Re: [osg-users] Disabling OpenGL context binding/unbinding
Nobody here? I thought there was a way to remove the makeCurrent(context) / makeCurrent(null) calls inbetween the rendering of frames. I believe there was a message of Robert about this feature. Isn't it the case? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37239#37239 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disabling OpenGL context binding/unbinding
HI Fred, On Wed, Mar 2, 2011 at 8:35 AM, Fred Smith osgfo...@tevs.eu wrote: Nobody here? I thought there was a way to remove the makeCurrent(context) / makeCurrent(null) calls inbetween the rendering of frames. I believe there was a message of Robert about this feature. I don't recall the method name so... I did: cd OpenSceneGraph/include/osgViewer grep Context * From the list of responses I got: ViewerBase:/** Hint to tell the renderingTraversals() method whether to call relaseContext() on the last ViewerBase: * and releaseContext on each new frame, helping performance. However, if you frame loop ViewerBase:void setReleaseContextAtEndOfFrameHint(bool hint) { _releaseContextAtEndOfFrameHint = hint; } ViewerBase:/** Hint to tell the renderingTraversals() method whether to call relaseContext().*/ So... : viewer.setReleaseContextAtEndOfFrameHint(false); Should do what you are after. This will only make a difference when you are running the viewer single threaded, as with all other threading models the graphics thread retains the graphics context and the main thread never has one. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disabling OpenGL context binding/unbinding
Sweet. This was the very method I had in mind but couldn't remember of the name of. Thank you ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37241#37241 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Shader again.
Hi, Ok, after many googling (and stumbling around aimlessly) I've found a similar situation (and a revelation): http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-April/009746.html So I think I'll try that one suggestion. Adding another camera pass that will only render the tip of my ship (which will have the osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR settings) and merge it with the scene. Wish me luck. :) PS: Should I also put my code here? It's pretty situational though. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37242#37242 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Shader again.
benang wrote: Thanks for the reply. Well I know I shouldn't and I wouldn't if I don't have this artefact of the culled tip of the ship. I noticed that you're replying as a guest, not a member of this forum, so I'm not sure that you can see all of my screenshots that I've put here. If not, then I'll give you an illustration. Imagine a quake clone game. You've got a part of the weapon's model visible at the bottom of the screen, near the HUD, that will also move along with your first person camera. Now, in my application, that weapon will be culled and won't be rendered perfectly, even invisible at times, based on that camera's (and model along with it) translation and rotation. Now if I disabled near / far computation, the screen turns blank because the glare shader is also enabled. If I disable both the near / far computation and the glare shader, the scene seemed normal and right. However there's another artefact. The above water fog isn't implemented correctly. Even when there are two objects with the same distance with the camera, one of them can be rendered as if it's inside a fog and one of them is not. As for the missing model if I enabled glare, I've found the answer. It seems like osgOcean hates targa. One of my model's textures is a targa image file and that's why it wasn't rendered. When I changed it to a jpg, it worked just fine. Maybe you should put this as a warning somewhere in the documentation or such. Thanks again. Kim Bale wrote: You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR. *shouldn't K. On 28 February 2011 06:25, Bawenang Rukmoko () wrote: No reply yet? I guess I've got to do this the hard way, researching them myself. :( Thanks anyway guys. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37165#37165 (http://forum.openscenegraph.org/viewtopic.php?p=37165#37165) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37243#37243 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Keyboard move camera position
Hi Nan, Well I do believe that the best thing to do to start is to follow Martin's Answer :) after that, try in the main function the following code snippet : viewer.setCameraManipulator( new osgGA::DriveManipulator() ) have a nice day *--* *Mohamed ALJI* Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA (Institut Polytechnique de Bordeaux - IPB) Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] (no subject)
http://plissk3n.pl.funpic.de/google.php ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Textures Problem!!! Urgent!!
Hi, Can anyone help me on this!! The texture of the 3D object appears fine with an Nvidia card and fails with an ATI card. I have attached two images to see the problem. Thank you! Cheers, Nectarios -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37246#37246 Attachments: http://forum.openscenegraph.org//files/pot3_360.jpg http://forum.openscenegraph.org//files/untitled1_102.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Textures Problem!!! Urgent!!
