Re: [osg-users] how to detect if an object bounding box collision with the camera frustum?

2016-06-27 Thread John Lee
Hi Sebastian.
Thank you for your answer.
What i want to do is to detect if a bounding box is inside the view frustum, 
but i don't know how to do. Can you give me some hints? I am new to osg.

Cheers
John


SMesserschmidt wrote:
> Hi John,
> 
> 
> > Hi,
> > 
> > how to detect if an object bounding box collision with the camera frustum?
> > I wonder if someone can suggest me how to do such check?
> > 
> Please explain, what you're after. What exactly do you mean when you're 
> asking for a collision? Inside the frustum? Intersected by the frustum?
> It might really help, if you give us an idea of what you're trying to 
> achieve.
> 
> Cheers
> Sebastian
> 
> 
> > 
> > Thank you!
> > 
> > Cheers,
> > John
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=67846#67846
> > 
> > 
> > 
> > 
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[osg-users] OSX/X11 graphics context not updating after window resize

2016-06-27 Thread Ravi Mathur
Hi all,

I have an interesting problem to which I found a strange solution. I don't know 
why the solution works, and I'd like to know if anyone here could shed some 
light.

I have an OSG-based visualization API that is designed for use from within any 
user-provided GUI toolkit. All OpenGL rendering is done in a separate thread; 
the developer just needs to provide SetGLContext and SwapBuffers callback 
functions. Simple enough, and it works great with several GUI toolkits on 
Windows and Mac.

I recently started testing its use on OSX with an OpenMotif-based GUI toolkit 
called Winteracter. The problem I ran across happens when I get a resize 
message. I process the message in the OpenGL thread using a GUIEventHandler, 
which changes the appropriate viewport. However, while the viewport size does 
change, its origin does not shift to match the resized window's corner! So 
basically if I increase the window size, the newly exposed portions are left 
blank even though the rendered image does seem to get bigger, as if OSG thinks 
everything resized correctly. See the attached picture for an example.

After a lot of tinkering, I found that I can fix the problem if I call 
glXMakeCurrent to release and immediately reattach the context. This happens in 
the OpenGL thread when it's processing the resize event.

So, does anyone know WHY this solution (hack) works? Interestingly, everything 
works correctly if I use OSG's own X11-based viewer. It's only if I use 
Winteracter's OpenMotif-based window management to create a window that the 
resize issue happens.

Thanks!
Ravi

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Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-27 Thread Chris Hanson
I gotcha. In a legacy situation, it might be hard to integrate osgEarth
properly.

So, what is your current remaining obstacle?
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Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-27 Thread Valerian Merkling
Hi Jason, 

I'm not making a full new application, I'm just upgrading the old OpenGL code 
to OSG, so there is lots of things I should have to destroy to use osgEarth, 
like the way tile are loaded, georeferencing management all that tools made to 
works on the rasters. 

My decision was to use OSG to have a better integration, and thus far it's good.

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[osg-users] Multi touch with WPF

2016-06-27 Thread Théo Nassour
Hi,

I want to know if Someone has an exemple of making osg Multi-touch work under a 
WPF control ?

Thank you!

Cheers,
Théo

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Re: [osg-users] osgFX::Outline and Stencil

2016-06-27 Thread Théo Nassour
Hi,

Thank you i found the solution, I had a ClearNode in the scene with the wrong 
setClearMask()

Thank you!

Cheers,
Théo

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Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-27 Thread Jason Beverage
Hey Valerian,

Just curious, but what do you need to do with non georeferenced images that
osgEarth can't do?  Are you providing georeferencing yourself externally?

Jason

On Mon, Jun 27, 2016 at 6:05 AM Valerian Merkling 
wrote:

> Chris, I already try to use osgEarth, it's really good but I can't use it
> :(
> To make it short, osgEarth's way to manage non georeferenced image isn't
> compatible with my needs.
>
>
> Sebastien, I don't need to outline, I need to draw stuff like roads.
> Right now I'm using polygon offset to make sure the red part is drawn
> behind the yellow (you can see it the joined file). It's hard for me to be
> clear with my poor english and my poor understanding of the OpenGL world,
> sorry !
>
> Anyway, using a shader may also be a solution for my roads, I'll try it.
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=67845#67845
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Re: [osg-users] how to detect if an object bounding box collision with the camera frustum?

2016-06-27 Thread Sebastian Messerschmidt

Hi John,


Hi,

how to detect if an object bounding box collision with the camera frustum?
I wonder if someone can suggest me how to do such check?
Please explain, what you're after. What exactly do you mean when you're 
asking for a collision? Inside the frustum? Intersected by the frustum?
It might really help, if you give us an idea of what you're trying to 
achieve.


Cheers
Sebastian



Thank you!

