[osg-users] VT MÄKannounces the release of VR-Vantage FreeView!

2011-07-14 Thread Brett Wiesner
  Dear OSG user,

VT MÄK is pleased to announce the release of VR-Vantage FreeView, our new
FREE terrain and model viewer built using OpenSceneGraph!  VR-Vantage
FreeView is Terrain Agile and can be used to inspect your terrains, examine
your 3D models, or even connect to Open Streaming Terrain servers, like our
VR-TheWorld Server. It's the perfect solution whenever you need to quickly
view any terrain or model. You can also compose visually rich terrains
directly from source data using VR-Vantage FreeView.

You don't need any special licenses to run VR-Vantage FreeView. Just
download it from here:

Download VR-Vantage
FreeView<http://www.mak.com/products/vr-vantage-freeview-download_l_OSG.html>

I thought that this would be particularly interesting to the OSG user
community because VR-Vantage FreeView is built on OpenSceneGraph and
demonstrates integration with lot's of 3rd party products like Sundog's
Silverlining and IDV's SpeedTree. Also check out the VR-Vantage
Toolkit<http://mak.com/products/vr-vantage-toolkit_l_OSG.html> to
see how we've integrated even more 3rd party products like Boston Dynamics's
DI-Guy and DiSTI's GL Studio.

Thanks,
Brett
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Director of Visualization Products
VT MÄK
www.mak.com
617-359-1157
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[osg-users] OSG Demo Contest!

2010-09-01 Thread Brett Wiesner
Dear OSG community,


There's less than two months left in the VR-Vantage Innovation Contest!
Submit a cool OSG based demo and you can win!

As you may know, VT MÄK is the vendor of the VR-Vantage visualization
product line, which is based on OSG.  We would like to invite you, the
members of the OSG community, to participate in a visualization innovation
contest that we are sponsoring.  We are offering cash prizes of up to $1,500
for the winners!


http://www.mak.com/vrvcontest/



All you have to do is build something that demo’s well! It could be code
that you’ve written or a 3rd party nodekit that you’ve integrated, or a cool
terrain and scenario… Just build a cool demo using VR-Vantage and you could
win!



In order to be eligible, your demo must run within the VR-Vantage framework
that we've built on top of OSG.  We will provide free temporary runtime and
developer licenses of VR-Vantage to those who intend to participate in the
contest, along with some basic support to help you understand how to fit
your OSG-based code, models or simulation in.



Entries must be submitted by Oct 31st, 2010 (before 11:59pm).  Winners will
be announced to the OSG mailing list (and at the IITSEC Tradeshow) on Nov
29th, 2010.



Here are the details:



1) By submitting an entry, you are agreeing to allow MAK and our sales
distributors to use and promote your work - to show it at tradeshows,
reference it on our web site, capture and show video and screenshots, etc.  The
idea is that we want to be able to demonstrate what's possible using
VR-Vantage, and in particular demonstrate that OSG-based code can be easily
incorporated into VR-Vantage-based applications.



2) All you need to provide is an executable, plug-in (source code is
optional but preferred) or configuration files (with instructions).
VR-Vantage runs on both Windows and Linux platforms.  Obviously, you also
need to include any data that is required for us to run your demo.



3) The contest will be judged by a panel of simulation experts.  Entries
will be judged based on creativity, visual quality, and on how well they
meet our goal of demonstrating what's possible in a VR-Vantage-based
application.



4) If there are three or more entries that we decide are compelling enough
to use in our marketing efforts, we will pay three prizes:


Winner:$1,500 (USD)

2nd place: $1,000

3rd place: $500


The first place winner will also receive a permanent VR-Vantage developer’s
license.



5) If we do use your work, we will always give proper attribution.  We don't
want to take credit for your work!



6) Please make sure that you are only submitting work that you own, or that
you have the legal right to distribute.



If you want to participate, please visit http://www.mak.com/vrvcontest/ for
download links and entry submission instructions.



For official rules, see http://www.mak.com/vrvcontest/contest-rules.php



Good luck!



