[osg-users] Color Change Question

2016-07-06 Thread Daniel Lecklider
Hi,

At my work we use OSG for simulation purposes and I am looking to display a 
model with each of its individual parts/components displayed in a different 
color.

 I am new to OSG so I still dont understand everything yet. But I know I need 
to remove all of the skins and apply a new color. A co-worker already created a 
way to give the entire model a color but I need to do it for each sub 
component. 


Here is the function my co-worker has used to remove the textures and add the 
new material.

Code:

void removeTextures(osg::Node* x)
{

if(x != nullptr)
 {
  auto state = x->getOrCreateStateSet();
  state->setAttributeAndModes(this->material, 
osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
  state->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE 
| osg::StateAttribute::OFF);
  auto group = x->asGroup();
  
  if(group != nullptr)
  {
   auto numChildren = group->getNumChildren();
   for(decltype(numChildren) i = 0; i < numChildren; i++)
   {
this->removeTextures(group->getChild(i));
   }
  }
 }
}



How would I go about changing the material of each geode/geometry/drawable and 
what are the differences between these three classes?

Thank you!

Cheers,
Daniel

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Re: [osg-users] Keep Geometry always visible withtout occlusions

2016-07-06 Thread Jannik Heller
Hi,

Indeed, the depth attribute is the way to go. You also need to set a high 
RenderBin number to make sure that the object you don't want occluded is always 
rendered last:


Code:

mygeometry->getOrCreateStateSet()->setAttributeAndModes(new 
osg::Depth(osg::Depth::ALWAYS), osg::StateAttribute::ON);
mygeometry->getOrCreateStateSet()->setRenderBinDetails(1000, "RenderBin");




Cheers,
Jannik

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Re: [osg-users] Keep Geometry always visible withtout occlusions

2016-07-06 Thread Trajce Nikolov NICK
Hi,

you can add Depth attribute to your fat vertex with ALWAYS set as a depth
test

something like

mygeometry->getOrCreateStateSet()->setAttributeAndModes(new
osg::Depth(osg::Depth::ALWAYS), osg::StateAttribute::ON)

On Wed, Jul 6, 2016 at 9:08 PM, Daniel Neos  wrote:

> Hi,
>
> I have a scene consisting one geometry node. This node contains 2
> geometries. One of them has a lot of vertices, color are bound per vertex.
> The other one is a single vertex, but set with a point of the size of 15,
> basically it is just a 'fat' vertex. This servers as a marker.
>
> This marker shall be always visibile, but unfortunalety the other geometry
> mostly occludes the marker. It seems like the marker is stuck in between.
>
> I managed it to get it always visible with making the marker opaque and
> setting the other geometry as transparent.
>
> But now since it is transparent, unwanted (but understandable) effects
> occurs (the background can shine through).
>
>
> Is there a way to always keep a marker unoccluded with letting the actual
> geometry opaque.
>
> Thank you!
>
> Cheers,
> Daniel
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68025#68025
>
>
>
>
>
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[osg-users] ann posts

2016-07-06 Thread Trajce Nikolov NICK
I think I posted this announcement few times, I didn't noticed the
moderators approval thing. Sorry about this, please ignore .. :)

And thanks

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Re: [osg-users] [ANN] OpenIG 2.0.2 Release

2016-07-06 Thread Chris Hanson
AWESOME SAUCE, Nick.

Looking forward to using it.

