Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2011-12-20 Thread Wang Rui
Hi Adrian,

I'd like to help if you think it possible. I'm going to finish my
second OSG book in a few days and then I'll have time to contribute to
the community again. I myself implements a TUIO binding and consider
to submit a new manipulator with it later, but I believe your work
will really shock others a lot and will be the best Xmax gift for
everyone. :-)

Wang Rui


2011/12/20 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>:
> Hello all,
>
> Chrismas and i present this code.  Who can support me preparing this
> algorithm to integrate into the osg core lib.
>
> /adrian
>
>
> -- Forwarded message --
> From: Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>
> Date: 2011/10/16
> Subject: Ambient Occlusion Implementation 2 review
> To: rob...@openscenegraph.com, urs.kuenz...@bfh.ch
>
>
> Hi Robert,
>
> I am working hard on different projects as well as you do. A long time
> ago i wrote an ambient occlusion algorithm working with
> openscenegraph. May you can review it and may we can once this
> algorithm integrate into OSG core library. I though i could public the
> source and document in GPU PRO but they doesnt like this fast approach
> do of politics i guess, or may this stuff is really as slow as the
> told me. As i dont get the time to rewrite it for a 2nd conference,
> book, etc. may we could improve the idea and integrate it deeply into
> the core library of openscenegraph and we can but a reference on the
> osg webpage (open source publication) , what do you think?
>
> Please download an have a look into the windows bin32 files and exe.
>
> http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar
>
>
> regards
> adrian
>
> --
> 
> Adrian Egli
>
>
> --
> 
> Adrian Egli
>
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Re: [osg-users] Draw line in 3D screen

2011-12-20 Thread Tolga Yilmaz
Hi,
a simple line drawing code is below but i'm sure you want more complicated 
solition. Below you can update the start and end points on the fly by osgGA 
mouse movement.

Code:

osg::Vec3 sp(0,-180,120);
osg::Vec3 ep(0,480,120);
osg::ref_ptr beam( new osg::Geometry);
osg::ref_ptr points = new osg::Vec3Array;
points->push_back(sp);
points->push_back(ep);
osg::ref_ptr color = new osg::Vec4Array;
color->push_back(osg::Vec4(1.0,0.0,0.0,1.0));
beam->setVertexArray(points.get());
beam->setColorArray(color.get());
beam->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
beam->addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,2));




Thank you!

Cheers,
Tolga

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Re: [osg-users] Ambient Occlusion Implementation 2 review

2011-12-20 Thread Tolga Yilmaz
Really good work! Can't wait to use it in my apps...Hope to see with future 
releases of osg..

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Re: [osg-users] Shadow Traversal Mask

2011-12-20 Thread Sajjadul Islam
Hi Robert,


Thanks for the suggestion. 

I am trying to implement variance shadow mapping technique and i have checked 
that it is not implemented in osgShadow.

It will be really nice to implement it in osg and upload it in the repository.

I used to know that shadow mapping is view-dependent. You have 
ViewDependentShadowTechnique as a subclass of the shadow technique and in turn 
DebugShadowMap subclass of ViewDependentShadowTechnique.

Then you have another class ShadowMap a subclass of ShadowTechnique. Is it also 
view independent or not ?
 


Thank you!

Cheers,
Sajjadul

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Re: [osg-users] Ambient Occlusion Implementation 2 review

2011-12-20 Thread Michael Guerrero
Wow, really great work!  You really made my eyes happy this morning.  I'd love 
to see this distributed as part of OSG.

Michael

PS Looking forward to reading your paper.

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Re: [osg-users] osg-users Digest, Vol 54, Issue 20

2011-12-20 Thread Nearchos

Hi Martino,

Thanks for the quick reply

I compiled the (make/ make install)  in the following directory
/home/nearchos/OpenSceneGraph_Android/make_test
The sample is in another directory
/home/nearchos/OpenSceneGraph_Android/test_osg2_1

I modified the Android.mk in the /jni folder
OSG_ANDROID_DIR:= /home/nearchos/OpenSceneGraph_Android/make_test

And i have the following errors

In file included from jni/osgNativeLib.cpp:7:
jni/OsgMainApp.hpp:21:18: error: osg/GL: No such file or directory
jni/OsgMainApp.hpp:22:28: error: osg/GLExtensions: No such file or directory
jni/OsgMainApp.hpp:23:21: error: osg/Depth: No such file or directory
jni/OsgMainApp.hpp:24:23: error: osg/Program: No such file or directory
jni/OsgMainApp.hpp:25:22: error: osg/Shader: No such file or directory
jni/OsgMainApp.hpp:26:20: error: osg/Node: No such file or directory
jni/OsgMainApp.hpp:27:22: error: osg/Notify: No such file or directory
jni/OsgMainApp.hpp:29:24: error: osgText/Text: No such file or directory
jni/OsgMainApp.hpp:31:31: error: osgDB/DatabasePager: No such file or 
directory