Cheers,
John

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[osg-users] how to detect if an object bounding box collision with the camera frustum?

2016-06-27 Thread John Lee
Hi,

how to detect if an object bounding box collision with the camera frustum?
I wonder if someone can suggest me how to do such check?

Thank you!

Cheers,
John

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Re: [osg-users] how to judge if an object is in the frustum?

2016-06-27 Thread John Lee
Nick.
Ok, thank you so much. I will look up more information about what Robert said.


Trajce Nikolov NICK wrote:
> Hi,
> 
> 
> well, for this I think what Robert suggested suits better. I don't know the 
> details of the Polytope that much but I think you just need to re-create the 
> View frustum as a Polytope and do the intersectons... I hope Robert will shed 
> more light into this
> 
> 
> 
> 
> On Mon, Jun 27, 2016 at 10:20 AM, John Lee < ()> wrote:
> 
> > Hi, robert.
> > Thank you for your reply.
> > I never use the PolytopeIntersector, can you tell me more hints? Because i 
> > am new to osg or show me some website so that i learn osg quickly.
> > Thanks.
> > 
> > Jhon.
> > 
> > 
> > robertosfield wrote:
> > 
> > > Hi John,
> > > 
> > > 
> > > As Nick suggest you can use a cull callback to report back when a node
> > > and it's subgraph are likely to be within the view frustum, however,
> > > this is constrains you to doing the test in the cull traversal.
> > > 
> > > However, if you want to do the test outside the cull traversal then
> > > you'll need to use the PolytopeIntersector, creating a Polytope as the
> > > frustum.
> > > 
> > > Robert.
> > > 
> > > On 27 June 2016 at 07:30, John Lee <> wrote:
> > > 
> > > 
> > > > Hi,
> > > > 
> > > > I don't know how to judge if an object is in the frustum? I want to get 
> > > > which node is in the frustum.
> > > > 
> > > > Thank you!
> > > > 
> > > > Cheers,
> > > > John
> > > > 
> > > > --
> > > > Read this topic online here:
> > > > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 
> > > > (http://forum.openscenegraph.org/viewtopic.php?p=67832#67832)
> > > > 
> > > > 
> > > > 
> > > > 
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Re: [osg-users] how to judge if an object is in the frustum?

2016-06-27 Thread Trajce Nikolov NICK
Hi,

well, for this I think what Robert suggested suits better. I don't know the
details of the Polytope that much but I think you just need to re-create
the View frustum as a Polytope and do the intersectons... I hope Robert
will shed more light into this



On Mon, Jun 27, 2016 at 10:20 AM, John Lee <357059...@qq.com> wrote:

> Hi, robert.
> Thank you for your reply.
> I never use the PolytopeIntersector, can you tell me more hints? Because i
> am new to osg or show me some website so that i learn osg quickly.
> Thanks.
>
> Jhon.
>
>
> robertosfield wrote:
> > Hi John,
> >
> >
> > As Nick suggest you can use a cull callback to report back when a node
> > and it's subgraph are likely to be within the view frustum, however,
> > this is constrains you to doing the test in the cull traversal.
> >
> > However, if you want to do the test outside the cull traversal then
> > you'll need to use the PolytopeIntersector, creating a Polytope as the
> > frustum.
> >
> > Robert.
> >
> > On 27 June 2016 at 07:30, John Lee <> wrote:
> >
> > > Hi,
> > >
> > > I don't know how to judge if an object is in the frustum? I want to
> get which node is in the frustum.
> > >
> > > Thank you!
> > >
> > > Cheers,
> > > John
> > >
> > > --
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832
> > >
> > >
> > >
> > >
> > >
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Re: [osg-users] how to judge if an object is in the frustum?

2016-06-27 Thread John Lee
Hi, robert.
Thank you for your reply.
I never use the PolytopeIntersector, can you tell me more hints? Because i am 
new to osg or show me some website so that i learn osg quickly.
Thanks.

Jhon.


robertosfield wrote:
> Hi John,
> 
> 
> As Nick suggest you can use a cull callback to report back when a node
> and it's subgraph are likely to be within the view frustum, however,
> this is constrains you to doing the test in the cull traversal.
> 
> However, if you want to do the test outside the cull traversal then
> you'll need to use the PolytopeIntersector, creating a Polytope as the
> frustum.
> 
> Robert.
> 
> On 27 June 2016 at 07:30, John Lee <> wrote:
> 
> > Hi,
> > 
> > I don't know how to judge if an object is in the frustum? I want to get 
> > which node is in the frustum.
> > 
> > Thank you!
> > 
> > Cheers,
> > John
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832
> > 
> > 
> > 
> > 
> > 
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Re: [osg-users] how to judge if an object is in the frustum?

