Re: [osg-users] Exporting to SVG from OpenSceneGraph.

2011-12-16 Thread Jesper D. Thomsen
Hi again,

Yeah, the original question was rendering to Vector SVG (or EMF directly), but 
osgNVPR definitely looks interesting for other tasks.
Thanks for the suggestions regarding GL2PS, but I'm a little bit worried about 
its dependence on the deprecated OpenGL feedback buffer. I also tried getting 
an OpenGL-SVG test output from it, and converting that one to EMF, and I had a 
number of graphical artifact with visible triangle edges and such.

I'm currently thinking that the best solution for my specific case will be to 
recreate the graphs by outputting to Python MatPlotLib and using it for SVG/EMF 
export, but this is clearly outside the scope of the OSG mailing list.

Thanks for the suggestions, and I might still try to integrate the GL2PS 
solution at some point.

Jesper D. Thomsen
AnyBody Technology

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: 15. december 2011 18:03
To: OpenSceneGraph Users
Subject: Re: [osg-users] Exporting to SVG from OpenSceneGraph.

On 12/15/2011 11:37 AM, Chris 'Xenon' Hanson wrote:
 On 12/14/2011 9:31 AM, Jason Daly wrote:
 Actually, Jeremy Moles is working on a nodekit that uses nVidia's 
 path rendering extension to OpenGL to render 2d vector graphics in 3d 
 space.  I believe the extension can read SVG files natively, so Jeremy's 
 osgNVPR kit should be able to as well.
But, I think that's the reverse of what he wanted to do, right?


Probably.  The OP asked whether one could render to vector SVG from 
OpenSceneGraph.  I guess I read it too quickly and missed the to   :-)

--J

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Re: [osg-users] osg threading model

2011-12-16 Thread Vijeesh Theningaledathil
Hi,

Thanks a lot Jason

Thank you!

Cheers,
Vijeesh

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[osg-users] osgOcean resource path

2011-12-16 Thread Jean-Claude Monnin
Hi Kim, Jean-Sébastien and others,

I've started to experiment again with osgOcean, and I have an issue about 
finding the osgOcean resources. OsgOcean/oceanExample modifies the osg file 
path by adding following items:
resources/textures/
resources/shaders/
resources/island
resources/boat


This leads to following problems:

- These path items are relative to the current directory. Therefore the 
application only find it's resources if the current directory is set to the 
folder containing the resources. Usually, it's not a good idea for the 
application to rely on a specific current directory to work correctly.

- I'm using MacOSX with unix makefile to compile osgOcean. A standard 
make;sudo make install puts the resources in /usr/local/bin which is the 
not the right place for resources. When running the oceanExample after 
installing, it doesn't find the resources (unless you manually change the 
current directory to usr/local/bin).

- The addResourcePaths method is repeated by copypaste across different 
classes. Not a real problem, but it's not elegant.


To fix these issues, I propose the following modification: 

Remove the addResourcePaths methods (eg. not adding relative path items to 
the osg file path). When loading a resource, add the folder prefix in the code 
(for example osgDB::readImageFile(textures/sun_glare.png); instead of 
osgDB::readImageFile(sun_glare.png);).
The user would have to add the content of the osgOcean resource folder into 
OpenSceneGraph-Data or add the osgOcean resource folder to the OSG_FILE_PATH 
environment variable.
Resources would be excluded from the files to copy at install stage.


Please let me know if you see other ways to fix these issues. I'm happy to 
submit a patch if I'm on the right track.

Cheers,

Jean-Claude
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[osg-users] video: editing osgParticle system with dtEntity property editor

2011-12-16 Thread Martin Scheffler
Hi,

here's a video showing the capabilities of the dtEntity property editor:

http://www.youtube.com/watch?v=0X0EH3YQmPI

The property editor can be used to modify game objects on the fly, add 
functionality, create hierarchical property structures.

The particle component has a number of properties: Mass, AlphaRange, 
TextureFile and so on. There is an xml file (BaseAssets\Delegates\Particle.xml) 
that defines the way the property editor handles the editing of these 
properties: The line
[code]colorinput propertyname=ColorRangeMax /[/code]
defines that the property named ColorRangeMax should be edited with a color 
selection dialog. 
The array properties are configured in this file, too: The xml file defines a 
prototype property that is to be inserted into the array when the + button is 
pressed.  There is also a group property, which can be used to group properties 
together, which is useful if you want to combine a number of proeprties into a 
single array entry. The switch input lets the user choose an entry from a combo 
box and shows corresponding sub properties. 

These primitives can be combined to create complex menus. The video shows how 
the property editor can be used to manage the complex setup of the osg particle 
system. While not all available functionality of the particle system library is 
currently editable, there should be no reason why it should not be possible to 
add these.

If you want to check out dtEntity, the homepage is 
[url]http://dtentity.googlecode.com/[/url].

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Re: [osg-users] Building

2011-12-16 Thread Michael W. Hall
I will tar it up and send it.

On Sun, 2011-12-11 at 21:23 +0100, Marius Kintel wrote:
 On Dec 10, 2011, at 23:01 PM, Michael W. Hall wrote:
 
  I have taken the OSGViewerQT example program and have tried to break it
  into a nice example for myself.
 
 I did something similar and put it here: https://github.com/kintel/QOsgWidget
 Since it's a Qt app, it uses qmake, but apart from that I assume it's similar 
 to yours.
 
 Feel free to post links to code and error messages. Anything which is 
 self-contained enough to just cmake .  make is easy to give a quick spin.
 
  -Marius
 
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