jni/OsgMainApp.hpp:32:26: error: osgDB/Registry: No such file or directory
jni/OsgMainApp.hpp:33:26: error: osgDB/ReadFile: No such file or directory
jni/OsgMainApp.hpp:34:27: error: osgDB/WriteFile: No such file or directory
jni/OsgMainApp.hpp:36:28: error: osgViewer/Viewer: No such file or directory
jni/OsgMainApp.hpp:37:30: error: osgViewer/Renderer: No such file or 
directory
jni/OsgMainApp.hpp:38:41: error: osgViewer/ViewerEventHandlers: No such 
file or directory
jni/OsgMainApp.hpp:40:33: error: osgGA/GUIEventAdapter: No such file or 
directory
jni/OsgMainApp.hpp:41:48: error: osgGA/MultiTouchTrackballManipulator: 
No such file or directory
jni/OsgMainApp.hpp:42:38: error: osgGA/TrackballManipulator: No such 
file or directory
jni/OsgMainApp.hpp:43:35: error: osgGA/FlightManipulator: No such file 
or directory
jni/OsgMainApp.hpp:44:34: error: osgGA/DriveManipulator: No such file or 
directory
jni/OsgMainApp.hpp:45:44: error: osgGA/KeySwitchMatrixManipulator: No 
such file or directory
jni/OsgMainApp.hpp:46:37: error: osgGA/StateSetManipulator: No such file 
or directory
jni/OsgMainApp.hpp:47:42: error: osgGA/AnimationPathManipulator: No such 
file or directory
jni/OsgMainApp.hpp:48:36: error: osgGA/TerrainManipulator: No such file 
or directory
jni/OsgMainApp.hpp:49:38: error: osgGA/SphericalManipulator: No such 
file or directory

In file included from jni/OsgMainApp.hpp:51,
 from jni/osgNativeLib.cpp:7:
jni/OsgAndroidNotifyHandler.hpp:17: error: expected initializer before 
':' token

In file included from jni/osgNativeLib.cpp:7:
jni/OsgMainApp.hpp:54: error: expected constructor, destructor, or type 
conversion before '(' token

jni/OsgMainApp.hpp:134: error: 'osg' has not been declared
jni/OsgMainApp.hpp:134: error: ISO C++ forbids declaration of 'ref_ptr' 
with no type

jni/OsgMainApp.hpp:134: error: expected ';' before '<' token
jni/OsgMainApp.hpp:135: error: 'osg' has not been declared
jni/OsgMainApp.hpp:135: error: ISO C++ forbids declaration of 'ref_ptr' 
with no type

jni/OsgMainApp.hpp:135: error: expected ';' before '<' token
jni/OsgMainApp.hpp:136: error: 'osg' has not been declared
jni/OsgMainApp.hpp:136: error: ISO C++ forbids declaration of 'ref_ptr' 
with no type

jni/OsgMainApp.hpp:136: error: expected ';' before '<' token
jni/OsgMainApp.hpp:137: error: 'osg' has not been declared
jni/OsgMainApp.hpp:137: error: ISO C++ forbids declaration of 'ref_ptr' 
with no type

jni/OsgMainApp.hpp:137: error: expected ';' before '<' token
jni/OsgMainApp.hpp:145: error: ISO C++ forbids declaration of 
'OsgAndroidNotifyHandler' with no type

jni/OsgMainApp.hpp:145: error: expected ';' before '*' token
jni/OsgMainApp.hpp:147: error: ISO C++ forbids declaration of 'vector' 
with no type

jni/OsgMainApp.hpp:147: error: invalid use of '::'
jni/OsgMainApp.hpp:147: error: expected ';' before '<' token
jni/OsgMainApp.hpp:148: error: ISO C++ forbids declaration of 'vector' 
with no type

jni/OsgMainApp.hpp:148: error: invalid use of '::'
jni/OsgMainApp.hpp:148: error: expected ';' before '<' token
jni/OsgMainApp.hpp:149: error: ISO C++ forbids declaration of 'vector' 
with no type

jni/OsgMainApp.hpp:149: error: invalid use of '::'
jni/OsgMainApp.hpp:149: error: expected ';' before '<' token
jni/OsgMainApp.hpp:177: error: 'osg' has not been declared
jni/OsgMainApp.hpp:177: error: expected ',' or '...' before 'color'
jni/OsgMainApp.hpp:178: error: 'osg' has not been declared
jni/OsgMainApp.hpp:178: error: ISO C++ forbids declaration of 'Vec4f' 
with no type

jni/OsgMainApp.hpp:178: error: expected ';' before 'getClearColor'
jni/osgNativeLib.cpp: In function '_jintArray* 
Java_osg_AndroidExample_osgNativeLib_getClearColor(JNIEnv*, _jobject*)':

jni/osgNativeLib.cpp:58: error: 'osg' has not been declared
jni/osgNativeLib.cpp:58: error: expected ';' before 'vTemp1'
jni/osgNativeLib.cpp:62: error: 'vTemp1' was not de

Re: [osg-users] Shadow Traversal Mask

2011-12-20 Thread Robert Osfield
Hi Sajjadul,

On 20 December 2011 07:38, Sajjadul Islam  wrote:
> In  the osgshadow example there is static int defined as follows:
>
> static int RecieveShadowTraversalMask = 0x1
>
> There are several other variables that has been initialized in this manner.
>
> Is it some kind of enumeration you did ? Some explanation will be helpful if 
> i have to implement a new shadowing technique

I didn't write this code, but merged it in from a community
submission. Personally I don't favour using a static int such as used
in osgshadow.  The use of the max in this instance is to tell the
shadow techniques which subgraphs are to be shadow casters and which
are to be shadow receivers.  Not all techniques use this masks but it
can be useful hint to help some techniques cut down on the extents of
the shadow maps.

Have a look at osgShadow itself for illustrations of how to implement
your own shadow technique.  Before you dive in too deep I would
recommend look at the svn/trunk version of osgShadow as it contains a
new more power shadow technique, ViewDependentShadowMap, that
implements a perspective, orthographic shadow map and parallel split
shadow maps a done with a more robust extents and perspective shadow
map computation than we've previously had with the likes of
LightSpaceShadowMap and other similar view dependent shadow map
techniques.  It may well be that this new technique provides all the
features you need.

Robert.
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