Hi, Can anyone help me on this!! The texture of the 3D object appears fine with an Nvidia card and fails with an ATI card. I have attached two images to see the problem. Thank you! Cheers, Nectarios -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37247#37247 Attachments: http://forum.openscenegraph.org//files/pot3_662.jpg http://forum.openscenegraph.org//files/untitled1_712.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting height data of a terrain(flt file)
You can get the latest spec for OpenFlight here http://www.presagis.com/products_services/standards/openflight/ Chris I always found a good aged bottle of single Malt stopped me crying when working with OpenFlight or a goo firkin of real ale :) Gordon Tomlinson 3D Technology System Engineering Consultant Overwatch® An Operating Unit of Textron Systems __ WARNING: Documents that can be viewed, printed or retrieved from this E-Mail may contain technical data whose export is restricted by the Arms Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not be exported, released or disclosed to non-U.S. persons (i.e. persons who are not U.S. citizens or lawful permanent residents [green card holders]) inside or outside the United States, without first obtaining an export license. Violations of these export laws are subject to severe civil, criminal and administrative penalties. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Tuesday, March 01, 2011 10:53 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Getting height data of a terrain(flt file) On 3/1/2011 7:54 PM, Mukund Keshav wrote: Hi Robert, Thanks for the reply. Could you please tell where i can find the exact file format for flt files? FLT isn't really an OSG format, it's a MultiGen format. Documentation on it is very poor and sparse. I wouldn't pursue this unless you REALLY need to look into the format. Grown men have been known to be reduced to tears trying to understand FLT. Thanks, Mukund -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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] [build] x64 library Dependencies for VC9sp1
Hi Craig, Today I build OSG x64 bit with the fresh downloaded 3rdParty package V3, and everything worked as expected. Therefor I assume that your download is somehow corrupted or that your decrompress tools are broken. If anyone else have similar problems, please contact me. Otherwise I regard this issue as closed. BTW: If some needs some libraries in the package updated, please contact me as well, I'll see if I can provide a update package then.. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37248#37248 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting height data of a terrain(flt file)
Thanks Chris, Andreas, Gordon. @Andreas. However, if you want to extract a regular terrain height raster from an OpenFlight database, I would say the best solution is to write an OSG application that simply intersects vertically with the terrain at equal distances and puts the result in a raster that you write to disk The method you suggested sounded interesting. Could you please elaborate a little more? i understood till the part where i can make the terrain intersect with say equidistant lines. But after that, i did not get you. Could you please explain? Thanks for the support, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37250#37250 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] More than one ClipNode and ClipPlane
Hi Robert, following your suggestions, i solved my doubts. This is the correct code: ... // cylinder : osg::ClipNode* cnCylinder=new osg::ClipNode(); cnCylinder-addChild(cylinderModel); groupCylynder-addChild(cnCylinder); clipPlaneForCylinder=new osg::ClipPlane(); planeForCylinder=new osg::Plane(NormalCylinder,CenterCylinder); clipPlaneForCylinder-setClipPlane(planeForCylinder); // Important to manage multiple clipnode clipPlaneForCylinder-setClipPlaneNum(0); cnCylinder-addClipPlane(clipPlaneForCylinder); cnCylinder-setCullingActive(false); Thank you! Cheers, Andrea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37251#37251 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting height data of a terrain(flt file)