Brett Wiesner

Product Manager, Visualize Products

VT MAK

www.mak.com



==

The VR-Vantage product line includes:

- VR-Vantage Stealth - an OSG-based battlefield visualization tool

- VR-Vantage IG - a CIGI-compliant, commercial, OSG-based IG

- VR-Vantage XR - provides a combined 2D/3D Common Operating Picture

- VR-Vantage Toolkit - a powerful application-level SDK built on top of OSG,
that includes built-in distributed rendering, game-like navigation
interface, a Qt-based GUI framework, DI-Guy Human Characters, SpeedTree
vegetation, GL-Studio HUDs and cockpit displays, SilverLining atmosphere and
volumetric clouds, streaming terrain through osgEarth, built-in DIS/HLA
networking, and a rich set of high-quality 3D visual models from companies
like Simthetiq and RealDB.



For more information about VR-Vantage, please see www.vr-vantage.com.

==
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[osg-users] Microsoft Flight Simulator X terrain in OSG?

2010-08-16 Thread Brett Wiesner
Hi,

Has anyone tried gotten a microsoft flight simulator X terrain database into
OSG? What was the conversion path?

Thanks,
Brett
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Product Manager, Visualize Products
VT MAK
www.mak.com
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[osg-users] OSG Programming Contest!

2010-08-05 Thread Brett Wiesner
Dear OSG community,



As you may know, VT MÄK is the vendor of the VR-Vantage visualization
product line, which is based on OSG.  We would like to invite you, the
members of the OSG community, to participate in a visualization innovation
contest that we are sponsoring.  We are offering cash prizes of up to $1,500
for the winners!


http://www.mak.com/vrvcontest/



All you have to do is build something that demo’s well! It could be code
that you’ve written or a 3rd party nodekit that you’ve integrated, or a cool
terrain and scenario… Just build a cool demo using VR-Vantage and you could
win!



In order to be eligible, your demo must run within the VR-Vantage framework
that we've built on top of OSG.  We will provide free temporary runtime and
developer licenses of VR-Vantage to those who intend to participate in the
contest, along with some basic support to help you understand how to fit
your OSG-based code, models or simulation in.



Entries must be submitted by Oct 31st, 2010 (before 11:59pm).  Winners will
be announced to the OSG mailing list (and at the IITSEC Tradeshow) on Nov
29th, 2010.



Here are the details:



1) By submitting an entry, you are agreeing to allow MAK and our sales
distributors to use and promote your work - to show it at tradeshows,
reference it on our web site, capture and show video and screenshots, etc.  The
idea is that we want to be able to demonstrate what's possible using
VR-Vantage, and in particular demonstrate that OSG-based code can be easily
incorporated into VR-Vantage-based applications.



2) All you need to provide is an executable, plug-in (source code is
optional but preferred) or configuration files (with instructions).
VR-Vantage runs on both Windows and Linux platforms.  Obviously, you also
need to include any data that is required for us to run your demo.



3) The contest will be judged by a panel of simulation experts.  Entries
will be judged based on creativity, visual quality, and on how well they
meet our goal of demonstrating what's possible in a VR-Vantage-based
application.



4) If there are three or more entries that we decide are compelling enough
to use in our marketing efforts, we will pay three prizes:


Winner:$1,500 (USD)

2nd place: $1,000

3rd place: $500


The first place winner will also receive a permanent VR-Vantage developer’s
license.



5) If we do use your work, we will always give proper attribution.  We don't
want to take credit for your work!



6) Please make sure that you are only submitting work that you own, or that
you have the legal right to distribute.



If you want to participate, please visit http://www.mak.com/vrvcontest/ for
download links and entry submission instructions.



For official rules, see http://www.mak.com/vrvcontest/contest-rules.php



Good luck!



Brett Wiesner

Product Manager, Visualize Products

VT MAK

www.mak.com



==

The VR-Vantage product line includes:

- VR-Vantage Stealth - an OSG-based battlefield visualization tool

- VR-Vantage IG - a CIGI-compliant, commercial, OSG-based IG

- VR-Vantage XR - provides a combined 2D/3D Common Operating Picture

- VR-Vantage Toolkit - a powerful application-level SDK built on top of OSG,
that includes built-in distributed rendering, game-like navigation
interface, a Qt-based GUI framework, DI-Guy Human Characters, SpeedTree
vegetation, GL-Studio HUDs and cockpit displays, SilverLining atmosphere and
volumetric clouds, streaming terrain through osgEarth, built-in DIS/HLA
networking, and a rich set of high-quality 3D visual models from companies
like Simthetiq and RealDB.