On Wed, Jul 6, 2016 at 2:09 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Community,
>
> this still young project is growing slowly :-). Again, it is
> openscenegraph cross-platform opensource image generator with focus on
> visual quality and the most, simplicity and easy of use ( a bit of
> marketing :-) http://openig.compro.net).  There are already 3 commercial
> projects already using OpenIG and I thanks to all of the involved.This
> release is focusing on the visual quality and bug fixes. Here is what is
> new in the new release posted just few mins ago:
>
> *- CIGI Plugin: *Very simple implementation using the Boeing's CIGI Class
> Library (CCL). It was tested with osgearth application and the CIGI Host
> Emulator. Only a very thin subset of CIGI packets are implemented in
> synchronous mode - something like synicing the host with OpenIG and move
> around models and the camera, all in Geocentric.
>
> *- Simulation project. *3 very simple projects joined OpenIG that show
> how to fast setup a simple networked simulation using OpenIG: 1. A simple
> host 2. Simple Terrain Query Server and 3. Simple OpenIG plugin showing how
> to drive OpenIG over network using the OpenIG simple networking protocol.
> Some of our friend companies evaluating OpenIG found these projects very
> handy
>
> * - Forward+ lighting plugin*: Still using the plugin from the previous
> version but I want to mention that some GPU acceleration tests using CUDA
> were made as well use of the Intel's Threading Building Blocks (TBB). More
> work is required and this is planned for one of the feature release
>
> I am attaching my favorite screenshot from the 2.0.2 demo which is
> available for Windows as signed binary installers from the OpenIG download
> website. And don't forget to visit the Gallery there :-)
>
> Thanks for reading and the interest!
>
> Cheers,
> Nick
>
> --
> trajce nikolov nick
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Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
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[osg-users] [ANN] OpenIG 2.0.2 Relase

2016-07-06 Thread Trajce Nikolov NICK
Hi Community,

this still young project is growing slowly :-). Again, it is openscenegraph
cross-platform opensource image generator with focus on visual quality and
the most, simplicity and easy of use ( a bit of marketing :-)
http://openig.compro.net).  There are already 3 commercial projects already
using OpenIG and I thanks to all of the involved.This release is focusing
on the visual quality and bug fixes. Here is what is new in the new release
posted just few mins ago:

*- CIGI Plugin: *Very simple implementation using the Boeing's CIGI Class
Library (CCL). It was tested with osgearth application and the CIGI Host
Emulator. Only a very thin subset of CIGI packets are implemented in
synchronous mode - something like synicing the host with OpenIG and move
around models and the camera, all in Geocentric.

*- Simulation project. *3 very simple projects joined OpenIG that show how
to fast setup a simple networked simulation using OpenIG: 1. A simple host
2. Simple Terrain Query Server and 3. Simple OpenIG plugin showing how to
drive OpenIG over network using the OpenIG simple networking protocol. Some
of our friend companies evaluating OpenIG found these projects very handy

* - Forward+ lighting plugin*: Still using the plugin from the previous
version but I want to mention that some GPU acceleration tests using CUDA
were made as well use of the Intel's Threading Building Blocks (TBB). More
work is required and this is planned for one of the feature release

A demo is available for Windows as signed binary installers from the OpenIG
download website. And don't forget to visit the Gallery there :-)

Thanks for reading and the interest!

Cheers,
Nick

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[osg-users] Keep Geometry always visible withtout occlusions

2016-07-06 Thread Daniel Neos
Hi,

I have a scene consisting one geometry node. This node contains 2 geometries. 
One of them has a lot of vertices, color are bound per vertex.
The other one is a single vertex, but set with a point of the size of 15, 
basically it is just a 'fat' vertex. This servers as a marker.

This marker shall be always visibile, but unfortunalety the other geometry 
mostly occludes the marker. It seems like the marker is stuck in between.

I managed it to get it always visible with making the marker opaque and setting 
the other geometry as transparent.

But now since it is transparent, unwanted (but understandable) effects occurs 
(the background can shine through).


Is there a way to always keep a marker unoccluded with letting the actual 
geometry opaque.

Thank you!

Cheers,
Daniel

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Re: [osg-users] [osgPlugins] [OSG Exporter problem] Export skinning model with biped animation to OSG format

2016-07-06 Thread Pelle Nordqvist
Hi Tung,

So it seems .osgb can not support animations either.
Then the only option seems to be to recompile your OSG with FBX support,
using the link I provided.

On linux I just unpack it and run cmake.
On Windows I am lost though...but many others have discussed it in the
forum.