2016-06-27 Thread John Lee
HI, Nick.
Thank you so much for your answer.
I will try this. I have one more question. How to detect if a node's bounding 
box collision with the camera view frustum. Can i solve this problem with  
osgUtil::CullVisitor?


Trajce Nikolov NICK wrote:
> somthing like this:
> 
> struct MyCullCallback : public osg::NodeCallback
> {
>     void operator()(osg::Node* node, osg::NodeVisitor* nv)
>     {
>         osgUtil::CullVisitor* cv = nv->asCullVisitor();
>         //osgUtil::CullVisitor* cv = dynamic_cast(nv);
>         if (cv && cv->isCulled(node))
>         {
>             
>         }
>     }
> };
> 
> node->setCullCallback(new MyCullCallback);
> 
> 
> On Mon, Jun 27, 2016 at 9:15 AM, Trajce Nikolov NICK < ()> wrote:
> 
> > something like this:L
> > 
> > 
> > 
> > On Mon, Jun 27, 2016 at 9:12 AM, John Lee < ()> wrote:
> > 
> > > Hi,
> > > Thank you for your answer.
> > > i can't find this method asCullVisitor(). I am using osg 3.4.0.
> > > I am so sorry, and I am new to osg. So I wonder if  you can give me more 
> > > hint.
> > > Thank you again.
> > > 
> > > 
> > > Trajce Nikolov NICK wrote:
> > > 
> > > > Try CullCallback, in there you can get the handle of the CullVisitor 
> > > > and do something like this in your callback:
> > > > 
> > > > 
> > > > CullVisitor* cv = nv->asCullVisitor()
> > > > 
> > > > cv->isCulled(node)
> > > > 
> > > > 
> > > > 
> > > > On Mon, Jun 27, 2016 at 8:30 AM, John Lee < ()> wrote:
> > > > 
> > > > 
> > > > > Hi,
> > > > > 
> > > > > I don't know how to judge if an object is in the frustum? I want to 
> > > > > get which node is in the frustum.
> > > > > 
> > > > > Thank you!
> > > > > 
> > > > > Cheers,
> > > > > John
> > > > > 
> > > > > --
> > > > > Read this topic online here:
> > > > > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 
> > > > > (http://forum.openscenegraph.org/viewtopic.php?p=67832#67832) 
> > > > > (http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 
> > > > > (http://forum.openscenegraph.org/viewtopic.php?p=67832#67832))
> > > > > 
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[osg-users] [osgPlugins] [OSG Exporter problem] Export skinning model with biped animation to OSG format

2016-06-27 Thread Tung Nguyen
Hi,

I'm newbie in 3dsMax and want to export an human model with animation, I 
created a biped and skinning to model, create some animation and make it run, 
in 3ds max, i can see the model moving with linked biped inside, but when i 
export to IVE format, just biped moving, model not move following the biped, i 
cant know what wrong, i use OpenSceneGraph Max Exporter from Farshid Lashkari.

I found in some topic a thing call osgAnimation, but i dont know how to use it.

You can see some picture captured in this link
Model in 3ds max
[Image: 
http://i1351.photobucket.com/albums/p794/vuhuonggiang01/3_zps8xx2hzc8.jpg ]
[Image: 
http://i1351.photobucket.com/albums/p794/vuhuonggiang01/2_zps5plaqksb.jpg ]
[Image: 
http://i1351.photobucket.com/albums/p794/vuhuonggiang01/1_zpslljlqnhi.jpg ]
Model after export to IVE, i used OSGViewer to view model.
[Image: 
http://i1351.photobucket.com/albums/p794/vuhuonggiang01/4_zpssbexyrno.jpg ]
[Image: 
http://i1351.photobucket.com/albums/p794/vuhuonggiang01/5_zpsjdufskvv.jpg ]

I really really need help for this, many thank.

Cheers,
Tung

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Re: [osg-users] how to judge if an object is in the frustum?

2016-06-27 Thread Trajce Nikolov NICK
somthing like this:

struct MyCullCallback : public osg::NodeCallback
{
void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor* cv = nv->asCullVisitor();
//osgUtil::CullVisitor* cv =
dynamic_cast(nv);
if (cv && cv->isCulled(node))
{

}
}
};

node->setCullCallback(new MyCullCallback);