For more information about VR-Vantage, please see www.vr-vantage.com.

==
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Re: [osg-users] Thoughts on when the next stable "even" release will be?

2010-06-14 Thread Brett Wiesner

Thanks Robert. Looking forward to 3.0!

Robert Osfield wrote:

Hi Brett,

On Mon, Jun 14, 2010 at 3:48 PM, Brett Wiesner  wrote:
  

Do you have any thoughts on when a next stable "even" number release will
be?



I still plan to push to get shader composition into svn/trunk before
going for 3.0.  I've been bug fixing for much of the last month, with
a bit of merging of submission and bespoke dev work thrown in so
haven't had a chance to dive back into shader composition.

This week I'll be merging the pending submissions and looking a bug in
osgTerrain and then will tag 2.9.8, then I'll be back on the shader
composition case.  I'm expecting shader composition to take at least
two weeks pretty focused work, which pushed out into at least end of
June, early July.

Once we have all the features in place it'll be a case of lots of
testing and rapid succession of dev releases and finally to 3.0
itself.  End of July might be possible if all things going really
smoothly.  August being a much safer bet.

Prior to this it might be possible to get another 2.8.x series release
out, but I don't have any plans for this personally.

Cheers,
Robert.
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VT MAK
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[osg-users] Thoughts on when the next stable "even" release will be?

2010-06-14 Thread Brett Wiesner

Robert,

Do you have any thoughts on when a next stable "even" number release 
will be?


Thanks
Brett

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Re: [osg-users] 2.8.3 release: Last call for changes

2010-03-16 Thread Brett Wiesner

Paul,

One more... There are a feature added to PagedLOD that lets users 
specify options similar to the osgDB options. This lets users say 
something like use "dds_flip" for node under this PagedLOD which is 
useful if you have a paged terrain that has "backwards" dds textures.


Thanks,
Brett

Paul Martz wrote:
Hi all -- I'm running slightly ahead of schedule on getting the 2.8 
branch ready for the 2.8.3 release, so I thought I'd ping the list 
once more for change requests. If you know of any bug fixes for issues 
present in the 2.8.2 release, please cite the svn trunk revision 
number that fixed the bug, and I'll try to merge it onto the 2.8 
branch. Likewise, I've found that backporting plugins is pretty 
trivial, so if there is a plugin that's been updated on trunk that 
you'd like to see in 2.8.3, let me know. I imagine DDS is a candidate, 
anyone else agree?


Stephan Huber has tentatively volunteered to attempt to generate XCode 
files for the 2.8.3 release, but if there's anyone else willing to 
help out with this, please step forward.


Barring further changes, I'll start to focus on generating the 
wrappers. Once that's done, and XCode files are updated, then we can 
go for a release candidate.


Please test on the 2.8 branch and report any issues.

Lots of info on the release can be found here:
http://www.openscenegraph.org/projects/osg/wiki/Support/283release

Thanks!
   -Paul



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Re: [osg-users] 2.8.3 release: Last call for changes

2010-03-16 Thread Brett Wiesner

Paul,

Were there any database pager fixes that could be backported to 2.8.3? I 
believe there were some serious bugs concerning the release of paged tiles.


Thanks,
Brett

Paul Martz wrote:
Hi all -- I'm running slightly ahead of schedule on getting the 2.8 
branch ready for the 2.8.3 release, so I thought I'd ping the list 
once more for change requests. If you know of any bug fixes for issues 
present in the 2.8.2 release, please cite the svn trunk revision 
number that fixed the bug, and I'll try to merge it onto the 2.8 
branch. Likewise, I've found that backporting plugins is pretty 
trivial, so if there is a plugin that's been updated on trunk that 
you'd like to see in 2.8.3, let me know. I imagine DDS is a candidate, 
anyone else agree?


Stephan Huber has tentatively volunteered to attempt to generate XCode 
files for the 2.8.3 release, but if there's anyone else willing to 
help out with this, please step forward.


