[osg-users] [how to]control the content of saved .osg file?

2012-05-04 Thread Cao Wenjie
Hi,


I am working on a multi-texture issue, and confused about how to save the 
result:

The Process is simple, I read a model from .osg or .ive file, then set a new 
texture unit 1 to it, so it bleng with the model's original texture.

While test on the standard "cow.osg", saved new.osg contain all infos I need, 
like "textureUnit 1" "TexEnvCombine" "ColorArray" etc

While test on a terrain.ive file(which created from vpb), the new.osg file only 
contain some basic infos without "textureUnit 1" "ColorArray" etc 

Any direction about the reason of the difference will be great helpful ^^


... 

Thank you!

Cheers,
Cao

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Re: [osg-users] Building JNI wrapper for OSGdem

2012-05-04 Thread Rafa Gaitan
Hi Sean,

We have made lot of JNI stuff in osgVirtualPlanets. Is a the GIS
library for gvSIG3D that we developed.

svn co https://devel.gvsig.org/svn/osgvp/trunk

The wrappers are inside wrappers directory. Is not exactly what are
you looking for, but maybe you find inspiration in the code.

Cheers,
Rafa.


2012/5/5 Sean K :
> I am looking to build a Java wrapper with JNI around the code which
> basically exists inside of osgdem.cpp.
>
> The bulk of that code resides in vpb.dll and osgDB.dll.
>
> Anybody tried this?   I am guessing others have already done this.
>
> I also want to send back the console output back to the java caller
> via a java callback
>
> basically,
>
> if I wrote a JNI class named OsgDem.java
>
> I would write code my OsgDemTest.java like this:
>
>       class MyOsgHandler implements OsgHander {
>
>           @Override
>            void OnStatus (String output) {
>                  System.out.println(output);
>            }
>
>            @Override
>            void OnEnd (boolean success, String resultMsg) {
>                   if (success) {
>                          System.out.println("good");
>                   } else {
>                           System.out.println("bad");
>                   }
>            }
>       }
>
>        @Test
>        public void testOsgdem() {
>                
>                Properties global = new Properties();
>
>                global.load("osgdem.properties");
>                OsgDem generator = new OsgDem(global);
>                generator.start(handler, inputTerrainPath,
> inputTexturePath, outputFilePath);
>
>        }
>
>
> Anybody have any JNI code that I can start with to build my OsdDem?
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-- 
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CTO at Mirage Technologies S.L - http://www.mirage-tech.com
gvSIG3D Developer - http://gvsig3d.blogspot.com
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[osg-users] Building JNI wrapper for OSGdem

2012-05-04 Thread Sean K
I am looking to build a Java wrapper with JNI around the code which
basically exists inside of osgdem.cpp.

The bulk of that code resides in vpb.dll and osgDB.dll.

Anybody tried this?   I am guessing others have already done this.

I also want to send back the console output back to the java caller
via a java callback

basically,

if I wrote a JNI class named OsgDem.java

I would write code my OsgDemTest.java like this:

   class MyOsgHandler implements OsgHander {

   @Override
void OnStatus (String output) {
  System.out.println(output);
}

@Override
void OnEnd (boolean success, String resultMsg) {
   if (success) {
  System.out.println("good");
   } else {
   System.out.println("bad");
   }
}
   }

@Test
public void testOsgdem() {

Properties global = new Properties();

global.load("osgdem.properties");
OsgDem generator = new OsgDem(global);
generator.start(handler, inputTerrainPath,
inputTexturePath, outputFilePath);

}


Anybody have any JNI code that I can start with to build my OsdDem?
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[osg-users] Away on a trip for week

2012-05-04 Thread Robert Osfield
Hi All,

I'm heading away for a one week business trip in Montreal, Canada,
I'll be back at base and catching up with community on Monday 14th
May.

Have fun!
Robert.
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Re: [osg-users] osgvolume brightness and sample density

2012-05-04 Thread Robert Osfield
HI Clement,

On 4 May 2012 19:30,   wrote:
>   Thanks again for your reply.  I am a bit confused on using color map.  I 
> would like my program to support at least 8 bit color, so how should I create 
> the color map?  Where can I find more information?  osgvolume.cpp does not 
> have much details related to color map.

