Re: [osg-users] Can OSG be used as a tool to edit maps?

2013-01-08 Thread Robert Osfield
Hi Nav,

On 8 January 2013 03:21, Nav Joseph nk...@tatapowersed.com wrote:
 My question is as an offset to a discovery that osgEarth does not allow 
 saving a map it generates, to the hard disk.

The OSG and hence osgEarth should support creation of a local file
cache of tiles, modification of the tiles at runtime prior to saving
to the cache might be possible by use a Registry::ReadFileCallback.

 So I was wondering that if osgEarth is only for displaying maps, and virtual 
 planet builder was to split up a map into tiles and lod's, and osgEdit was 
 meant only for minor modelling of a scene, then that leaves me with only OSG 
 itself, which has to be programmed in such a way that it allows me to edit a 
 scene the way I want to edit it.

 Eg.If I have a vector map (in whatever format) and I want to change a few 
 details (like the color of a few lines) in it and save the map (as .osg or 
 .ive or any other format), is my only option to use OSG for this task? What 
 is the best way to edit maps using osg related tools? I'm ready to do some 
 amount of programming related to it, as long as I can customize it as per the 
 intricate details I want to edit. Raster, vector and maybe even DEM.

How you want to go about things depends greatly upon what type of data
you want to visualize, how you want to visualize it and how you want
to modify parts of the data or visualization.  If you are using a
system like osgEarth that reads the raw data and generates a scene
graph dynamically then you'd want to either pre-process the raw data
prior to osgEarth reading it, or adapt osgEarth's scene graph
generation to honour what medications you want.  Or you could just
post process the scene graph generated by osgEarth.

Alternatively you could use VPB or other tools to create a complete
scene graph on disk then just load the tiles and modify and re-save
them as required, keeping everything in an OSG native format.

Which approach is best for you needs I can't answer based on the
details you've provided.

Robert.
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Re: [osg-users] Can OSG be used as a tool to edit maps?

2013-01-08 Thread Nav Joseph
ok, gathering more info to answer your question, but meanwhile, when you 
mentioned pre-processing the map, what did you mean? Is there already a tool 
for it?


Nav of Joseph? You can call me Nav :-)

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Re: [osg-users] Can OSG be used as a tool to edit maps?

2013-01-08 Thread Jordi Torres
Hi Nav,

What kind of edition are you thinking about? Painting over the raster
files? Create and edit Vectorial maps? We created some vectorial edition
tools in gvSIG 3D like creating Shp layers or adding and applying
transformations to 3dmodels using osgManipulator library. You can take a
look to the youtube channel of gvSIG 3D [1].

If you are thinking in other type of tools like terrain deformation or
similar I remember a library called  OSG TDS  [2], but I don't know about
the status of the development. Maybe it could serve as inspiration.

Cheers.


[1]http://www.youtube.com/user/gvSIG3D
[2]http://andesengineering.com/Projects/TDS/

2013/1/8 Nav Joseph nk...@tatapowersed.com

 ok, gathering more info to answer your question, but meanwhile, when you
 mentioned pre-processing the map, what did you mean? Is there already a
 tool for it?

 
 Nav of Joseph? You can call me Nav :-)

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 http://forum.openscenegraph.org/viewtopic.php?p=51839#51839





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Re: [osg-users] Does OSG support ES2.0?

2013-01-08 Thread Paul Heraty
Hi Preet,

Do you have a copy of the shaders in that code that you can share please:


shaders/NoShading_vert.glsl
shaders/NoShading_frag.glsl


Thank you!

Cheers,
Paul

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Re: [osg-users] Custom culling that works with shaders

2013-01-08 Thread Glenn Waldron
Thanks Robert.

In the meantime, I worked around this issue by using a ProxyCullVisitor
class and traversing the subgraph with that. It replaces the isCulled()
functionality with a custom frustum used exclusively for culling, while
using the normal camera for creating the StateGraphs. Works well for now.