Barring further changes, I'll start to focus on generating the 
wrappers. Once that's done, and XCode files are updated, then we can 
go for a release candidate.


Please test on the 2.8 branch and report any issues.

Lots of info on the release can be found here:
http://www.openscenegraph.org/projects/osg/wiki/Support/283release

Thanks!
   -Paul



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Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?

2010-02-17 Thread Brett Wiesner

Everyone,

I appreciate this feedback. It's a good start. If I receive a "positive" 
response from this survey, my company (MAK, who attends these 
conferences regularly) will organize (broadcast invitations), setup (get 
a room/ food), and chair (provide a basic agenda) these meetings at both 
conferences.


We feel that there is a substantial number of OSG developers and users 
of OSG products in this industry, and we are very interested in building 
momentum, gathering partners, strengthening the community.


So... if you are planning on going and haven't responded... lemme know!

Thanks,
Brett

Brett Wiesner wrote:

Hey everyone,

I know a lot of OSG users are building things in the ModSim space and 
I know that two of the bigger industry conferences are ITEC (Europe) 
and I/ITSEC (USA). I was wondering how many people from this list go 
to either of those and if there is any interest in a OSG Users Group 
meeting? I was thinking it would be a great opportunity to meet other 
OSG users. Perhaps everyone can speak a little about what they are 
building with OSG and share some of their experiences.


So, the questions are:

1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one)

2) Would you go to a OSG Users Group Meeting?

Thanks,
Brett Wiesner




--
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OSG Based Battlefield Information Station, Desktop IG and SDK
http://www.VR-Vantage.com 


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Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?

2010-02-16 Thread Brett Wiesner

J-S,

That's great! I've been meaning to talk to you guys about a possible 
VR-Vantage/ Vortex integration. I'll be sure to talk to Arnold at ITEC.


Thanks,
Brett

Jean-Sébastien Guay wrote:

Hi Brett,


I know a lot of OSG users are building things in the ModSim space and I
know that two of the bigger industry conferences are ITEC (Europe) and
I/ITSEC (USA). I was wondering how many people from this list go to
either of those and if there is any interest in a OSG Users Group
meeting? I was thinking it would be a great opportunity to meet other
OSG users. Perhaps everyone can speak a little about what they are
building with OSG and share some of their experiences.

So, the questions are:

1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one)


We'll be at both ITEC and I/ITSEC. Not me, but our VP of Business 
Development, Arnold Free, will be there.



2) Would you go to a OSG Users Group Meeting?


Arnold would attend, sure, and he could talk about some of the things 
we've been working on. We're going to have a nice demo on the show 
floor as well if people would like to check it out. :-)


J-S



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[osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?

2010-02-16 Thread Brett Wiesner

Hey everyone,

I know a lot of OSG users are building things in the ModSim space and I 
know that two of the bigger industry conferences are ITEC (Europe) and 
I/ITSEC (USA). I was wondering how many people from this list go to 
either of those and if there is any interest in a OSG Users Group 
meeting? I was thinking it would be a great opportunity to meet other 
OSG users. Perhaps everyone can speak a little about what they are 
building with OSG and share some of their experiences.


So, the questions are:

1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one)

2) Would you go to a OSG Users Group Meeting?

Thanks,
Brett Wiesner

--
Product Manager, VR-Vantage
OSG Based Battlefield Information Station, Desktop IG and SDK
http://www.VR-Vantage.com 


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[osg-users] Fast Intersections?

2010-02-12 Thread Brett Wiesner

Hi,

I'm wondering what people are using if they need to do fast 
intersections with OSG? Is anyone running a simulation using the 
scenegraph as the terrain representation? If so, how did you organize it 
and are you using special intersection classes? How does that work with 
streaming terrain, pageable terrain and procedurally generated terrain?


Thanks,
Brett
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Re: [osg-users] PagedLOD & DatabasePager crash

2010-01-20 Thread Brett Wiesner

Robert,

Here is a sample program that crashes when loading earth.ive the second 
time. I'm using OSG 2.8.2.