You just assign colours to the TransferFunction1D. Go have a look at
the API, the osgvolume.cpp provides code that does it.  This stuff
should be realtively straightforward to infer from the code you have
in front of you.  If you are struggling then perhaps it's time you
went back to basics a bit more w.r.t OpenGL and C++ as none of this is
particular advanced.   I'm happy to point you in the right direction,
but it's really not my place to teach you how to program computer
graphics applications.

Robert.
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Re: [osg-users] osgvolume brightness and sample density

2012-05-04 Thread Clement.Chu
Hi Robert,

   Thanks again for your reply.  I am a bit confused on using color map.  I 
would like my program to support at least 8 bit color, so how should I create 
the color map?  Where can I find more information?  osgvolume.cpp does not have 
much details related to color map.  

   All layers are undersampled.  I think I need to adjust the sample density if 
only first layer display.


Regards,
Clement



From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
[robert.osfi...@gmail.com]
Sent: Friday, 4 May 2012 7:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgvolume brightness and sample density

Hi Clement,

On 4 May 2012 08:46,   wrote:
> Hi Robert,
>
>Sorry, I just saw your reply.  Is TransferFunctionProperty used for 
> defined colour map?
>
>osg::ref_ptr transferFunction = new 
> osg::TransferFunction1D;
>transferFunction->setColor(0.0, osg::Vec4(1.0,0.0,0.0,0.0));
>transferFunction->setColor(0.5, osg::Vec4(1.0,1.0,0.0,0.5));
>transferFunction->setColor(1.0, osg::Vec4(0.0,0.0,1.0,1.0));
>
>transferFunction->assign(transferFunction->getColorMap());
>osg::ref_ptr tfp = new 
> osgVolume::TransferFunctionProperty(transferFunction.get());
>
>osg::ref_ptr cp = new 
> osgVolume::CompositeProperty;
>layer->addProperty(cp.get());
>cp->addProperty(tfp.get());
>
>
>   If I don't use TransferFunctionProperty, I guess osg will use default 
> colour map.  Then I no need to create another colour map.  Is that correct?

If you don't use a TransferFunctionProperty then the intensity or
colours coming from the Texture3D (sourced from the
osgVolume::ImageLayer) will be used directly, there isn't any default
colour map.


>   For example, the size of my volume cube is 100 * 100 * 50.  If I show the 
> first layer (100 * 100 * 1), the colour from the back view is more brightness 
> than from the front view.  I am not understand why it is related to 
> TransferFunctionProperty. The colour brightness is affected by adjusting the 
> SampleDensityProperty value.

If your data is undersampled then it won't be as bright as it would be
if the ray casting take sufficient samples to properly map your
volume.

>   I have more question about performance.  If the image is showed the first 
> layer, the performance is the same as showing all layers (100 * 100 * 50).  
> Is any possible way to increase the rendering speeding when only first layer 
> is shown?  Many thanks.

When you say layer, do you simply mean a slice of an 3D osg:Image?  In
osgVolume the Layer class represent as whole 3D image.

Robert.
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Re: [osg-users] Loading OSG resources from Qt QResource system

2012-05-04 Thread Braden Edmunds
Hi zonk,

Ah okay. That worked. Thanks a bunch.

Cheers,
Braden

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[osg-users] How do I create a 2D HUD with loaded images?

2012-05-04 Thread Mark Green
Hi,

I'm trying to create a HUD using images instead of solid color rectangles, 
unfortunately the examples did not show how this could be done and I can't find 
any information on this function which I assumed would be often used. 

I've tried adding a texture to the nodes that are used in the creation of the 
usual solid color rectangles, but none of it seemed to do anything. In what 
kind of direction should I be thinking? 


Thank you!

Cheers,
Mark

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Re: [osg-users] [build] [Tutorial] Building osgAndroidExampleGLES1/2 on Ubuntu 11.10

2012-05-04 Thread Jorge Izquierdo Ciges
The emulator, at least in Ubuntu, isn't reliable enough to execute OpenGL
ES code. OSG doesn't work in emulated devices. I've not checked in windows.

2012/5/4 Akilan Thangamani 

> compiled osg3.0.1 for android for GLES1. I seleceted avd of Android2.2
> with API level of 8. There is no problem in starting the emulator.fine.
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Re: [osg-users] Can OSG be used on qnx os?

2012-05-04 Thread Robert Osfield
Hi Xiaofeng,

On 4 May 2012 09:42, Xiaofeng Yang  wrote:
> I don't know whether osg can be used on qnx or not?
> Is there someone who have compiled the osg on qnx?

