Re: [osg-users] Geographic earth in OSG?

2012-05-18 Thread Jordi Torres
Hi Shayne and Akilan,

I suspect your problem has something to do with your shape drawable where
 you're using a sphere in your code.


That is what I was trying to say, If you do your calculations with an
ellipsoid model, but then you try to draw these positions in a
ShapeDrawable::Sphere you'll never see the models in their right place. You
have to draw on an Ellipsoid, not a Sphere. Depending on where you are
putting our model (near the equator or near the poles) the difference could
be very large.

Cheers.

-- 
Jordi Torres Fabra

gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
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Re: [osg-users] Building new website, assistance appreciated!

2012-05-18 Thread Jordi Torres
Hi Thomas,

I have been a bit busy these days, but hopefully this weekend I will be
able to take up again the web tasks. I will start to write the author's
guide ASAP, we can modify it later if necessary.

Cheers.


2012/5/17 Thomas Hogarth thomas.hoga...@gmail.com

 Hi Again

 I've started work on the Windows/Visual Studio side of the platform
 specifics section.


 http://www.openscenegraph.com/index.php/documentation/platform-specifics/windows/37-visual-studio

 Just wondered if you'd take a look at the few pages I've done to confirm
 style etc before I move on.

 Also I think the main Visual Studio page needs a bit of refactoring, but
 the pages it links too seem good.

 Cheers
 Tom

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Re: [osg-users] Render a sub part of the viewport

2012-05-18 Thread Robert Osfield
Hi Aurelien,

What you need to do is set up your RTT Camera so it's dimensions are
9x9 (viewport and texture sizes), keep the view matrix the same as the
main camera, then adjust the post multiple the projection of the main
camera so that it captures just the required portion of the main
window.  Off the top of my head I can't think of the exact formulas to
use for the post multiplication matrix, but essentially you'll be
wanting to translate and scale the small portion of the main cameras
clip space (-1,1) to RTT cameras final clip space which will be -1,
-1.  If you were taking just the bottom left quarter of the main
camera you'd want to covert a (-1,0) range to (-1,1) so would
translate by 0.5 and then scale by two.  Hopefully this will give you
enough clues to derive the maths yourself.

Robert.

On 16 May 2012 08:17, Aurelien Albert aurelien.alb...@alyotech.fr wrote:
 Hi,

 I've made a render graph with a main camera and several RTT cameras.

 One of these cameras is disabled by default and is used to compute 
 informations about the fragments (shader program is used to compute image 
 signal parameters, not visible colors)

 When the user activate a read info mode, for each click on the viewer :
 - this special fragment info camera is enabled
 - the fragment info camera matrices (view and projection) are copied from 
 the main camera (to get the same point of view)
 - the fragment info camera viewport is copied from the main camera (to get 
 the same image)
 - a frame is rendered = the fragment info camera write informations into a 
 framebuffer
 - the informations from the fragment info pixel under the mouse are read 
 and displayed to the user

 This works well, but I have a performance issue :
 - the fragment info shaders are complex
 - the fragment info framebuffer is the same size as the main viewer, which 
 is useless since I have to read only a few pixels

 So I'm looking for a way to compute :
 - the fragment info camera matrices (view and projection)  from the main 
 camera matrices
 - the fragment info camera viewport from the main camera matrices

 to get :
 - only a 9x9 pixels image
 - the center pixel of this image centered with the mouse cursor coordinate


 Thank you!

 Cheers,
 Aurelien

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Re: [osg-users] Problem with semi-transparent textures

2012-05-18 Thread Robert Osfield
Hi Martin,

On 17 May 2012 11:52, Martin Oswald martin.r.osw...@gmail.com wrote:
 I hope this description makes the problem a bit more clear.

I'm afraid even with this explanation I can't spot a reason of what
might be going wrong for you.  When stumped on issues like this I tend
to pare back my usage of classes/data to a bare minimum and see if I
can get something simple working then step back through the process
adding the more complex tasks/data to see if something breaks.
Sometimes just this process helps spot the problems in terms of
forcing a thorough review of the source code, sometimes it's the
results that illuminate what is going on.