Thanks,
Brett

  main()
  {

 std::string modelPath = "earth.ive";

 // create a scene graph (and keep it around).
 osg::ref_ptr modelNode = osgDB::readNodeFile(modelPath);

 // create viewer1 and set the scene graph data.
 osgViewer::Viewer* viewer1 = new osgViewer::Viewer;
 viewer1->setUpViewOnSingleScreen(0);
 viewer1->setSceneData(modelNode.get());
 viewer1->setCameraManipulator(new osgGA::TrackballManipulator());

 // render a frame
 viewer1->realize();
 while(!viewer1->done())
 {
viewer1->frame();
 }

 // delete viewer1.
 delete viewer1;
 viewer1 = 0;

 // create viewer2 and set the scene graph data.

 osgViewer::Viewer* viewer2 = new osgViewer::Viewer;
 viewer2->setUpViewOnSingleScreen(0);
 viewer2->setSceneData(modelNode.get());
 viewer2->setCameraManipulator(new osgGA::TrackballManipulator());

 // render a frame
 viewer2->realize();

 while(!viewer2->done())
 {
viewer2->frame();
 }

 // check that it has textures.

 // delete viewer2.
 delete viewer2;
 viewer2 = 0;

  }

Robert Osfield wrote:

Hi Colin,

You make no mention of which version of the OSG you are using.  The
DatabasePager and manage of GL objects when destroying contexts has
improved significantly over the past year so the problems you are
seeing may well be already resolved.

Robert.

On Thu, Jan 14, 2010 at 5:00 PM, Colin Branch  wrote:
  

Greetings,

Here's my steps:
I'm creating a compositeViewer with one or more views.
I'm loading a paged database.
While the database is paging, I delete the compositeViewer (thus taking the
context down with it as well as the database pager).
I then create a new compositeViewer and attempt to render the sane database
(same nodes).
I'm getting a crash in the database pager, specifically it crash in the
requestNodeFile function due to crashing on accessing invalid memory.

The problem seems to step from the PagedLOD having a ref_ptr to a
DatabasePager::DatabaseRequest.
The databaseRequest has a raw pointer to a RequestQueue.
The RequestQueue is invalid (as it is a referenced member of the original
database pager, and thus is already deleted, but the DB request stayed
alive).
There appears to be no way of clearing the databaseRequest which is
referenced in the PagedLOD node.

This appears to be a problem with how OSG handles database paging, probably
a bug. No obvious solution pops out, mainly due to the low level nature of
the problem.
This is an important issue since it affects one of our customers.
I welcome any comments/suggestions/workarounds.

Thank you and best regards,
Colin Branch

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work: (617) 876-8085 Ext. 159
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[osg-users] problem with recycled context id's and OPTIMIZE_TEXTURE_SETTINGS

2008-07-17 Thread Brett Wiesner

Hi,

Problem:
Using OSG 2.4.0 I have built an app that dynamically creates composite 
viewers that have one of more views. The scene graph is kept around as a 
ref pointer during the course of multiple viewers. When I delete a 
composite viewer and create another one and then use the original root 
node of the scene graph, textures are gone (ie, everythings white).


I've tracked the problem down to this. If you optimize your scene graph 
using the OPTIMIZE_TEXTURE_SETTINGS setting, then recycle the context 
id, textures are missing.


I'm honestly not sure what the optimizer option 
OPTIMIZE_TEXTURE_SETTINGS does but I can reproduce the bug.


I've included sample code below to reproduce the bug.

Thanks,
Brett


// This method reads in a flt file and writes it out optimized using the 
"troublesome" flag.

  writeOutModelAsIveOptimized()
  {
 std::string modelPath = testDataDir();
 modelPath += "testTree\\Test_tree.flt";

 std::string modelPathOut = testDataDir();
 modelPathOut += "testTree\\Test_tree_optimized.ive";

 // create a scene graph (and keep it around).
 osg::ref_ptr modelNode = osgDB::readNodeFile(modelPath); 


 osgUtil::Optimizer op;
 
op.optimize(modelNode.get(),osgUtil::Optimizer::OPTIMIZE_TEXTURE_SETTINGS);


 osgDB::writeNodeFile(*modelNode.get(), modelPathOut);
  }

// This method reads in a flt file and writes it out unoptimized. Please 
substitute any flt file you have.