Several years back the OSG with OpenGL ES had been compiled and used
with QNX, the group doing this work used their own Makefile and
haven't published them.  I don't know the current status about how
easily current rev of the OSG will work under QNX, I wouldn't expect
any great problems.  The key issue would be getting the build system
up and running.

Robert.
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Re: [osg-users] osgvolume brightness and sample density

2012-05-04 Thread Robert Osfield
Hi Clement,

On 4 May 2012 08:46,   wrote:
> Hi Robert,
>
>    Sorry, I just saw your reply.  Is TransferFunctionProperty used for 
> defined colour map?
>
>        osg::ref_ptr transferFunction = new 
> osg::TransferFunction1D;
>        transferFunction->setColor(0.0, osg::Vec4(1.0,0.0,0.0,0.0));
>        transferFunction->setColor(0.5, osg::Vec4(1.0,1.0,0.0,0.5));
>        transferFunction->setColor(1.0, osg::Vec4(0.0,0.0,1.0,1.0));
>
>        transferFunction->assign(transferFunction->getColorMap());
>        osg::ref_ptr tfp = new 
> osgVolume::TransferFunctionProperty(transferFunction.get());
>
>        osg::ref_ptr cp = new 
> osgVolume::CompositeProperty;
>        layer->addProperty(cp.get());
>        cp->addProperty(tfp.get());
>
>
>   If I don't use TransferFunctionProperty, I guess osg will use default 
> colour map.  Then I no need to create another colour map.  Is that correct?

If you don't use a TransferFunctionProperty then the intensity or
colours coming from the Texture3D (sourced from the
osgVolume::ImageLayer) will be used directly, there isn't any default
colour map.


>   For example, the size of my volume cube is 100 * 100 * 50.  If I show the 
> first layer (100 * 100 * 1), the colour from the back view is more brightness 
> than from the front view.  I am not understand why it is related to 
> TransferFunctionProperty. The colour brightness is affected by adjusting the 
> SampleDensityProperty value.

If your data is undersampled then it won't be as bright as it would be
if the ray casting take sufficient samples to properly map your
volume.

>   I have more question about performance.  If the image is showed the first 
> layer, the performance is the same as showing all layers (100 * 100 * 50).  
> Is any possible way to increase the rendering speeding when only first layer 
> is shown?  Many thanks.

When you say layer, do you simply mean a slice of an 3D osg:Image?  In
osgVolume the Layer class represent as whole 3D image.

Robert.
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[osg-users] Can OSG be used on qnx os?

2012-05-04 Thread Xiaofeng Yang
Hi everyone here,
I don't know whether osg can be used on qnx or not?
Is there someone who have compiled the osg on qnx?

Thank you!

Cheers,
Xiaofeng

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Re: [osg-users] [build] [Tutorial] Building osgAndroidExampleGLES1/2 on Ubuntu 11.10

2012-05-04 Thread Akilan Thangamani
Hi

I compiled osg3.0.1 for android for GLES1. I seleceted avd of Android2.2 with 
API level of 8. There is no problem in starting the emulator.fine.
I also compiled osgAndroidExampleGLES1 without any issue on eclipse. Running 
the application throws the following error,

05-04 05:38:01.375: D/libEGL(275): egl.cfg not found, using default config
05-04 05:38:01.375: D/libEGL(275): loaded /system/lib/egl/libGLES_android.so
05-04 05:38:01.385: W/EGLview(275): creating OpenGL ES 1 context
05-04 05:38:01.405: W/dalvikvm(275): threadid=7: thread exiting with uncaught 
exception (group=0x4001d800)
05-04 05:38:01.405: E/AndroidRuntime(275): FATAL EXCEPTION: GLThread 8
05-04 05:38:01.405: E/AndroidRuntime(275): java.lang.IllegalArgumentException
05-04 05:38:01.405: E/AndroidRuntime(275): at 
com.google.android.gles_jni.EGLImpl._eglCreateContext(Native Method)
05-04 05:38:01.405: E/AndroidRuntime(275): at 
com.google.android.gles_jni.EGLImpl.eglCreateContext(EGLImpl.java:50)
05-04 05:38:01.405: E/AndroidRuntime(275): at 
osg.AndroidExample.EGLview$ContextFactory.createContext(EGLview.java:103)
05-04 05:38:01.405: E/AndroidRuntime(275): at 
android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:922)
05-04 05:38:01.405: E/AndroidRuntime(275): at 
android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1246)
05-04 05:38:01.405: E/AndroidRuntime(275): at 
android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1116)

