[osg-users] Vertices Selection

2011-07-22 Thread Miguel Lokida
Hi,

I would like to know if it is possible to selects vertices of an osg::Geometry 
and to transform them (translation and rotation).

I know that it is possible to select objects (osgpick example) but don-t know 
about vertices.

Is there an example or documentation dealing with vertices selection .

Thank you!

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[osg-users] osgWidget documentation?

2011-07-22 Thread Daniel Cámpora
Hi community,

I've bumped into using osgWidget for an application I'm developing. It seems 
very powerful and customizable, yet I can't find any documentation / tutorial 
on how to use it.

Is there any documentation available for osgWidget?

Thank you!

Cheers,
Daniel

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Re: [osg-users] Vertices Selection

2011-07-22 Thread santosh Gaikwad
Hi,

In osgpick example for selection
LineSegmentIntersectorhttp://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00388.htmlis
used. To pick a point you need to use
PolytopeIntersectorhttp://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00526.htmlso
that you can pick point also.

Regards
Santosh G.

On Fri, Jul 22, 2011 at 1:28 PM, Miguel Lokida mlok...@yahoo.fr wrote:

 Hi,

 I would like to know if it is possible to selects vertices of an
 osg::Geometry and to transform them (translation and rotation).

 I know that it is possible to select objects (osgpick example) but don-t
 know about vertices.

 Is there an example or documentation dealing with vertices selection .

 Thank you!

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Re: [osg-users] Vertices Selection

2011-07-22 Thread J.P. Delport

Hi,

check in MovieEventHandler::handle in osgmovie example. There is an 
example of how you can get vertex indices for the part of the geometry 
that was picked.


jp

On 22/07/2011 09:58, Miguel Lokida wrote:

Hi,

I would like to know if it is possible to selects vertices of an osg::Geometry 
and to transform them (translation and rotation).

I know that it is possible to select objects (osgpick example) but don-t know 
about vertices.

Is there an example or documentation dealing with vertices selection .

Thank you!

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Re: [osg-users] osg-users Digest, Vol 49, Issue 32

2011-07-22 Thread Chris 'Xenon' Hanson
On 7/21/2011 10:31 PM, caijun2002108 wrote:
 Hello,everyone!
 I've used the OSG in my project for one week.And I found it is powerful,and 
 it's cool.
 My project is a 3D GIS system,I want to make the manipulator like google 
 earth(GE).So I
 used the trackballmanipulator.But it has some difference with GE.When I look 
 the source
 code of trackballmanipulator,I do not understand the meaning of trackball 
 function!
 Can anyone tell me the meaning of the function?
 Waiting for your answers,thank you very much!

  I'd start by trying out osgEarth. It already has a lot of what you'll need, 
and your
entire question may go away.

 Good luck!

-- 
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[osg-users] Retrieving value from a shader

2011-07-22 Thread Fred Maulir
Hello,

I developped a texture projective mapping (TPM) using vertex and fragment 
shader and what I would like to do now is to get the information whether an 
object has been lit or not by the TPM.

I was thinking of setting a uniform value to 0 in osg through the setUniform 
function and change it to 1 in the pixel shader if any of the pixel has been 
lit by the tpm shader.
Setting the value to 0 is not complicate but I can't retrieve the value of the 
uniform modified by my shader. Is it possible ? Or is what I'm doing completely 
stupid ?

Thanks for your help.
Wallysx

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Re: [osg-users] Retrieving value from a shader

2011-07-22 Thread Chris 'Xenon' Hanson
On 7/22/2011 9:32 AM, Fred Maulir wrote:
 I developped a texture projective mapping (TPM) using vertex and fragment 
 shader and what I would like to do now is to get the information whether an 
 object has been lit or not by the TPM.
 I was thinking of setting a uniform value to 0 in osg through the setUniform 
 function and change it to 1 in the pixel shader if any of the pixel has been 
 lit by the tpm shader.
 Setting the value to 0 is not complicate but I can't retrieve the value of 
 the uniform modified by my shader. Is it possible ? Or is what I'm doing 
 completely stupid ?

  You can't set a uniform.

  The most common method of extracting data from shaders is to write to a 
(possibly small)
texture that is then read back and analyzed by the host code.

-- 
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Contracting.
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Re: [osg-users] Retrieving value from a shader

2011-07-22 Thread Fred Maulir
Great advice. Do you mean than I can I retrieve the modified texture through a 
getUniform call after the update() call ?

In fact I'll have about 200 objects that I need to know if each of them have 
been lit or not.

Do you think I can do a 15*15 texture and associate one pixel with each object 
? Thus how can I retrieve a custom value in pixel shader that we'll indicate me 
which is the index of the current object on which the shader is applied to ?


Thanks again for your help.

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Re: [osg-users] osgWidget documentation?

2011-07-22 Thread Jeremy Moles
On Fri, 2011-07-22 at 10:50 +0200, Daniel Cámpora wrote:
 Hi community,
 
 I've bumped into using osgWidget for an application I'm developing. It seems 
 very powerful and customizable, yet I can't find any documentation / tutorial 
 on how to use it.
 
 Is there any documentation available for osgWidget?

Not yet. :(

But feel free to use the lists to ask any question, or add me via
googletalk (cubic...@gmail.com) and ask me directly...

 Thank you!
 
 Cheers,
 Daniel
 
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[osg-users] Depth texture for Pixel/Fragment Shader

2011-07-22 Thread Fred Maulir
Hello everybody,

I'm new to osg and glsl but I wrote a shader for Texture Projection. So far 
everything is working as expected but I'd like now to implement the occlusion 
of different objects (depth order).

Can any one help me with this. I couldn't managed to find a osg/glsl tutorial 
about that.