  writeOutModelAsIve()
  {
 std::string modelPath = testDataDir();
 modelPath += "testTree\\Test_tree.flt";

 std::string modelPathOut = testDataDir();
 modelPathOut += "testTree\\Test_tree_unoptimized.ive";

 // create a scene graph (and keep it around).
 osg::ref_ptr modelNode = osgDB::readNodeFile(modelPath); 
 osgDB::writeNodeFile(*modelNode.get(), modelPathOut);

  }


// This method creates a scene graph and keeps it around after the 
destruction of a viewer.
// Then it creates a viewer and loads the model. You try this with both 
the unoptimized ive and the
// optimized one. It runs the viewer waits for you to look at the model 
and then hit esc to quit.
// Then it destroys the viewer, and creates another one using the same 
scene graph.

// You'll notice that the scene no longer has textures.
  TEST(test_osgKeepSceneGraphAround)
  {
 std::string modelPath = testDataDir();
 modelPath += "testTree\\Test_tree_optimized.ive";

 // create a scene graph (and keep it around).
 osg::ref_ptr modelNode = osgDB::readNodeFile(modelPath);

 // create viewer1 and set the scene graph data.
 osgViewer::Viewer* viewer1 = new osgViewer::Viewer;
 viewer1->setUpViewOnSingleScreen(0);
 viewer1->setSceneData(modelNode.get());
 viewer1->setCameraManipulator(new osgGA::TrackballManipulator());

 // render
 viewer1->realize();
 while(!viewer1->done())
 {
viewer1->frame();
 }

 // delete viewer1.
 delete viewer1;
 viewer1 = 0;

 // create viewer2 and set the scene graph data.
 osgViewer::Viewer* viewer2 = new osgViewer::Viewer;
 viewer2->setUpViewOnSingleScreen(0);
 viewer2->setSceneData(modelNode.get());
 viewer2->setCameraManipulator(new osgGA::TrackballManipulator());

 // render
 viewer2->realize();
 while(!viewer2->done())
 {
viewer2->frame();
 }

 // delete viewer2.
 delete viewer2;
 viewer2 = 0;
}
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Re: [osg-users] pagedLOD question

2008-05-15 Thread Brett Wiesner
>
> Yes, that should do work.
>
> If you already have the LowRes LODs loaded, you could also do:
>
> osg::pagedLOD* pagedLod0 = new osg::pagedLOD;
> pagedLod0->addChild(pagedLod0LowResChild);
> pagedLod0->setFilename(1, pagedLod3Child0Filename);
> group->addChild(pagedLod0);
>

Thanks Bryan. That method probably wouldn't work for me. Let's say you're
trying to load a very large terrain. You wouldn't want to load all the
pieces as child nodes. You'd want to only load the lowest LODs then page in
higher and higher resolution LODs as needed. My next question, is how does
the pagedLOD node know when page in/ page out its child node? In my code I
was only setting filenames, not min, max ranges...

osg::pagedLOD* pagedLod0 = new osg::pagedLOD;
pagedLod0->setFilename(0, pagedLod0LowResFilename);
pagedLod0->setFilename(1, pagedLod0Child0Filename);
group->addChild(pagedLod0);
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Re: [osg-users] pagedLOD question

2008-05-14 Thread Brett Wiesner
>
> Brett,
>
> PagedLod is similar to ProxyNode in that you can set the filenames for
> the child nodes and they will be loaded as needed, but it has added
> support for unloading them, too.
>


So  how should someone construct this scenegraph:

  Group
PagedLOD
 child 0 -> local tile geometry at low resolution
 child 1 -> external file reference

PagedLOD
 child 0 -> local tile geometry at low resolution
 child 1 -> external file reference

PagedLOD
 child 0 -> local tile geometry at low resolution
 child 1 -> external file reference

PagedLOD
 child 0 -> local tile geometry at low resolution
 child 1 -> external file reference


Would this work?