Glenn Waldron / @glennwaldron


On Mon, Jan 7, 2013 at 9:21 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Glenn,

 Just a quick reply as I'm just back from holiday season and rather
 cold on techy topics.  Currently the OSG's culling is based around
 testing a internal nodes bounding sphere against the view frustum
 polytope and the geometry leaves bounding boxes.   With shaders having
 the ability to move geometry around it obvious introduces a where is
 it now? issue for any of the present bounding volume code that tries
 to handle geometry with such shaders.  Currently the OSG has an
 osg::Drawable::setInitialBound(..) feature but this is really crappy
 and has long deserved a complete overhaul in the face of widespread
 usage of shaders.

 I don't believe tackling this issue by just providing some for of
 culling callback/control would be sufficient as it's not only culling
 traversals that need to test the whereabouts of geometry in the scene
 graph.  What exactly a general purpose solution might be I can't say
 without putting some more time thinking about the topic.  A good first
 step would be to improve the bounding box controls in osg::Drawable so
 it's better at managing user set bounding volumes.

 Robert.

 On 4 January 2013 15:44, Glenn Waldron gwald...@gmail.com wrote:
  Robert et al.,
 
  The topic of culling vis-a-vis shaders has come up a few times recently.
 
  The issue is: if you transform or emit vertices in a vertex, geometry, or
  tessellation shader, the new position information is not available to
 OSG's
  culling mechanism. This may result in visible geometry being culled.
 
  One approach is to artificially inflate the bounds of your geometry. Not
  very elegant. Cull callbacks won't help, since the visibility logic is in
  CullStack::isCulled() which executes before any cull callbacks.
 
  What I would like to do is use a custom frustum for culling. In my app I
  have just such a frustum, and I tried applying it the the current
  osg::CullingSet; but that CullingSet is automatically kept in sync with
 the
  Camera frustum and my changes get overwritten.
 
  I think we need a general-purpose solution, since this topic is bound to
  come up again. Here are a couple ideas:
 
  1) Allow the user to customize CullStack::isCulled() in some way, either
  with a callback, or by making the isCulled() variants virtual.
 
  2) Allow the user to apply a custom visibility frustum to the
  osg::CullingSet. (Calling CullingSet::setFrustum works, but gets
  automatically overwritten when there are subsequent Transforms in the
 scene
  graph.)
 
  I look forward to your thoughts.
 
 
  Glenn Waldron / @glennwaldron / osgEarth.org
 
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Re: [osg-users] Can OSG be used as a tool to edit maps?

2013-01-08 Thread Chris Hanson
Joseph, maybe you should come out and talk more about what you're trying to
do. I think we have what's called an XY problem here, where you want to do
X, and you think Y (osgEarth, VPB, OSG) is the solution, but really if you
just tell us what the goal X is, without involving your theories of Y,we
can probably tell you Y (or possibly alternate Z) that really gets to the
heart of the matter.

If you don't feel comfortable discussing it publicly, shoot me a message
privately as this is sort of my domain of expertise.


On Tue, Jan 8, 2013 at 4:41 AM, Jordi Torres jtorresfa...@gmail.com wrote:

 Hi Nav,

 What kind of edition are you thinking about? Painting over the raster
 files? Create and edit Vectorial maps? We created some vectorial edition
 tools in gvSIG 3D like creating Shp layers or adding and applying
 transformations to 3dmodels using osgManipulator library. You can take a
 look to the youtube channel of gvSIG 3D [1].

 If you are thinking in other type of tools like terrain deformation or
 similar I remember a library called  OSG TDS  [2], but I don't know about
 the status of the development. Maybe it could serve as inspiration.

 Cheers.


 [1]http://www.youtube.com/user/gvSIG3D
 [2]http://andesengineering.com/Projects/TDS/


 2013/1/8 Nav Joseph nk...@tatapowersed.com

 ok, gathering more info to answer your question, but meanwhile, when you
 mentioned pre-processing the map, what did you mean? Is there already a
 tool for it?

 
 Nav of Joseph? You can call me Nav :-)

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=51839#51839





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 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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