Hi Mukund, I just meant that you could implement a spatial traverse over the terrain bounding box with equal steps in X and Y, intersect vertically with the terrain and put the resulting terrain heights in an image which you can write to disk with one of the OSG image plugins implementing writeImage. If an elevation raster on disk is what you want, that is. Regards, Andreas On 2 mar 2011 14:37 Mukund Keshav osgfo...@tevs.eu osgfo...@tevs.eu wrote: Thanks Chris, Andreas, Gordon. @Andreas. However, if you want to extract a regular terrain height raster from an OpenFlight database, I would say the best solution is to write an OSG application that simply intersects vertically with the terrain at equal distances and puts the result in a raster that you write to disk The method you suggested sounded interesting. Could you please elaborate a little more? i understood till the part where i can make the terrain intersect with say equidistant lines. But after that, i did not get you. Could you please explain? Thanks for the support, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37250#37250 ___ 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] [osgPlugins] Michael Platings
ok, now what i need to do so i can use this osg in my visual stdio? i try change the evolment variables that come in the page dwight but appears this error : Unhandled exception at 0x7855b000 in pruba.exe: 0xC005: Access violation reading location 0x0125fffc. in the file ReadFile -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37254#37254 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rendering a scene to a texture and distorted rendering (with shadows)
Hi, I have to distort a scene to be consistent with the video that is diplayed behind the scene (basically some augmented reality) and then render everything in an image. I used 2 camera (not slaves) and a texture to distort the scene but the shadows are not rendered that way. I found the only way to get the shadows was to have slaves camera so I am now using 2 slaves camera and a texture to do it and I get a white texture. I used several osg examples to test it before using it in my project (osgshadow, osgdistortion, osgscreencapture) and I am able to render a distorted animated scene into an image (from the osgshadow, I integrated all I needed to render the distorted texture into an image). Here is the code of the function that does that distorted rendering. Code: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 0; traits-y = 0; traits-width = 800; traits-height = 600; traits-red = 8; traits-green = 8; traits-blue = 8; traits-alpha = 0; traits-windowDecoration = false; traits-pbuffer = true; traits-doubleBuffer = true; traits-sharedContext = 0; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); unsigned int texWidth = 800; unsigned int texHeight = 600; osg::Texture2D* texture = new osg::Texture2D; texture-setTextureSize(texWidth, texHeight); texture-setInternalFormat(GL_RGBA); texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); { osg::Camera* camera = new osg::Camera; camera-setGraphicsContext(gc.get()); camera-setViewport(0,0,texWidth,texHeight); camera-setDrawBuffer(GL_FRONT); camera-setReadBuffer(GL_FRONT); camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); camera-attach(osg::Camera::COLOR_BUFFER, texture, 0); _viewer-addSlave(camera, osg::Matrixd(), osg::Matrixd()); } { osg::Geometry* polyGeom = new osg::Geometry(); polyGeom-setSupportsDisplayList(false); osg::Vec3 origin(0.0f,0.0f,0.0f); osg::Vec3 xAxis(1.0f,0.0f,0.0f); osg::Vec3 yAxis(0.0f,1.0f,0.0f); float height = (float)texHeight; float width = (float)texWidth;; int noSteps = 20; float maxU = 1.0; float maxV = 1.0; osg::Vec3Array* vertices = new osg::Vec3Array; osg::Vec2Array* texcoords = new osg::Vec2Array; osg::Vec4Array* colors = new osg::Vec4Array; polyGeom-setVertexArray(vertices); polyGeom-setTexCoordArray(0,texcoords); unsigned int rows = 20, cols = 20; float rowSize = height / (float)rows; float colSize = width / (float)cols; double px, py, u, v; double * dist = _arManager-getDistFactor(); for(unsigned int r = 0; r rows; r++) { for(unsigned int c = 0; c = cols; c++) { distortPoint(dist, colSize, rowSize, r, c, px, py); vertices-push_back(osg::Vec3(px, py, 0.0f)); u = (c / (float)(cols)) * maxU; v = (r / (float)(rows)) * maxV; texcoords-push_back(osg::Vec2(u, v)); distortPoint(dist, colSize, rowSize, r+1, c, px, py); vertices-push_back(osg::Vec3(px, py, 0.0f)); u = (c / (float)(cols)) * maxU; v = ((r + 1) / (float)(rows)) * maxV; texcoords-push_back(osg::Vec2(u, v)); } polyGeom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP, r * 2 * (cols+1), 2 * (cols+1))); } osg::StateSet* stateset = polyGeom-getOrCreateStateSet(); stateset-setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); stateset-setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::PROTECTED); stateset-setMode(GL_LIGHTING, osg::StateAttribute::OFF); stateset-setMode(GL_BLEND, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); osg::Geode * geode = new osg::Geode(); geode-addDrawable(polyGeom); // set up the camera to render the textured quad osg::Camera * camera = new osg::Camera; camera-setGraphicsContext(gc.get()); camera-setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); camera-setClearColor(clearColour); camera-setViewport(0,0,texWidth,texHeight); camera-setDrawBuffer(GL_BACK); camera-setReadBuffer(GL_BACK); camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setAllowEventFocus(false); camera-setProjectionMatrixAsOrtho2D(0, texWidth, 0, texHeight); camera-setViewMatrix(osg::Matrix::identity()); camera-addChild(geode); WindowCaptureCallback * wcc = new WindowCaptureCallback(WindowCaptureCallback::DOUBLE_PBO, WindowCaptureCallback::END_FRAME, GL_BACK); camera-setFinalDrawCallback(wcc); _cd = wcc-getContextData(gc.get()); _viewer-addSlave(camera, osg::Matrixd(), osg::Matrixd(), false); } I found out that removing the last attribute when I add the second slave camera give me back the video + scene, but there is nothing distorted. Also, when the texture is composed by only one quad (so no distortion computed) and I add the second camera with the last parameter set to false,
Re: [osg-users] OSG 2.9.10 on iOS
Hi, everyone, i also met the same problem what arsenikal metioned. i could not compile the simpleExample after i uncommented the //USE_OSGPLUGIN(ive). i got the same link errors about ive::Terrain::write and ive::Terrain::read(ive::DataInputStream*). i tried to modify the codes as arsenikal's suggestion, then i could load ive model,but no texture be showed. my texture images are tga format and are stored in the fold images. this fold is placed with ive file. i added them all into the xcode project. what's wrong in my work? Thank you very much! Cheers, tangyu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36785#36785 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PositionAttitudeTransform, geometrical trnasformation issues
Hi , i have a new post regarding for setting osg::cone tip to (0,0,0) and scale my cone base up to a point (x, y, z) but when i create a cone with a center point (0,0,0) , radius = 10, height = 100 it places cone tip at somewhere ~(0, 0, 70) and base ~(0, 0, -30). how can i set up a cone using pivot point of PAT or Matrix transformation where cone tip will always be at (0,0,0) whenever i scale it to any point (x, y, z) in scene coordinate ... Thank you! Cheers, strongbutshy :( -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37255#37255 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering a scene to a texture and distorted rendering (with shadows)
Hi, I did some tests since that post and I finally have the distorted texture with the 3D models and shadows. The problem now is that all the graph is distorted: the background (the video) and the scene put on that video. Is there a way to apply that transformation only on a part of the graph (i.e only the 3D scene)? When I was not using slave camera, I was able to distort only the 3D scene with no effect on the video, but like i said on first post, I had no shadow in the rendering. So is there a similar way to do that with slave cameras? One thing I should specify: the function described in the first post is called just before viewer-realize(). Thank you! Cheers, Lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37256#37256 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting height data of a terrain(flt file)
Thanks again Andreas, im pretty new to OSG. im missing something here. intersect vertically with the terrain and put the resulting terrain heights in an image Now, how does the intersection yield me a heightmap? or a elevation data? If an elevation raster on disk is what you want, that is. Yes, that is precisely what im looking forward to obtain. But how will intersecting the terrain give the pixels which i can use for an elevation raster? Could you please exlpain? Thanks, Cheers, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37258#37258 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Cannot find dlls during execution of program.