osg::group* group = new osg::group;

osg::pagedLOD* pagedLod0 = new osg::pagedLOD;
pagedLod0->setFilename(0, pagedLod0LowResFilename);
pagedLod0->setFilename(1, pagedLod0Child0Filename);
group->addChild(pagedLod0);


osg::pagedLOD* pagedLod1 = new osg::pagedLOD;
pagedLod1->setFilename(0, pagedLod1LowResFilename);
pagedLod1->setFilename(1, pagedLod1Child0Filename);
group->addChild(pagedLod1);


osg::pagedLOD* pagedLod2 = new osg::pagedLOD;
pagedLod2->setFilename(0, pagedLod2LowResFilename);
pagedLod2->setFilename(1, pagedLod2Child0Filename);
group->addChild(pagedLod2);

osg::pagedLOD* pagedLod3 = new osg::pagedLOD;
pagedLod3->setFilename(0, pagedLod3LowResFilename);
pagedLod3->setFilename(1, pagedLod3Child0Filename);
group->addChild(pagedLod3);

Thanks,
Brett
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Re: [osg-users] pagedLOD question

2008-05-14 Thread Brett Wiesner

Robert Osfield wrote:

On Wed, May 14, 2008 at 1:54 PM, Brett Wiesner <[EMAIL PROTECTED]> wrote:
  

Thanks Robert. By "external file reference" you mean a proxyNode correct?



No, I mean the files referenced from the PagedLOD
  


Hmmm So are you saying the scenegraph should actually load the files 
into memory (as child nodes)? Does this mean that the child files won't 
be loaded "as needed" but will always be in memory? Perhaps, I'm 
confusing paging with something else.


Thanks,
Brett
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Re: [osg-users] pagedLOD question

2008-05-14 Thread Brett Wiesner

Thanks Robert. By "external file reference" you mean a proxyNode correct?

Robert Osfield wrote:

HI Brett,

What I have done VirtualPlanetBuilder is to have a quad tree scene
graph structure like:

 Group
 PagedLOD
  child 0 -> local tile geometry at low resolution
  child 1 -> external file reference

 PagedLOD
  child 0 -> local tile geometry at low resolution
  child 1 -> external file reference

 PagedLOD
  child 0 -> local tile geometry at low resolution
  child 1 -> external file reference

 PagedLOD
  child 0 -> local tile geometry at low resolution
  child 1 -> external file reference

Each externals file reference is .ive file that contains
a Group at the root and four children in the same
structure as above.

The nice thing about this structure is that there are always tiles
available as fallback so
there is never any holes in your terrain while you are waiting of the
high res tiles to page in.

Robert.

On Mon, May 12, 2008 at 11:58 PM, Brett Wiesner <[EMAIL PROTECTED]> wrote:
  

Hi,

I have a set of terrain files that represent LODs for a terrain that I'd
like to have OSG load and page. It's a quad tree where the first tile is the
low res LOD 0. The next LOD is four tiles of medium resolution and the LOD
after is 16 tiles of high resolution terrain.

My question is, how do I construct the scenegraph? Should I just put each
tile under a osg::PagedLOD node and put all the pagedLOD nodes under a group
node? Or should  preserve the hierarchy so that the lowest level PagedLOD
node has the the pagedLOD nodes of its children under it, and so on.

Thanks,
Brett

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[osg-users] pagedLOD question

2008-05-12 Thread Brett Wiesner
Hi,

I have a set of terrain files that represent LODs for a terrain that I'd
like to have OSG load and page. It's a quad tree where the first tile is the
low res LOD 0. The next LOD is four tiles of medium resolution and the LOD
after is 16 tiles of high resolution terrain.

My question is, how do I construct the scenegraph? Should I just put each
tile under a osg::PagedLOD node and put all the pagedLOD nodes under a group
node? Or should  preserve the hierarchy so that the lowest level PagedLOD
node has the the pagedLOD nodes of its children under it, and so on.

Thanks,
Brett
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[osg-users] Sample TerraPage terrain?

2008-05-12 Thread Brett Wiesner

Hi,

I've got 3 TerraPage terrains that don't show up when I load them in 
osgViewer.exe. Also no useful error messages show up. I'm using OSG 
2.4.0. I was wondering if anyone knows I can get a sample TerraPage 
terrain that works with OSG 2.4.0 that I can use as a control for my tests.


Thanks,
Brett
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Re: [osg-users] Custom stats?

