[osg-users] I cannot render into an 16 or 32 Bit image

2011-08-12 Thread Martin Großer
Hello Guys,

I am a little bit dissatisfied. I want to render into an Image. I need the 
pixel data on the cpu memory. That is the reason why I don't use a texture as 
target. Anyway I need a higher precision than 8 bit. So I tried to render into 
an 16 Bit luminance image. Then I got an OpenGL error:

Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)

I tried other internal formats (i.e. GL_RGBA16F_ARB and GL_RGBA32F_ARB), but I 
got the same message.

Here is partial code from me:

  // init image
  _sumImg = new ::osg::Image;
  _sumImg-allocateImage(1, 1, 1, GL_LUMINANCE16, GL_FLOAT);

  //...

  // init pre render camera
  _preCam = new ::osg::Camera;
  _preCam-setViewport(0,0,1,1); 
  _preCam-setProjectionMatrixAsOrtho2D(0,0.1,0,0.1);
  _preCam-setClearColor(::osg::Vec4(0,0,0,1));
  _preCam-setReferenceFrame(::osg::Transform::ABSOLUTE_RF);
  _preCam-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  _preCam-setRenderTargetImplementation(::osg::Camera::FRAME_BUFFER_OBJECT);
  _preCam-attach(::osg::Camera::COLOR_BUFFER0, _sumImg);
  _preCam-setRenderOrder(::osg::Camera::PRE_RENDER);

  // get the pixel color at location (0,0)
  ::osg::Vec4 c = _sumImg-getColor(0,0);


Thanks


Martin
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Re: [osg-users] osgWidget::Label::setLabel() does not update the size

2011-08-12 Thread Yue Zijian
[code]
#include osgWidget/Util
#include osgWidget/WindowManager
#include osgWidget/Canvas

const unsigned int MASK_2D = 0xF000;


int main(int argc, char** argv) {
osgViewer::Viewer viewer;

osgWidget::WindowManager* wm = new osgWidget::WindowManager(
viewer,
1280.0f,
1024.0f,
MASK_2D,
osgWidget::WindowManager::WM_PICK_DEBUG
);

osgWidget::Canvas* canvas = new osgWidget::Canvas(canvas);

osgWidget::Label* label = new osgWidget::Label( label_test, test );

label-setFontColor( 1.0f, 0.0f, 0.0f, 1.0f );

canvas-addWidget( label, 0.0f, 0.0f );

canvas-resize();

wm-addChild(canvas);

return osgWidget::createExample(viewer, wm);
}
[/code]

the canvas bg grows taller after the window size changed.

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Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clipping plane

2011-08-12 Thread Cyril Bondue
Hi,

Thanks for taking time when you shouldn't to see my problem ! ^^
The osg::Light is used is the default one :


Code:
_light = new osg::Light();
osg::ref_ptrosg::LightSource lightSource = new osg::LightSource();
lightSource-setLight(_light);
_sceneRoot-addChild(lightSource);



I only changed it's ambiant value and it's position, to make it follow the car.
I tried to setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR), without 
result. Changing the minLighMargin afterward didn't solve the problem either. I 
tried this on the exemple code i've attached to this post and the simulation, 
same result.

Also, I have the same result with MinimalShadowMap or 
MinimalCullBoundsShadowMap, have you ever seen such problem? I don't thing i've 
done anything special!
That's strange :/

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Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clipping plane

2011-08-12 Thread Robert Osfield
Hi Cyril,

Rather than spend lots of time investigating this issue with the
present osgShadow implementation I would recommend waiting till I have
the new codes checked in.  I haven't competed the work yet but have
early results that show that the light space/shadow volume computation
is far more robust than the old view dependent shadow techniques - I
don't see clipping of the shadow or wild jumps in shadow resolution.
I'm testing the new code on models that pick out the problem areas for
the old techniques, and would suspect that as my new codes address the
problems in these problem areas that there is good chance it'll
address the problems you are seeing as well.

So far I've written a new base class,
osgShadow::ViewDependentShadowMap, that provides a framework for
setting up and rendering view dependent shadow techinques.  This base
class currently implements a minimal bounds shadow map, this base
class will be usable out of the box for doing minimal bounds shadow
mapping, and provide the ability to provide custom light space/shadow
map projections such as perspective/LispSM shadow maps just by
subclassing or callbacks.