Robert.
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Re: [osg-users] Render a sub part of the viewport

2012-05-18 Thread Aurelien Albert
Hi,

Thanks for your guidelines, this is exactly what I try to do... no sucess for 
the moment but it's probably just a math issue with the projection matrix 
modification.

Another question : how can I render only this camera ? (not the main one)

I tried to modify cameras node masks so when I call the frame() method, only 
the fragment info is rendered but I always get :
- no camera render at all
or
- main and fragment info camera are rendered

Thank you!

Aurelien

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Re: [osg-users] Render a sub part of the viewport

2012-05-18 Thread Sergey Polischuk
Hi, Aurelien

This can be done with viewport modification. Viewport matrix is one that 
transform -1...1 postperspective coords to window coords. You should attach 9x9 
image\texture to camera, and set camera viewport with x,y = (window mouse 
coords center transformed to screen coords in pixels - vec2(4,4)), and width, 
height = 9. This way you'll get covered 9x9 area around mouse cursor. Dont 
forget to clip viewport values so they dont go out of window.

Cheers,
Sergey.

18.05.2012, 14:41, Aurelien Albert aurelien.alb...@alyotech.fr:
 Hi,

 Thanks for your guidelines, this is exactly what I try to do... no sucess for 
 the moment but it's probably just a math issue with the projection matrix 
 modification.

 Another question : how can I render only this camera ? (not the main one)

 I tried to modify cameras node masks so when I call the frame() method, 
 only the fragment info is rendered but I always get :
 - no camera render at all
 or
 - main and fragment info camera are rendered

 Thank you!

 Aurelien

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 http://forum.openscenegraph.org/viewtopic.php?p=47757#47757

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Re: [osg-users] Render a sub part of the viewport

2012-05-18 Thread Sergey Polischuk
Replying to myself :)
In this case you should attach full sized texture, but only 9x9 pixels area 
around mouse cursor will be drawn.

Another possibility is to attach 9x9 texture, keep viewport (0,0,9,9) and tweak 
projection matrix with scale and translate, as Robert already said.

18.05.2012, 15:10, Sergey Polischuk pol...@yandex.ru:
 Hi, Aurelien

 This can be done with viewport modification. Viewport matrix is one that 
 transform -1...1 postperspective coords to window coords. You should attach 
 9x9 image\texture to camera, and set camera viewport with x,y = (window mouse 
 coords center transformed to screen coords in pixels - vec2(4,4)), and width, 
 height = 9. This way you'll get covered 9x9 area around mouse cursor. Dont 
 forget to clip viewport values so they dont go out of window.

 Cheers,
 Sergey.

 18.05.2012, 14:41, Aurelien Albert aurelien.alb...@alyotech.fr:

  Hi,

  Thanks for your guidelines, this is exactly what I try to do... no sucess 
 for the moment but it's probably just a math issue with the projection 
 matrix modification.

  Another question : how can I render only this camera ? (not the main one)

  I tried to modify cameras node masks so when I call the frame() method, 
 only the fragment info is rendered but I always get :
  - no camera render at all
  or
  - main and fragment info camera are rendered

  Thank you!

  Aurelien

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  http://forum.openscenegraph.org/viewtopic.php?p=47757#47757

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Re: [osg-users] Render a sub part of the viewport

2012-05-18 Thread Aurelien Albert
Thanks, I'll work on it on monday...

What about my 2nd question ? (render only this camera)


Cheers,
Aurelien

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Re: [osg-users] Render a sub part of the viewport

2012-05-18 Thread Robert Osfield
HI Aurelien,

On 18 May 2012 15:06, Aurelien Albert aurelien.alb...@alyotech.fr wrote:
 What about my 2nd question ? (render only this camera)

Not a quick an easy answer to this one.  The normal frame loop will
render the various graphics windows and then issue a swap buffers at
the end of the frame, what you are wanting to just render a RTT Camera
as a one off, or do you  Typically one would do such RTT Camera's
prior to the main Camera, putting them in the scene graph can be the
best way to manage whether it needs to be rendered or not per frame.