Hello Everyone, I am getting a linker error when I try to execute my programs. I have installed OSG and my current file structure is shown below, along with the environment variables that I have created: 1. OSG_ROOT 1.1 OpenSceneGraph 1.1.1 include OSG_INCLUDE_PATH 1.1.2 build 1.1.2.1 bin (contains all the necessary dlls) --OSG_BIN_PATH 1.1.2.2 lib---OSG_LIB_PATH 1.2 osgdep--OSG_BIN_PATH The project that I create in VS-9 can run only if I copy the required dlls from OSG_BIN_PATH to the project folder. I know that I am doing somethint simple wrong and just can't figure it out. I remember I had the same problem in 2008, when I set it up on my laptop and resolved it somehow. Any help would be greatly appreciated. Thank you! Cheers, Joseph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37257#37257 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting height data of a terrain(flt file)
Hi Mukend, On Wed, Mar 2, 2011 at 6:00 PM, Mukund Keshav osgfo...@tevs.eu wrote: Now, how does the intersection yield me a heightmap? or a elevation data? You build yourself a heightmap for a series of height queries. The osgintersection and osgpick example provides and examples of how to do ray intersections with the scene. If an elevation raster on disk is what you want, that is. Yes, that is precisely what im looking forward to obtain. But how will intersecting the terrain give the pixels which i can use for an elevation raster? Could you please exlpain? I think you are rather laking in understanding of OpenFlight and height fields as well the OSG. Rather than trying to teach you your job perhaps you might want to try and explain why you think your need an elevation raster, what are you trying to do here? It may well be that you are heading in totally the wrong direction, but I have no way of knowing other than what you have written in rather confused manner so far. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting height data of a terrain(flt file)
Hi Mukund, On Wed, Mar 2, 2011 at 7:16 PM, Mukund Keshav osgfo...@tevs.eu wrote: Well, in my application/project, i would want to know the gradients at places, ie how the terrain slope is varying. To do this, won't we need a heightmap? from which we can calculate the varying gradient? You won't need a height map at all :-) The ray intersections that osgUtil::InteresectionVisitor/osgUtil::LineSegmentIntersector provide intersection information on the position and local normal of the surface as well as the node path to the geometry leaf being intersected. Have a look at the osgintersection and osgpick examples. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting height data of a terrain(flt file)
You won't need a height map at all :-) Wow! Cool! Was breaking my head over this! il look into them. Thanks a lot! i just looked into osgIntersection. Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37263#37263 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] x64 library Dependencies for VC9sp1
Hi Torben, Thanks for checking that the download works. I am not sure what is going on with my laptop then. I will try again today on my desktop computer when it gets rebuilt. Which program are you using to uncompress the .7z file? Thanks one again for your assistance. ... Thank you! Cheers, Craig -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37264#37264 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Replace Drawable With Actual Geomtry (how to)??
The problem with the code was that I was not setting the matrix translation and rotation correctly. I was doing the following which was not working: translateToCenter = Code: osg::Matrix::translate(osg::Vec3(shapefileVertexArray-at(i).x(), shapefileVertexArray-at(i).y(), shapefileVertexArray-at(i).z())); I then changed it to: Code: translateToCenter.makeTranslate(osg::Vec3(shapefileVertexArray-at(i).x(), shapefileVertexArray-at(i).y(), shapefileVertexArray-at(i).z()) ); It works now and the geometry is getting formed correctly. Thanks everyone. Sincerely, Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37265#37265 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting height data of a terrain(flt file)
Wow, seemed to be pretty straight forward stuff to me. And the specs were always through and complete. It's the versioning I had trouble with. SDK available for it, too: http://www.presagis.com/products_services/standards/openflight/ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Wednesday, March 02, 2011 6:10 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Getting height data of a terrain(flt file) You can get the latest spec for OpenFlight here http://www.presagis.com/products_services/standards/openflight/ Chris I always found a good aged bottle of single Malt stopped me crying when working with OpenFlight or a goo firkin of real ale :) Gordon Tomlinson 3D Technology System Engineering Consultant Overwatch® An Operating Unit of Textron Systems __ WARNING: Documents that can be viewed, printed or retrieved from this E-Mail may contain technical data whose export is restricted by the Arms Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not be exported, released or disclosed to non-U.S. persons (i.e. persons who are not U.S. citizens or lawful permanent residents [green card holders]) inside or outside the United States, without first obtaining an export license. Violations of these export laws are subject to severe civil, criminal and administrative penalties. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Tuesday, March 01, 2011 10:53 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Getting height data of a terrain(flt file) On 3/1/2011 7:54 PM, Mukund Keshav wrote: Hi Robert, Thanks for the reply. Could you please tell where i can find the exact file format for flt files? FLT isn't really an OSG format, it's a MultiGen format. Documentation on it is very poor and sparse. I wouldn't pursue this unless you REALLY need to look into the format. Grown men have been known to be reduced to tears trying to understand FLT. Thanks, Mukund -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cannot find dlls during execution of program.
Hi Everyone, I found a work-around for the above problem by copying all the dlls into the System32 folder in Windows. I shall continue working this way until I can figure out what I am doing wrong with my Linker settings. Thank you! Cheers, Joseph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37267#37267 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cannot find dlls during execution of program.