Today I'll be writing some provisional shaders for the minimal bounds
shadow map that should give a basic drop in replacement for the
current osgShadow::MinimalBoundsShadowMap implementation.  Through
next week I'll be making the shader codes more powerful and flexible,
and looking at add multiple shadow map techniques and alternative
projections for the light space/shadow maps.

If all goes well in a couple of weeks I'll have replacements for most
of the exist shadow map implementations.

Robert.
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Re: [osg-users] I cannot render into an 16 or 32 Bit image

2011-08-12 Thread J.P. Delport

Hi,

search for hdr in osgprerender and osgmultiplerendertargets examples.

jp

On 12/08/2011 09:54, Martin Großer wrote:

Hello Guys,

I am a little bit dissatisfied. I want to render into an Image. I need the 
pixel data on the cpu memory. That is the reason why I don't use a texture as 
target. Anyway I need a higher precision than 8 bit. So I tried to render into 
an 16 Bit luminance image. Then I got an OpenGL error:

Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)

I tried other internal formats (i.e. GL_RGBA16F_ARB and GL_RGBA32F_ARB), but I 
got the same message.

Here is partial code from me:

   // init image
   _sumImg = new ::osg::Image;
   _sumImg-allocateImage(1, 1, 1, GL_LUMINANCE16, GL_FLOAT);

   //...

   // init pre render camera
   _preCam = new ::osg::Camera;
   _preCam-setViewport(0,0,1,1);
   _preCam-setProjectionMatrixAsOrtho2D(0,0.1,0,0.1);
   _preCam-setClearColor(::osg::Vec4(0,0,0,1));
   _preCam-setReferenceFrame(::osg::Transform::ABSOLUTE_RF);
   _preCam-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   _preCam-setRenderTargetImplementation(::osg::Camera::FRAME_BUFFER_OBJECT);
   _preCam-attach(::osg::Camera::COLOR_BUFFER0, _sumImg);
   _preCam-setRenderOrder(::osg::Camera::PRE_RENDER);

   // get the pixel color at location (0,0)
   ::osg::Vec4 c = _sumImg-getColor(0,0);


Thanks


Martin


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Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clipping plane

2011-08-12 Thread Cyril Bondue
Hi Robert

I'll wait for next release so, and I'll test this new code and post the result. 
Feel free to send me some code if you want it to be beta tested :) (or can it 
be tested from the developper svn?)
The situation that makes the bug very visible for me is when moving in a 
tunnel, all the tunnel is shadowed but not the space in front of the camera. 
When moving the camera all the tunnel become shadowed.

Thank you!

Cyril

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Re: [osg-users] OSG for Android

2011-08-12 Thread Héctor Martínez
Hi and thank you.

 

I first tried with the Cmake GUI, but I got some errors. After that, I have
read your answer pointing to command line. I have used the cmake command
line (not without some problems J ):

cmake - OK

make - Error:

make[3]: ***
[/cygdrive/c/Projects/OpensSceneGraph-3.0.1/OpenSceneGraph/obj/local/armeabi
-v7a/objs/osgdb_serializers_osg/BlendEquation..o] Error 126

make[3]: *** Waiting for unfinished jobs….

make[2]: *** [Android-OpenSceneGraph] Error 2

make[1]: *** [CMakeFiles/ndk.dir/all] Error 2

make: *** [all] Error 2

After that, I have tried to use “make install” and it has finished without
error, but I think this is a weird behavior.

 

Anyway, does somebody now how to solve the problem?

 

And another question, after compiling (if I can make it J ), what files (and
where) will I need to include in the OSG Android example?

 

Thank you.

 

Cheers,

 

Héctor

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad
Boufarguine
Sent: jueves, 11 de agosto de 2011 16:50
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

 

On Thu, Aug 11, 2011 at 1:09 PM, Mourad Boufarguine
mourad.boufargu...@gmail.com wrote:

Hi Hector,

 

2011/8/11 Héctor Martínez hector.marti...@sensetrix.com

Thank you Mourad and Jorge.