Here is what I currently have:
[Image: http://s1.postimage.org/12pl9jd0/im1.jpg ] 
(http://postimage.org/image/12pl9jd0/)

Here is what I would like to obtain:
[Image: http://s1.postimage.org/1243a0xw/im2.jpg ] 
(http://postimage.org/image/1243a0xw/)


Thank you
wallys

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Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-22 Thread Jean-Sébastien Guay

Hi John,


37 days till OpenScengraph BOF at SIGGRAPH 2011.

10 AM Wed 10 Aug 2011.

Anyone thinking of presenting at the BOF? Slots are 5 to 20 minutes.


Sorry for not getting back to you sooner. Our presence at Siggraph was 
not certain until pretty recently, and I didn't want to prepare stuff 
that wouldn't be used.


Do you still have some presentation slots available? I would probably 
like to keep it pretty short, maybe me talking for about 5 minutes and 
if people have questions afterwards, so maybe 10 minutes overall. I'd 
present our recent projects and what we're doing with OSG.


Thanks in advance,

J-S
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Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-22 Thread Robert Osfield
Hi John,

Unfortunately I won't be attending this years BOF.  Do you, or others,
wish for me to prepare a presentation, or perhaps coordinate with
another person to convey a few key points that might be of use to the
attendees?

Is there going to be any web access at the BOF?  I'm just wondering if
we might be able to stream video/audio in or out of the BOF room.

Cheersm
Robert.
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Re: [osg-users] Retrieving value from a shader

2011-07-22 Thread Chris 'Xenon' Hanson
On 7/22/2011 10:09 AM, Fred Maulir wrote:
 Great advice. Do you mean than I can I retrieve the modified texture through 
 a getUniform call after the update() call ?

  Not through getUniform, but you can retrieve the modified texture after 
rendering
completes. I'm trying to remember which example might show this. If you don't 
even care to
see the onscreen data, look at the osgscreencapture example. It renders to a 
texture and
then grabs that texture as an image and writes it to disk,

 In fact I'll have about 200 objects that I need to know if each of them have 
 been lit or not.
 Do you think I can do a 15*15 texture and associate one pixel with each 
 object ?

  Yes. Also, with the non-power-of-two texture extensions, you could make a 
20x10 or even
200x1 texture just fine.

 Thus how can I retrieve a custom value in pixel shader that we'll indicate me 
 which is the index of the current object on which the shader is applied to ?

  Stick a Uniform on each object called ObjectID and set it to a number in the 
range of
[0,199].

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Re: [osg-users] Retrieving value from a shader

2011-07-22 Thread Fred Maulir
Thanks for the ObjectID Uniform idea. It is working well.

However, I still can't find a way to retrieve data from the shader. The texture 
seems a good idea but I don't know how to do it. Any idea ?

As for the screencapture examples they are doing one pass to render the scene 
in the texture although I think it is really ressources consumming for what I 
wanna do.

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Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-22 Thread Jean-Sébastien Guay

Hi Robert,


Unfortunately I won't be attending this years BOF.  Do you, or others,
wish for me to prepare a presentation, or perhaps coordinate with
another person to convey a few key points that might be of use to the
attendees?


If you want I can volunteer to present this. I know in past years you 
prepared a quick presentation about new developments and what's upcoming 
in OSG. I think that would be very important for project visibility, as 
there are often quite a few walk-ins (people who don't use OSG but come 
in to see what it's like) to the BOF.



Is there going to be any web access at the BOF?  I'm just wondering if
we might be able to stream video/audio in or out of the BOF room.


In past years internet access at the conference was kind of sketchy, it 
could work fine for 5 minutes then go down to 1 byte per second, go back 
up and then drop out completely, etc. So I wouldn't rely on this. If you 
want to present video better to give it to the presenter beforehand. 
Also we might be able to capture some video we could post on the OSG 
site afterwards...


J-S
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Re: [osg-users] Retrieving value from a shader

2011-07-22 Thread Chris 'Xenon' Hanson
On 7/22/2011 1:39 PM, Fred Maulir wrote:
 However, I still can't find a way to retrieve data from the shader. The 
 texture seems a good idea but I don't know how to do it. Any idea ?
 As for the screencapture examples they are doing one pass to render the scene 
 in the texture although I think it is really ressources consumming for what I 
 wanna do.

  I'm not sure why you're saying their technique won't work for you. Rendering 
something
into a texture is exactly what you want, right?

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Re: [osg-users] Retrieving value from a shader

2011-07-22 Thread Fred Maulir
In fact it seems very painful as I have to render the scene twice: the first 
time render the scene in the texture file to retrieve the data, and the second 
time for the actual viewer.

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Re: [osg-users] Retrieving value from a shader

2011-07-22 Thread Chris 'Xenon' Hanson
On 7/22/2011 2:22 PM, Fred Maulir wrote:
 In fact it seems very painful as I have to render the scene twice: the first 
 time render the scene in the texture file to retrieve the data, and the 
 second time for the actual viewer.

  I see. I didn't realized you wanted to see AND analyze the scene 
simultaneously.

  Then what you probably want is multiple render targets. There's and example 
called
osgmultiplerendertergets, but I've never dug into how it works.

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Re: [osg-users] Retrieving value from a shader

2011-07-22 Thread Fred Maulir
Exact, that's what I would like to do. I have a scene I want to render and in 
the same time I have a value I want to get back from the shader.

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Re: [osg-users] Retrieving value from a shader

2011-07-22 Thread Fred Maulir
I've been told that to solve my issue I should maybe use Frame Buffer Object 
(FBO). I don't know FBO at all but I wonder whether it could work or not.

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