Hth,

/Pelle


On 4 July 2016 at 17:09, Tung Nguyen  wrote:

> Hi, Pelle Nordqvist
>
> .fbx is working correctly that mean I open it in 3ds Max and can see it
> move, i dont have osganimationviewer, just osgviewer and when open FBX in
> osgviewer, i have error about lack of plugin support for FBX file.
>
> About the OSGB file, i tried export and the result is save as ive, just
> biped move and the model skin dont move anything.
>
> Do you have any other solution. many thanks for your help.
>
> Thank you!
>
> Cheers,
> Tung
>
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Re: [osg-users] Create circle osgEarth

2016-07-06 Thread Glenn Waldron
Marco,
You can use the GeoPositionNodeAutoScaler cull callback on your CircleNode,
assuming you are using a recent osgEarth.

(For osgEarth-specific questions, you can use the osgEarth support forum at
http://forum.osgearth.org)


Glenn Waldron

On Tue, Jul 5, 2016 at 2:43 PM, Marco Pompei 
wrote:

> Hi,
> I am using osgEarth (derivated by OSG) to develop an application for
> drawing several geometry on earth.
>
> I need to draw a circle (and I know how i can do it, using CircleNode
> class) but no resizable. I mean that I zoom in/out the earth and I'd like
> the circle area don't change. Unfortunately, constructor of this class,
> wants value for radius and when I zoom out/in the circle area
> decrease/increase because its radius keeps constant.
>
> Any advice for me?
> Thank you!
>
> Cheers,
> Marco
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68010#68010
>
>
>
>
>
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Re: [osg-users] Explicitly synchronize all viewer cameras?

2016-07-06 Thread Philipp Meyer
Hi,

thank you for your input. I've resolved the problem by marking a couple more 
StateSets as dynamic.

Maybe it would be a good idea to include the threading + dynamic nodes hint in 
the official documentation? Personally I wasnt aware that data variance 
settings influence threading behavior. I was under the impression that it was 
mainly for the osgOptimizer class.
Adding it to the documentation may safe other beginners some headaches.

Thank you!

Cheers,
Philipp

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Re: [osg-users] Dividing a window into smaller areas

2016-07-06 Thread Robert Osfield
Hi Tony,

Is there a reason why you just don't use the multiple Camera's, one
for each viewport, this is the standard way of doing things in the
OSG.  If the different viewports make up the same basic view then
you'd use a single osgViewer::View or (Viewer) with multiple slave
osg::Camera that draw the individual viewports, or if they are
separate views then you'd using multiple osgViewer::View within a
osgVIewer::CompositeViewer.

With this capability built right in to the core osgViewer library
there is no need to play games trying to move viewports around.

Robert.

On 6 July 2016 at 09:44, Tony Vasile  wrote:
> I'm porting a Performer application to OpenSceneGraph and it is drawing the 
> simulated view into a series of smaller regions on the screen. The way the 
> application works is that it starts at the first position set the viewport to 
> the desired position draws the piece of the panorama moves to the next region 
> and updates the viewport to this new piece of the window and draws that 
> section.
>
> Basically I have window that is big enough to hold 3 rows of 16 regions which 
> represents a 360 degree panorama, i.e the 360 degrees is divided into 48 
> panes.
>
> When I move the viewport around the window the panes are jumbled and aren't 
> in the  correct order. Does the method of updating the window make sense in 
> OpenSceneGraph? I have looked at the locations of the panes and the numbers 
> are correct for  where the pane is supposed to be located but when I look at 
> the image it is just not what is expected. And suggestions?
>
> 
> Tony V
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=68017#68017
>
>
>
>
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Re: [osg-users] Implement tile-based, large scale 2d map rendering

2016-07-06 Thread Sebastian Messerschmidt

Am 06.07.2016 um 10:31 schrieb Christian Buchner:
Isn't OsgEarth focused on meshed 3D terrain mostly? That might incur 
some unnecessary overhead when displaying this in a 2D projection top 
view.
That's only half the truth. It can be used for tile based 
map-projections too.