On Mon, Jun 27, 2016 at 9:15 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> something like this:L
>
>
> On Mon, Jun 27, 2016 at 9:12 AM, John Lee <357059...@qq.com> wrote:
>
>> Hi,
>> Thank you for your answer.
>> i can't find this method asCullVisitor(). I am using osg 3.4.0.
>> I am so sorry, and I am new to osg. So I wonder if  you can give me more
>> hint.
>> Thank you again.
>>
>>
>> Trajce Nikolov NICK wrote:
>> > Try CullCallback, in there you can get the handle of the CullVisitor
>> and do something like this in your callback:
>> >
>> >
>> > CullVisitor* cv = nv->asCullVisitor()
>> >
>> > cv->isCulled(node)
>> >
>> >
>> >
>> > On Mon, Jun 27, 2016 at 8:30 AM, John Lee < ()> wrote:
>> >
>> > > Hi,
>> > >
>> > > I don't know how to judge if an object is in the frustum? I want to
>> get which node is in the frustum.
>> > >
>> > > Thank you!
>> > >
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>> > > John
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>> http://forum.openscenegraph.org/viewtopic.php?p=67832#67832)
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Re: [osg-users] how to judge if an object is in the frustum?

2016-06-27 Thread Trajce Nikolov NICK
something like this:L


On Mon, Jun 27, 2016 at 9:12 AM, John Lee <357059...@qq.com> wrote:

> Hi,
> Thank you for your answer.
> i can't find this method asCullVisitor(). I am using osg 3.4.0.
> I am so sorry, and I am new to osg. So I wonder if  you can give me more
> hint.
> Thank you again.
>
>
> Trajce Nikolov NICK wrote:
> > Try CullCallback, in there you can get the handle of the CullVisitor and
> do something like this in your callback:
> >
> >
> > CullVisitor* cv = nv->asCullVisitor()
> >
> > cv->isCulled(node)
> >
> >
> >
> > On Mon, Jun 27, 2016 at 8:30 AM, John Lee < ()> wrote:
> >
> > > Hi,
> > >
> > > I don't know how to judge if an object is in the frustum? I want to
> get which node is in the frustum.
> > >
> > > Thank you!
> > >
> > > Cheers,
> > > John
> > >
> > > --
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 (
> http://forum.openscenegraph.org/viewtopic.php?p=67832#67832)
> > >
> > >
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Re: [osg-users] how to judge if an object is in the frustum?

2016-06-27 Thread John Lee
Hi, 
Thank you for your answer.
i can't find this method asCullVisitor(). I am using osg 3.4.0.
I am so sorry, and I am new to osg. So I wonder if  you can give me more hint. 
Thank you again. 


Trajce Nikolov NICK wrote:
> Try CullCallback, in there you can get the handle of the CullVisitor and do 
> something like this in your callback:
> 
> 
> CullVisitor* cv = nv->asCullVisitor()
> 
> cv->isCulled(node)
> 
> 
> 
> On Mon, Jun 27, 2016 at 8:30 AM, John Lee < ()> wrote:
> 
> > Hi,
> > 
> > I don't know how to judge if an object is in the frustum? I want to get 
> > which node is in the frustum.
> > 
> > Thank you!
> > 
> > Cheers,
> > John
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 
> > (http://forum.openscenegraph.org/viewtopic.php?p=67832#67832)
> > 
> > 
> > 
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Re: [osg-users] Pass an osg::Texture2D to CUDA driver api

2016-06-27 Thread Philipp Meyer
Hi,

setting useDisplayLists to false indeed fixed both issues. Thank you very much.

Cheers,
Philipp

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Re: [osg-users] how to judge if an object is in the frustum?

2016-06-27 Thread Robert Osfield
Hi John,


As Nick suggest you can use a cull callback to report back when a node
and it's subgraph are likely to be within the view frustum, however,
this is constrains you to doing the test in the cull traversal.

However, if you want to do the test outside the cull traversal then
you'll need to use the PolytopeIntersector, creating a Polytope as the
frustum.

Robert.

On 27 June 2016 at 07:30, John Lee <357059...@qq.com> wrote:
> Hi,
>
> I don't know how to judge if an object is in the frustum? I want to get which 
> node is in the frustum.
>
> Thank you!
>
> Cheers,
> John
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=67832#67832
>
>
>
>
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Re: [osg-users] how to judge if an object is in the frustum?

2016-06-27 Thread Trajce Nikolov NICK
Try CullCallback, in there you can get the handle of the CullVisitor and do
something like this in your callback:

CullVisitor* cv = nv->asCullVisitor()
cv->isCulled(node)

On Mon, Jun 27, 2016 at 8:30 AM, John Lee <357059...@qq.com> wrote:

> Hi,
>
> I don't know how to judge if an object is in the frustum? I want to get
> which node is in the frustum.
>
> Thank you!
>
> Cheers,
> John
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=67832#67832
>
>
>
>
>
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[osg-users] how to judge if an object is in the frustum?

2016-06-27 Thread John Lee
Hi,

I don't know how to judge if an object is in the frustum? I want to get which 
node is in the frustum.

Thank you!

Cheers,
John

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