It's possible to render a Camera more directly by calling the Camera's
Renderer's cull_draw() method for a thread with the appropriate
context current, this isn't usual OSG usage though, and not one I've
tried yet, this is just what the viewer will be doing behind the
scenes so it will be possible to split this out into user control.
The one thing you'd need to be careful of who has control of which
thread and which context.  Running single threaded and single context
makes this more straight forward.

Do too much in non standard ways will require greater low level
understanding and patience in debugging stuff as you'll be doing stuff
that most other haven't directly done before.

Robert.
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Re: [osg-users] Render a sub part of the viewport

2012-05-18 Thread Sergey Polischuk
This is not exactly what you want, but something similar:
you can rework your rendering process to use 3 cameras:

1) RTT camera which render scene.
2) your 9x9 RTT camera.
3) main camera (which output stuff to framebuffer) - this one just render full 
screen quad with texture from first camera.

When you dont need to re-render scene, you just disable 1st RTT camera by 
setting 0x0 node mask, main camera just keep drawing texture, which contain 
last frame when 1st camera was enabled. As rendering one textured fullscreen 
quad not gonna cut into framerate much, i think this is usable approach, and it 
can be done quite easily.

Cheers,
Sergey.

18.05.2012, 18:06, Aurelien Albert aurelien.alb...@alyotech.fr:
 Thanks, I'll work on it on monday...

 What about my 2nd question ? (render only this camera)

 Cheers,
 Aurelien

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[osg-users] Help: how does lightSource with referenceFrame of osg::LightSource::ABSOLUTE_RF work?

2012-05-18 Thread wang shuiying

Hello,

I have 2 questions about the lightSource node.

(1) Does lightSource affect all the geode nodes in the scenedata  or 
only the ones that are under it in the sceneData structure?
(2) In my application, a lightSource is attached to the main sceneNode, 
and this lightSource has a osg::group node (NodeA)as its child which 
contains several 3D models . There is also a pre render camera attached 
to the lightSource, and that pre render camera also has NodeA as child. 
When I set 
lightSource-setReferenceFrame(osg::LightSource::ABSOLUTE_RF), the color 
of the texture from the prerender camera varies as I use mouse to change 
the orientation of master camera displaying the 3D view. I don't know 
what is happening here. In my opinion, as the position and orientation 
of the pre render camera relative to the static 3D objects stay the 
same, the texture color should be the same too.


When  Relative_RF is assigned, then the texture keeps the same however I 
change the master camera.


Can anyone give me some hints on that?


Thanks a lot in advance!

Best regards

Shuiying
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Re: [osg-users] Geographic earth in OSG?

2012-05-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I understand the discrepancy. 

The real question is why the originator of the thread was using a sphere in the 
first place and not the ellipsoid to place the models...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jordi Torres
Sent: Friday, May 18, 2012 1:41 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Geographic earth in OSG?

Hi Shayne and Akilan,



I suspect your problem has something to do with your shape drawable 
where you're using a sphere in your code. 



That is what I was trying to say, If you do your calculations with an ellipsoid 
model, but then you try to draw these positions in a ShapeDrawable::Sphere 
you'll never see the models in their right place. You have to draw on an 
Ellipsoid, not a Sphere. Depending on where you are putting our model (near the 
equator or near the poles) the difference could be very large. 


Cheers.

--
Jordi Torres Fabra

gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial http://www.ai2.upv.es

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[osg-users] [osgPlugins] [osgAndroid-Question] How to get .ply files to work?

2012-05-18 Thread Bernd Kampl
Hi dear OSG Dev Community :)
I'm working with the Android Implementation of OSG, namely the 
osgAndroidExampleGLES1. I figured out how to include the plugins like jpeg, 
png, curl, freetype, mainly thanks to this thread: 
http://forum.openscenegraph.org/viewtopic.php?t=10415
(For those who don't know: the Android.mk and the OsgMainApp.hpp have to be 
modified).

But here comes my problem: i want to use .ply Files. I know there is a plugin 
for it. But when i try to include it like i do with with the other plugins i 
get the error cannot find -losgdb_ply. maybe someone could point me in the 
right direction.
thanks very much in advance, this dev community is absolutely awesome!

Cheers,
Bernd

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