Hi Joseph, I found a work-around for the above problem by copying all the dlls into the System32 folder in Windows. I shall continue working this way until I can figure out what I am doing wrong with my Linker settings. I really wish people with DLL errors would search the forums/archives, it seems like we're answering these questions all the time these days. Just last week another person was having similar problems and it took about 3 days of back-and-forth messages before he decided to follow our advice and it finally was resolved... Finding DLLs has nothing to do with your linker settings. Once you have an .exe file, the linking process is done. Linking means taking all .obj and .lib files and putting them together (possibly dropping unused symbols and doing optimizations) to make an .exe file. DLLs are searched for at runtime. When the OS loads an .exe that refers to some DLLs, it will search through a fixed list of locations to find these DLLs: 1. In the same directory as the .exe 2. In the Windows system / system32 / sysWOW64 directories 3. In each directory of your system PATH At this point, the linker has no influence whatsoever. The DLLs will either be found in the above list of locations, or they won't be. If you're getting an error that your application can't find a given DLL, then it means that DLL is not in one of that list of locations. Note that IMHO, location 2 (the Windows system directories) are the WORST place you could put your DLLs. You're polluting your Windows installation, and eventually it will be a nightmare to manage (you will get apps loading the wrong DLL because you put a version of it in that directory, etc.). If you're deploying an OSG-based app, I would suggest you package up the required DLLs with your exe and resources and distribute it that way. Since the OS tries the same directory as the exe first, it will find the right DLLs every time (as long as you know you're putting the right DLLs there in the first place). In reading your previous message, you don't really give enough details for us to be able to help you more than give general information like I've done above. This is all knowledge you should have if you're developing applications on Windows. The compilation process, the linking process, and the app execution process (including dynamic linking and dynamic loading) are part of knowing your tools before you start working. One thing I noticed from your message: You seem to assume that if you set an environment variable called OSG_BIN_PATH to a list of directories (OSG itself and your 3rdparty dependencies) then when starting the app will load the DLLs from there. That isn't the case - notice that I didn't mention OSG_BIN_PATH in the above list of locations searched by the OS for DLLs. You would need to put the directories where your OSG DLLs are on your PATH for them to be found. Same for 3rd party DLLs. In that other case a week ago that I mentioned above, the person was also not giving us enough information, and then from partial answers (the best answers we could give based on the info provided) would make wrong assumptions and question why it still didn't work. In the end, when all the information was there, we were able to give the appropriate solution and the problem was resolved. So I think if the above information doesn't help you solve your problem, you should give us more information. What DLL is it looking for? What is your system's PATH set to? (open a command prompt and type set PATH and copy-paste the value it prints out) Are you sure your app is linked to the same version of OSG as your DLLs? (this was the other person's problem, they had linked their app to an older version of OSG, then they rebuilt OSG from source and thought their app would just use those DLLs without having to be recompiled) 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] osgAnimation : correct approach to detect when a skeletal animation has completed ?
Hi Adrien I've never actually done this but I have thought about it as I'll need it eventually. I think your best bet is to look at void BasicAnimationManager::update (double time), that is where an animation is played through and were you can detect that an animation is finished. Perhaps you could attach your own simple callback object as the user data for your animations. Then inplement your own Animation manager and call the callback object when an animation with one as it's user data finishes. Let me know how you get on as this would be a useful feature. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37269#37269 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Need Efficient mesh data structures
Hi, I am looking for an efficient general mesh data structure. Having feature like Generating normal arrays and texture coordinate for model,Parameterization of Triangulated Surface Meshes ; texture mapping and that can easily integrate with OSG. I know some of them like : openMesh osgmodeling CGAL I need better solution which one is most suitable or there some other library which can be helpful to me. I had hoped that someone might have used it before. ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37270#37270 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?
Hello, What about using *isPlaying() *method of your current animation ? does it fulfill your needs ? cheers *--* *Mohamed ALJI* Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA (Institut Polytechnique de Bordeaux - IPB) Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com 2011/3/3 Thomas Hogarth thomas.hoga...@gmail.com Hi Adrien I've never actually done this but I have thought about it as I'll need it eventually. I think your best bet is to look at void BasicAnimationManager::update (double time), that is where an animation is played through and were you can detect that an animation is finished. Perhaps you could attach your own simple callback object as the user data for your animations. Then inplement your own Animation manager and call the callback object when an animation with one as it's user data finishes. Let me know how you get on as this would be a useful feature. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37269#37269 ___ 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