Cheers
Sebastian



2016-07-05 23:33 GMT+02:00 Jason Beverage >:


Check out http://www.osgearth.org, it likely does everything
you're trying to do.

Jason


On Tue, Jul 5, 2016, 5:18 AM Bruno Oliveira
> wrote:

Hello,


can someone give me some hints on where to start implementing
a tile-based, large scale 2d map renderer? This is similar to,
for instance, Google maps, i.e., it only shows the visible
tiles, and increases scale as I zoom in.

I have a large tiled 2d raster map (e.g. 200k x 200k pixels)
stored in hard disk. Can I add these tiles to a PagedLOD engine?
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[osg-users] Dividing a window into smaller areas

2016-07-06 Thread Tony Vasile
I'm porting a Performer application to OpenSceneGraph and it is drawing the 
simulated view into a series of smaller regions on the screen. The way the 
application works is that it starts at the first position set the viewport to 
the desired position draws the piece of the panorama moves to the next region 
and updates the viewport to this new piece of the window and draws that section.

Basically I have window that is big enough to hold 3 rows of 16 regions which 
represents a 360 degree panorama, i.e the 360 degrees is divided into 48 panes. 

When I move the viewport around the window the panes are jumbled and aren't in 
the  correct order. Does the method of updating the window make sense in 
OpenSceneGraph? I have looked at the locations of the panes and the numbers are 
correct for  where the pane is supposed to be located but when I look at the 
image it is just not what is expected. And suggestions?


Tony V

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Re: [osg-users] Implement tile-based, large scale 2d map rendering

2016-07-06 Thread Christian Buchner
Isn't OsgEarth focused on meshed 3D terrain mostly? That might incur some
unnecessary overhead when displaying this in a 2D projection top view.


2016-07-05 23:33 GMT+02:00 Jason Beverage :

> Check out http://www.osgearth.org, it likely does everything you're
> trying to do.
>
> Jason
>
> On Tue, Jul 5, 2016, 5:18 AM Bruno Oliveira <
> bruno.manata.olive...@gmail.com> wrote:
>
>> Hello,
>>
>>
>> can someone give me some hints on where to start implementing a
>> tile-based, large scale 2d map renderer? This is similar to, for instance,
>> Google maps, i.e., it only shows the visible tiles, and increases scale as
>> I zoom in.
>>
>> I have a large tiled 2d raster map (e.g. 200k x 200k pixels) stored in
>> hard disk. Can I add these tiles to a PagedLOD engine?
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Re: [osg-users] Create circle osgEarth

2016-07-06 Thread Trajce Nikolov NICK
you can use osg::AutoTransform on top of your circle

On Tue, Jul 5, 2016 at 8:43 PM, Marco Pompei 
wrote:

> Hi,
> I am using osgEarth (derivated by OSG) to develop an application for
> drawing several geometry on earth.
>
> I need to draw a circle (and I know how i can do it, using CircleNode
> class) but no resizable. I mean that I zoom in/out the earth and I'd like
> the circle area don't change. Unfortunately, constructor of this class,
> wants value for radius and when I zoom out/in the circle area
> decrease/increase because its radius keeps constant.
>
> Any advice for me?
> Thank you!
>
> Cheers,
> Marco
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68010#68010
>
>
>
>
>
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[osg-users] Create circle osgEarth

2016-07-06 Thread Marco Pompei
Hi,
I am using osgEarth (derivated by OSG) to develop an application for drawing 
several geometry on earth.

I need to draw a circle (and I know how i can do it, using CircleNode class) 
but no resizable. I mean that I zoom in/out the earth and I'd like the circle 
area don't change. Unfortunately, constructor of this class, wants value for 
radius and when I zoom out/in the circle area decrease/increase because its 
radius keeps constant.

Any advice for me?
Thank you!

Cheers,
Marco

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