GUIActionAdapter us) { _thrown = false; switch(ea.getEventType()) { case(GUIEventAdapter::PUSH): { flushMouseEventStack(); addMouseEvent(ea); if (calcMovement()) us.requestRedraw(); us.requestContinuousUpdate(false); _thrown = false; return true; } } } The NodeTracker object receives events correctly in the initial implementation, but I have recently added a simple line of code to embed the OSG Display inside an MFC dialog window: Code: if(m_mfcParentWndHandle != NULL) { //Attach OSG viewer display to an existing MFC dialog frame using HWND viewer-getCameraConfig()-getCamera(0)-getRenderSurface()-setWindow(m_mfcParentWndHandle); ... viewer-realize(); } This new code segment attaches the display to the MFC parent correctly, and FRAME events still seem to be processed (so the display can be redrawn on frame()), but my NodeTrackerManipulator class doesn't receive mouse events anymore. I've looked at the old OSGMFC example, but it doesn't seem to address this particular situation. I've also tried capturing the MFC mouse events in the parent dialog, but I can't figure out how to create new GUIEventAdapter objects that can be passed to my handle function. Does anyone with knowledge of MFC or this old implementation have a suggestion as to where to look next? Thanks, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31164#31164 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Change in osgText from 2.8.3 to 2.9.8?
Hi Robert, One addition: I was able to reproduce the problem too when using a geometry instead of a shapeDrawable for the long thin cylinder. So this has nothing to do with the ShapeDrawable. I´m completely lost here. Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] Qt, Collada OSG
Hi, I am trying to get the three to play nice together. Can someone please give me a quick tutorial on getting OSG w/Collada working in QT? Thank you! Cheers, Samuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31171#31171 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Switch node and update traversal
Hi Paul, Thanks for the response. In regards to question 2, if I'm understanding you right this will work if the node in question is the direct child of a switch. However, if there are intervening nodes (such as a switch at the root of a sub-graph, with a number of levels of nodes underneath it), I would essentially need to follow the node path (obtained from the node visitor) all the way up to the camera, checking to see if any of the nodes are switches with the child along the path set to off. Does that sound right? Last question - since I only need to know if any given node is on/off occasionally, like when a collision is detected, would it be safe to apply a method to traverse the node path in this way from a separate thread without halting the viewer loop or using a callback? I suspect it would not be safe, that it would cause crashes... Thank you! Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31172#31172 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting the List of Triangles from an osg model
Hi Paul, Thanks for your suggestion. I take a look at tiranglefunctor. I am trying to get the list of vertices like this: (the algorithm that I'm trying to use, uses a file type called TRI or TRIS which is basically a list of triangle vertices that it then uses to compare with another model's vertices: Code: TRI 1000 1996 -0.42173630748 -0.002298619180003688 0.001594571375850673 -0.04134986807655005 0.05770563707444018 -0.4949345894761177 -0.4529553837855104 0.1495382066464429 0.1498991162505212 0.4346928959408253 -0.2437053375790935 0.04061766431046052 0.3309653461123563 -0.2704424251427986 -0.2594664416752355 0.02970019333516602 0.1638967733743646 -0.4714400769910478 -0.1165843492451138 -0.477629262623616 -0.09098558675261177 Thanks Sincerely, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31173#31173 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Switch node and update traversal
Tom Pearce wrote: Thanks for the response. In regards to question 2, if I'm understanding you right this will work if the node in question is the direct child of a switch. However, if there are intervening nodes (such as a switch at the root of a sub-graph, with a number of levels of nodes underneath it), I would essentially need to follow the node path (obtained from the node visitor) all the way up to the camera, checking to see if any of the nodes are switches with the child along the path set to off. Does that sound right? Yes, I figured that's what you meant about the time I hit 'send'. But yes, you're correct: the NodeVisitor has the NodePath that got you to where you are, so just stepping through that path would tell you whether or not any ancestor nodes are Switch objects, then you'd do the same test I described. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting the List of Triangles from an osg model
Hi, I was running a small test program to understand the concept a little better: Code: int main() { int numChildren, num1, num2, num3; const char* geodeName; const char* cowChildrenName; osg::Group* root = new osg::Group(); osg::Node* cow = osgDB::readNodeFile(cow.osg); root-addChild(cow); geodeName = cow-asGroup()-getChild(0)-className(); numChildren = root-getNumChildren(); num1 = cow-asGroup()-getChild(0)-asGeode()-getNumDrawables(); num2 = cow-asGroup()-getNumChildren(); num3 = cow-asGeode()-getNumDrawables(); _getch(); return 0; } The cow Node has 1 child i.e. a Geode. But when I try and query it for number of drawables using the line num3 = cow-asGeode()-getNumDrawables(); I get an exception error. So how do I query it or get the number of drawables ? Thanks. Sincerely, Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31175#31175 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting the List of Triangles from an osg model
Hello Sanat, num1 = cow-asGroup()-getChild(0)-asGeode()-getNumDrawables(); num2 = cow-asGroup()-getNumChildren(); num3 = cow-asGeode()-getNumDrawables(); This line makes no sense. You have confirmed in the line before that cow is a Group, why do you then try to cast cow as a Geode? It can't be a Geode and a Group at the same time... (unless it were an instance of a weird class that multiply-inherits from Group and Geode, but that's a slippery slope indeed...) num1 already gives you the number of drawables under the Geode that is under the cow (root node of the loaded file). Also note that this is not a safe way to traverse a graph (either loaded from file or not). It's safer to write a visitor that will traverse down to the Geodes and then check the drawables. That way you don't write code that assumes a graph structure. Get used to writing visitors, they are simple and powerful. 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] Rotate camera around the scene in osgViewer - simple way?
Hi Dženan, On 30/08/10 20:35 , Dženan Zuki wrote: mainForm.vis-setSceneData(my_object); osg::Vec3 achse(0.1, 0.2, 0.974); osg::Matrixd myRotationMatrix; myRotationMatrix.makeRotate(osg::DegreesToRadians(2.0f), achse); mainForm.vis-getCameraManipulator()-setByMatrix(mainForm.vis-getCameraManipulator()-getMatrix() * myRotationMatrix); If you're using a camera manipulator it might be overwriting the matrix you're setting with its own values. Remove the camera manipulator and set the camera view matrix instead and it should be fine. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting the List of Triangles from an osg model
Hi Jean, Yes, I realize my mistake. I went through that section in the Quick Start Guide to refresh my memory. Thanks. Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31178#31178 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org