 

I have never used CygWin and I am trying to follow those instructions:

 

 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/C
ygwin
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cy
gwin

 

Those are for building OSG with cygwin to be used on a PC.

 

 

But it is a bit messy for me. Mourad, it seems like you have successfully
compiled OSG for Android in Windows. Could you please give me a quick guide
or some tips?

 

 

1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full
install may be helpful).

 

Please note that, although we won't be compiling osg with cygwin's g++ , it
needs to be installed in order for cmake to get over compiler checks at the
beginning of configuration. (and other packages may be also needed)

 

2/ in cmake gui, set the sources and binairies folders, hit configure and
choose Unix Makefiles as generator

 

3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure

 

4/ Set (if not set) ANDROID_NDK path

 

5/ Configure your build whether you want GLES1 or GLES2 following these
instructions :
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES 

 

6/ Configure and Generate

 

7/ open Cygwin batch, cd to binaires dir, and make

 

 

Héctor

 

 

Cheers,

Mourad 

 

 

After re trying and checking, i found out that it is preferable to use the
command line cmake in cygwin rather than cmake gui :

 

 
 
cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF
-DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON
-DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON
-DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF
-DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF

Mourad

 

 

 

 

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Re: [osg-users] OSG for Android

2011-08-12 Thread Riccardo Corsi
Hi Hector,

maybe you can try to use the ndk-build command instead of make, and see if
it runs smooth.
If so, probably there's something wrong with the makefile generated by
CMake...

Regarding the osg Android example, the folder structure is the same as the
one of the NDK examples.
Build instructions for native projects are very clear on the ndk online
documentation, especially if you use Eclipse.
You basically need to build the native part of the example before (under the
jni folder) the same way you compiled the native osg libs, and afterwards
build the java files under src. They make use of the native lib, and both
the java code and the native library will be packed in the apk by Eclipse
(or the compiler you're using).

HTH,
Ricky


2011/8/12 Héctor Martínez hector.marti...@sensetrix.com

 Hi and thank you.

 ** **

 I first tried with the Cmake GUI, but I got some errors. After that, I have
 read your answer pointing to command line. I have used the cmake command
 line (not without some problems J ):

 cmake - OK

 make - Error:

 make[3]: ***
 [/cygdrive/c/Projects/OpensSceneGraph-3.0.1/OpenSceneGraph/obj/local/armeabi-v7a/objs/osgdb_serializers_osg/BlendEquation..o]
 Error 126

 make[3]: *** Waiting for unfinished jobs….

 make[2]: *** [Android-OpenSceneGraph] Error 2

 make[1]: *** [CMakeFiles/ndk.dir/all] Error 2

 make: *** [all] Error 2

 After that, I have tried to use “make install” and it has finished without
 error, but I think this is a weird behavior.

 ** **

 Anyway, does somebody now how to solve the problem?

 ** **

 And another question, after compiling (if I can make it J ), what files
 (and where) will I need to include in the OSG Android example?

 ** **

 Thank you.

 ** **

 Cheers,

 ** **

 Héctor

 ** **

 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Mourad
 Boufarguine
 *Sent:* jueves, 11 de agosto de 2011 16:50

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] OSG for Android

 ** **

 ** **

 On Thu, Aug 11, 2011 at 1:09 PM, Mourad Boufarguine 
 mourad.boufargu...@gmail.com wrote:

 Hi Hector,

 ** **

 2011/8/11 Héctor Martínez hector.marti...@sensetrix.com

 Thank you Mourad and Jorge.

  

 I have never used CygWin and I am trying to follow those instructions:

  


 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cygwin
 

 ** **

 Those are for building OSG with cygwin to be used on a PC.

  

  

 But it is a bit messy for me. Mourad, it seems like you have successfully
 compiled OSG for Android in Windows. Could you please give me a quick guide
 or some tips?

 ** **

 ** **

 1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full
 install may be helpful).