2008-03-07 Thread Brett Wiesner
Robert,

I already have a custom drawable; in fact that's what I want to view the 
stats of. For example, in  the drawable is some openGL code which 
produces some billboards, and I want to know show how many billboards 
it's drawing. When I toggle the stats on and off, I'd like to see 
something like "Billboards: 2040" along with the framerate info etc.

I've looked at the stats handler and traced the code around. Here's what 
it seems like I need to do... Please correct me if I'm wrong.

1. Add attributes to osg::Stats for the things I care about. (ie: 
"Billboards")
2. Derive from osg::statsHandler to get at those attributes and draw them.

I'm a little confused here about the link between stats and statistics 
but it seems like I also need to...

3. Derive from osg::Statistics (BillBoardStatistics) and add members for 
things I care about ("ie: myNumBillboards").
4. Add an "accept" method to my custom drawable class so that when the 
osg::statsvisitor visits I can get at my derived BillBoardStatistics 
class and update it with info about the number of billboards.

Like I said, I'm confused about the connection between osg::stats and 
osg::statistics. Is there a connection? How does it work?

Am I just way off here?

Thanks,
Brett

Robert Osfield wrote:
> HI Brett,
>
> Just have a look how the present stats are done via the StatsHandler,
> it should tell you the various things that can be done to get things
> renderered and updated - there should be no need for custom drawables
> as it can all be done with standard OSG objects.
>
> Robert.
>
> On Thu, Mar 6, 2008 at 6:24 PM, Brett Wiesner <[EMAIL PROTECTED]> wrote:
>   
>> Hi,
>>
>>  I'd like to display some custom stats every frame. For example, I have a
>>  custom drawable which I'd like to display some information about. What's
>>  the best way to go about doing this?
>>
>>  Thanks,
>>  Brett
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[osg-users] Custom stats?

2008-03-06 Thread Brett Wiesner
Hi,

I'd like to display some custom stats every frame. For example, I have a 
custom drawable which I'd like to display some information about. What's 
the best way to go about doing this?

Thanks,
Brett
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[osg-users] Test

2008-02-29 Thread Brett Wiesner
Test
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[osg-users] Optimizer, proxyNodes, and names

2008-02-28 Thread Brett Wiesner
Hi,

I've written something that replaces certain proxy nodes with other 
nodes based on their file name. If I save the scene out as an .ive file 
then load it up again the proxy nodes aren't there. I've tried two 
things and there's a problem with each.

1) I've changed the optimizer settings to leave proxy nodes alone. What 
it does is create an .ive file for the referenced file (which is fine). 
However, the proxy node's filename list contains the referenced .ive 
file as an absolute file path! I tried moving the files and everything 
loads fine (however the proxy nodes filename still references the .ive 
file at the old location). Should the proxy node's filename list contain 
the referenced .ive file as a relative path to the referencing .ive file?

2) This is what I tried first actually. I created another visitor that 
searches nodes for names/ descriptions of the old proxy node but nothing 
came up. Is the name/ description of the removed proxy node stored in 
the group node that replaced it somewhere?

Thanks,
Brett
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[osg-users] glPushAttrib(GL_ALL_ATTRIB_BITS) vs. pushStateSet(), apply(), popStateSet()

2008-02-20 Thread Brett Wiesner
Hi,

I have a custom drawable that makes calls to some openGL code in the 
drawImplementation() method (much like the osgTeapot example).

The code is from a 3rd party vendor and they obviously make calls that 
change some openGL attributes because things like the stats handler stop 
working after this drawable is added to the scene.

I've fixed the problem by pushing/ poping the openGL attributes like so:

MyDrawable::drawImplementation( osg::RenderInfo& ri) const
{
   glPushAttrib(GL_ALL_ATTRIB_BITS);

   // do third party drawing code

   glPopAttrib();
}

I have two questions. First, is there a way to use osg::state to do 
this? Would this work?

MyDrawable::drawImplementation( osg::RenderInfo& ri) const
{
   osg::state* state = ri.getState();
   state->pushStateSet(getStateSet());

   // do third party drawing code

   state->popStateSet();
}

Second, if I could figure out what attributes the 3rd party code sets, 
would I be better off setting the stateSet of the drawable in the CTOR?

Thanks,
Brett
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