I like to know what went wrong


Thanks

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Re: [osg-users] osgvolume brightness and sample density

2012-05-04 Thread Clement.Chu
Hi Robert,

Sorry, I just saw your reply.  Is TransferFunctionProperty used for defined 
colour map?

osg::ref_ptr transferFunction = new 
osg::TransferFunction1D;
transferFunction->setColor(0.0, osg::Vec4(1.0,0.0,0.0,0.0));
transferFunction->setColor(0.5, osg::Vec4(1.0,1.0,0.0,0.5));
transferFunction->setColor(1.0, osg::Vec4(0.0,0.0,1.0,1.0));

transferFunction->assign(transferFunction->getColorMap());
osg::ref_ptr tfp = new 
osgVolume::TransferFunctionProperty(transferFunction.get());

osg::ref_ptr cp = new 
osgVolume::CompositeProperty;
layer->addProperty(cp.get());
cp->addProperty(tfp.get());


   If I don't use TransferFunctionProperty, I guess osg will use default colour 
map.  Then I no need to create another colour map.  Is that correct?

   For example, the size of my volume cube is 100 * 100 * 50.  If I show the 
first layer (100 * 100 * 1), the colour from the back view is more brightness 
than from the front view.  I am not understand why it is related to 
TransferFunctionProperty. The colour brightness is affected by adjusting the 
SampleDensityProperty value.

   I have more question about performance.  If the image is showed the first 
layer, the performance is the same as showing all layers (100 * 100 * 50).  Is 
any possible way to increase the rendering speeding when only first layer is 
shown?  Many thanks.


Regards,
Clement
   





From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
[robert.osfi...@gmail.com]
Sent: Wednesday, 25 April 2012 2:30 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgvolume brightness and sample density

Hi Clement,

You simply need to attach a TransferFunctionProperty to the Layer
assigned VolumeTile and set up this to map floating point intensity
value to the colour/alpha value required. The osgvolume has example of
it's setup.

Robert.

On 12 April 2012 03:52,   wrote:
> Hi,
>
>  I am using osgVolume to display my CT data.  If I set the value of 
> SampleDensityProperty lower, I can get more details, but the brightness will 
> become darker or dull.  Does any method that allow to use smaller value of 
> SampleDensityProperty and keep image colour brighter.  I tried to use 
> LightingProperty, but I don't know why I got an error to have this property.
>
>
> Regards,
> Clement
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[osg-users] IllegalArgumentException?

2012-05-04 Thread Akilan Thangamani
Hi

I compiled osg3.0.1 for android for GLES1. I seleceted avd of Android2.2 with 
API level of 8. There is no problem in starting the emulator.fine.
I also compiled osgAndroidExampleGLES1 without any issue on eclipse. Running 
the application throws the following error, 

05-04 05:38:01.375: D/libEGL(275): egl.cfg not found, using default config
05-04 05:38:01.375: D/libEGL(275): loaded /system/lib/egl/libGLES_android.so
05-04 05:38:01.385: W/EGLview(275): creating OpenGL ES 1 context
05-04 05:38:01.405: W/dalvikvm(275): threadid=7: thread exiting with uncaught 
exception (group=0x4001d800)
05-04 05:38:01.405: E/AndroidRuntime(275): FATAL EXCEPTION: GLThread 8
05-04 05:38:01.405: E/AndroidRuntime(275): java.lang.IllegalArgumentException
05-04 05:38:01.405: E/AndroidRuntime(275):  at 
com.google.android.gles_jni.EGLImpl._eglCreateContext(Native Method)
05-04 05:38:01.405: E/AndroidRuntime(275):  at 
com.google.android.gles_jni.EGLImpl.eglCreateContext(EGLImpl.java:50)
05-04 05:38:01.405: E/AndroidRuntime(275):  at 
osg.AndroidExample.EGLview$ContextFactory.createContext(EGLview.java:103)
05-04 05:38:01.405: E/AndroidRuntime(275):  at 
android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:922)
05-04 05:38:01.405: E/AndroidRuntime(275):  at 
android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1246)
05-04 05:38:01.405: E/AndroidRuntime(275):  at 
android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1116)

I like to know what went wrong


Thanks

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