 ** **

 Please note that, although we won't be compiling osg with cygwin's g++ , it
 needs to be installed in order for cmake to get over compiler checks at the
 beginning of configuration. (and other packages may be also needed)

 ** **

 2/ in cmake gui, set the sources and binairies folders, hit configure and
 choose Unix Makefiles as generator

 ** **

 3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure

  

 4/ Set (if not set) ANDROID_NDK path

 ** **

 5/ Configure your build whether you want GLES1 or GLES2 following these
 instructions :
 http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES 

 ** **

 6/ Configure and Generate

 ** **

 7/ open Cygwin batch, cd to binaires dir, and make

 ** **

  

 Héctor

  

 ** **

 Cheers,

 Mourad 

 ** **

 ** **

 After re trying and checking, i found out that it is preferable to use the
 command line cmake in cygwin rather than cmake gui :

 ** **

 ** **

 ** **

 cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF

 -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF

 -DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON

 -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON 
 -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON

 -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF 
 -DOSG_GL2_AVAILABLE=OFF

 -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF

 Mourad

 ** **

 ** **

 ** **

 ** **

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Re: [osg-users] Determining whether a node is active in UpdateVisitor.

2011-08-12 Thread Robert Osfield
HI Mark,

What do you mean by a child being active?  The OSG's concept of a
child being active related to which of the children of switch or LOD
is selected for each frame.

FYI, the update traversal has a lazy traversal scheme that only
traverses a subgraph if it contains update callbacks or the node
signal to their parents that they need to be visited by the update
traversal.  This lazy traversal scheme avoid traversing of the scene
graph when updating isn't required so provided significant performance
gain over a traversal that visits all children regardless of whether
they need it or not.  The event traversal has a similar mechanism.

Robert.

On Tue, Aug 9, 2011 at 8:13 PM, Mark Acosta mwaco...@sbcglobal.net wrote:
 Is there some mechanism to determine whether or not a node being traversed
 during an update traversal is active or not? I know I could change the
 TraversalMode in UpdateVisitor to traverse only active children, but what if
 I want to traverse all children and only take action if a particular type of
 node is active? I can't find anything in NodeVisitor that would let me do
 this.

 Thanks,
 Mark
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Re: [osg-users] Camera returns NULL viewport on Windows but not Linux

2011-08-12 Thread Robert Osfield
HI Paul,

On Wed, Aug 10, 2011 at 2:38 PM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
 Hi Paul,

 This is expected behaviour as far as I know.
 The viewer camera won't return you a viewport if more than one device
 context is used (i.e. more than monitor)

Sebastien is correct, the osgViewer by default will automatically
create multiple windows, one per screen, and use a slave Camera
attached to the Viewer for each of the windows.  Since the slave
Cameras are now taking on the task of managing the windows the
viewer's master Camera doesn't have a window assigned to it, and as
consequence it won't have or need a viewport.

Robert.
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Re: [osg-users] Changing eye position in cull traversal

2011-08-12 Thread Robert Osfield
Hi Manu,

As JP suggests, the way to manage this situation is to use an Camera
LOD scale that compenstates from your extreme FOV usage.

If you have control of the paged database generation you could use
screeen space based LOD ranges rather than distances, but most tools
like VPB and osgEarth will be using distance based LOD ranges, in
these cases the LOD scale if the things to use.

Robert.


On Wed, Aug 10, 2011 at 1:03 PM, Emmanuel Roche
roche.emman...@gmail.com wrote:
 Hi everyone,

 I've have a specific question for which I could use some help/advises:

 - I'm quite up-to-date with OSG 3.0.0 and osgEarth current git version
 - I'm build an app where I use the osgEarth library to display the earth
 model.
 - When I setup a camera on that model, I use a camera with a very very small
 field of view (about 0.5 degrees in both horizontal and vertical
 directions), and my camera is actually far away from the earth model I'm
 looking at.

 - as a result of this, only low resolution tiles are loaded (because the
 camera distance to the tiles is used to diced what to load or not).

 - What I want to do is : to get high resolution tiles displayed around the
 ground location the camera is pointing at even if it is physically far
 away. then, because (or thanks to?) the small field of view, I would still
 see the local details on the high res tile textures.

 So, any advise how to achieve this ?

 - so far I have tried the following:
   1. Setup this famous camera just as described before,
   2. Add a slave camera, using the earth as child too, but this time,
 positioned very close to the first camera target point on earth (and looking
 down that point from the local zenith).

 Both cameras share the same databasepager (I think) and high res tiles are
 indeed properly loaded because of the second camera cull traversal. The
 problem is: I was expecting the loaded tiles to be shared by both cameras,
 yet that is not the case: I still only get the low res tiles displayed by
 the far away camera. Is there a way to share the tiles as I was
 expecting ?


 - The other main idea I have then would be to find a way to trick the cull
 traversal of the far away camera so that, when traversing pagedLODs the
 reported distance to the tile would be as if the camera was actually much
 closer to its target point on the ground. Would that be a good idea ? Any
 hint on how to proceed then ??


 - of course, option 3 would be to actually move the camera to that close
 location and change the field of view to a bigger value to try to
 approximate the previous small field of view coverage. But the point is,
 this camera is meant for a simulator system, and the generated view should
 not approximate the actual view, it should really be the same, so
 computing a new field of view would actually be impossible (or too complex
 to be worth at least).


 cheers,
 Manu.


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Re: [osg-users] Camera returns NULL viewport on Windows but not Linux

2011-08-12 Thread Paul Leopard
Understood, Thanks for the help

Regards,
Paul

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Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clipping plane

2011-08-12 Thread Robert Osfield
Hi Cyril,

On Fri, Aug 12, 2011 at 12:42 PM, Cyril Bondue c.bon...@cbbknet.com wrote:
 I'll wait for next release so, and I'll test this new code and post the 
 result. Feel free to send me some code if you want it to be beta tested :) 
 (or can it be tested from the developper svn?)

I'll be checking the work into svn/trunk, and it'll be part of a 3.1.0
dev releases once I've completed enough of the functionality to wrap
up into a dev release.

 The situation that makes the bug very visible for me is when moving in a 
 tunnel, all the tunnel is shadowed but not the space in front of the camera. 
 When moving the camera all the tunnel become shadowed.

I don't have a test model with a tunnel in it, but I don't expect any
issues in tunnels as the new code makes sure the light space/shadow
volume setup encompasses all objects in the view frustum and all
objects between the view frustum and light source..

You can start testing the shadow map creation using what I have
already checked into OSG svn/trunk - if you run:

  osgviewer --vdsm YourModel

You should see your model rendered with the blank banding from
rendering the shadow map directly onto the scene - this is crude but
will give you an idea of shows that will be generated. I'm just
working on the shader setup that will take the shadowmap and do the
proper shadow rendering, hopefully I'll have something checked in
today.

Robert.
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Re: [osg-users] osgWidget::Label::setLabel() does not update the size

2011-08-12 Thread Jeremy Moles
On Fri, 2011-08-12 at 11:09 +0200, Yue Zijian wrote:
 [code]
 #include osgWidget/Util
 #include osgWidget/WindowManager
 #include osgWidget/Canvas
 
 const unsigned int MASK_2D = 0xF000;
 
 
 int main(int argc, char** argv) {
 osgViewer::Viewer viewer;
 
 osgWidget::WindowManager* wm = new osgWidget::WindowManager(
 viewer,
 1280.0f,
 1024.0f,
 MASK_2D,
 osgWidget::WindowManager::WM_PICK_DEBUG
 );
 
 osgWidget::Canvas* canvas = new osgWidget::Canvas(canvas);
 
 osgWidget::Label* label = new osgWidget::Label( label_test, test );
 
 label-setFontColor( 1.0f, 0.0f, 0.0f, 1.0f );
 
 canvas-addWidget( label, 0.0f, 0.0f );
 
 canvas-resize();
 
 wm-addChild(canvas);
 
 return osgWidget::createExample(viewer, wm);
 }
 [/code]
 
 the canvas bg grows taller after the window size changed.

This is probably the bug where the bounding box of the Text isn't
proper; what version of OSG are you using?

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Re: [osg-users] Cylindrical Display for OSG?

2011-08-12 Thread Esim Takleef
Thanks a lot for the response.

I looked into osgDistortion where they applied the RTT.  What I don't 
understand is where/how they are applying the texture in 
createDistortionSubgraph.  What part of the code is causing the image to 
stretch at the edges?  I don't see it grabbing a particular texture to load.  

Esim

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[osg-users] SIGGRAPH 2011 OpenSceneGraph BOF

2011-08-12 Thread Jean-Sébastien Guay

Hello all,

I would like to thank everyone who was able to come to the 
OpenSceneGraph BOF this year. I think we had a good turnout, with people 
piling up at the door to get a look at some point, and people seemed to 
be interested in what we had to present.


I think the addition of a getting started tutorial session at the end 
was particularly nice, and I think we'll have to do it again, perhaps 
for more platforms, in coming years.


I have a preliminary page up on the wiki where you can download / view 
the presentations and videos, as well as download the small example 
project that was used in the tutorial I mentioned above.


http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2011

Photos and the other presentation (given by David D'Angelo) will be 
added as soon as I get them (hint, hint, David and John! :-) ). If I 
made any mistakes in names / affiliations either post here or fix them 
on the page if you have a wiki login.


If you have any questions about the materials posted there, what went on 
at the BOF, or any other related subjects, this is the place to ask!


As a side note, I was not present at last year's BOF, and no one has put 
up a page about that one yet. I have started a skeleton, but could 
people who presented at Siggraph 2010 please send me their presentations 
or just post them on the wiki (if they have a login). Also, if anyone 
has photos (I'm looking at you John ;-) ) please send them so I can add 
them too.


http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2010

Thanks again to all that were present, I had a great time presenting and 
meeting all of you. Hope to see even more of you (and perhaps more 
presentations, don't be shy, we want to see what you're doing people!) 
at Siggraph next year!


J-S
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Re: [osg-users] 'rd' suffix for RelWithDebugInfo executables

2011-08-12 Thread Paul Martz
You're correct, J-S -- 3.0.0 also had this issue, my mistake. Thanks for 
pointing me to the revision that introduced it, and the CMake variable as well.

   -Paul


On 8/11/2011 11:43 PM, Jean-Sébastien Guay wrote:

Hi Paul,


Hi all -- I recently discovered that OSG v3.0.1 appends an 'rd' suffix
to the executable name when built using the Visual Studio
RelWithDebugInfo configuration. This was not the case in v3.0.0. I tried
to identify the revision number that introduced this change, but
couldn't find it. Can someone point me to it, please? Thanks.


I'm pretty sure this has been the case for a very long time... Doing an svn 
blame on the root CMakeLists.txt, the line where CMAKE_RELWITHDEBINFO_POSTFIX 
is set to 'rd' was added in revision 11197 (March 3rd 2010), which was before 
2.8.3 was released (that was 11315). So at least in trunk, it's been there 
since then.


Perhaps you've only begun seeing it now because you recently deleted your 
CMake cache or something like that?


It's a setting you can change in CMake. Look for CMAKE_*_POSTFIX in the GUI 
(in your case, CMAKE_RELWITHDEBINFO_POSTFIX). Remove the 'rd' there if you 
don't want the postfix. I agree that if you just want to drop in the 
relWithDebInfo binaries in place of the release ones to debug some problem, 
it's annoying to have an extra postfix there, but for people who always do 
builds of all the configurations (and do make install to the same place) it's 
useful to differentiate them. Different use cases, so at least CMake has the 
flexibility to do what you want.


Hope this helps,

J-S



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Re: [osg-users] 'rd' suffix for RelWithDebugInfo executables

2011-08-12 Thread Jean-Sébastien Guay

Hi Paul,


You're correct, J-S -- 3.0.0 also had this issue, my mistake. Thanks for
pointing me to the revision that introduced it, and the CMake variable
as well.


No problem, I have a good memory for little insignificant details like 
this (surprisingly, as my memory for other important things like 
deadlines and priorities really sucks ;-) )


J-S
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Re: [osg-users] Is it safe/ok to use only PositionAttitudeTransforms instead of MatrixTransforms

2011-08-12 Thread Sanat Talmaki
Hi Alji,

I did end up using MatrixTransforms and the one place where I found them easier 
to use (i.e. more logical to achieve the functionality) was where I had to 
apply simultaneous rotations around X, Y and Z axes. 

Thanks again. 

Sincerely,
Sanat

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Re: [osg-users] dimension oh a model

2011-08-12 Thread Sanat Talmaki
Hi Paul,

Sorry for my late reply to your post. That is a very good point you bring up 
about the units of different objects in a scene. When one uses data from USGS 
in VPB to create a terrain, the rest of the objects have to be scaled up or 
down to represent their real world size prior to be being used in the 
scene...

But the confusion for me arises when say I load a truck in osg and its 
dimensions are (12, 6, 8) = (L,W,H). (don't know what units these are in)
Without knowing the units of the model (whether 12 feet/meters), how does one 
apply a scaling factor?

I'm not sure if I have explained my point well enough. I can try and re-post if 
that is the case.

Thanks

Sincerely,
Sanat

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Re: [osg-users] dimension oh a model

2011-08-12 Thread Paul Martz

On 8/12/2011 11:11 AM, Sanat Talmaki wrote:

Hi Paul,

Sorry for my late reply to your post. That is a very good point you bring up 
about the units of different objects in a scene. When one uses data from USGS 
in VPB to create a terrain, the rest of the objects have to be scaled up or 
down to represent their real world size prior to be being used in the 
scene...

But the confusion for me arises when say I load a truck in osg and its 
dimensions are (12, 6, 8) = (L,W,H). (don't know what units these are in)
Without knowing the units of the model (whether 12 feet/meters), how does one 
apply a scaling factor?
As I said in my previous post, if you don't have access to any metadata that 
tells you what the units are, there's no way for your software to handle this in 
an automated way. You must either manually scale the model to fit your 
application coordinate system, or you must manually create some metadata. In the 
case you cite, both options would be based entirely on guesswork.

   -Paul

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Re: [osg-users] dimension oh a model

2011-08-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I've had this problem before with models that are unit-less. I just
manually scaled the models (as Paul suggests) until they looked right
based on landmarks in the database where the sizes were known. It's an
empirical approach but it's the best you can really do if you don't know
the units of the model.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Friday, August 12, 2011 1:50 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] dimension oh a model

On 8/12/2011 11:11 AM, Sanat Talmaki wrote:
 Hi Paul,

 Sorry for my late reply to your post. That is a very good point you
bring up about the units of different objects in a scene. When one uses
data from USGS in VPB to create a terrain, the rest of the objects have
to be scaled up or down to represent their real world size prior to be
being used in the scene...

 But the confusion for me arises when say I load a truck in osg and its
dimensions are (12, 6, 8) = (L,W,H). (don't know what units these are
in)
 Without knowing the units of the model (whether 12 feet/meters), how
does one apply a scaling factor?
As I said in my previous post, if you don't have access to any metadata
that 
tells you what the units are, there's no way for your software to handle
this in 
an automated way. You must either manually scale the model to fit your 
application coordinate system, or you must manually create some
metadata. In the 
case you cite, both options would be based entirely on guesswork.
-Paul

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Re: [osg-users] dimension oh a model

2011-08-12 Thread Sanat Talmaki
Coincidentally that was the approach I was going to take:
Place some object of known size on my terrain and scale the unknown units 
object accordingly, sort of digitally 'eyeballing' it. This empirical approach 
seems to be the most appropriate way when dealing with objects of unknown units 
that need to be used with other objects/terrain of a known size ( units). 

Thanks

Sincerely,
Sanat

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Re: [osg-users] dimension oh a model

2011-08-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
It has worked for us just fine in the absence of data.

Good luck with your effort...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sanat
Talmaki
Sent: Friday, August 12, 2011 2:59 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] dimension oh a model

Coincidentally that was the approach I was going to take:
Place some object of known size on my terrain and scale the unknown
units object accordingly, sort of digitally 'eyeballing' it. This
empirical approach seems to be the most appropriate way when dealing
with objects of unknown units that need to be used with other
objects/terrain of a known size ( units). 

Thanks

Sincerely,
Sanat

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Re: [osg-users] osgWidget::Label::setLabel() does not update the size

2011-08-12 Thread Yue Zijian

Jeremy Moles wrote:
 
 This is probably the bug where the bounding box of the Text isn't
 proper; what version of OSG are you using?
 


Hi Jeremy Moles, OSG 3.0.1, thank you! :)

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