Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-03 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE
 

According to Wikipendia, SGI's max value was $7B in 1995.
Sold for $25M within 15 years.
Wow.
That would have made a fascinating investigative book.

>From the 'And they lived happily ever after' bin:

"While SGI has met with an unceremonious end, one of its
founders has a new beginning. 

The company was started in 1982 by former Stanford University
professor James Clark, who went on to found Netscape Communications
(since we're going down memory lane). Last month, Mr. Clark, 65, married
the Australian swimsuit model Kristy Hinze, 29."

(http://bits.blogs.nytimes.com/2009/04/01/once-mighty-sgi-sold-to-rackab
le-for-25-million/)


Bwana
How do you make a small fortune in aviation? . start with a big one!


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Friday, April 03, 2009 2:42 PM
To: s...@stiivworld.com; 'OpenSceneGraph Users'
Subject: Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

As the British punk band The Stranglers used to say, "Everybody loves
you when you're dead."

Sure, SGI did some things pretty well, but let us not forget they also
did some things pretty poorly, and in my opinion were really not much
better or worse than many other hardware vendors.

Things they did well: OpenGL 1.0 was a masterpiece of design that took
the graphics world by storm and utterly crushed several other competing
APIs of the era. This is an API that is so well-accepted that it has
outlived its creator.

Things they didn't do well: Too much focus on the high end. Bad business
decisions. No focus on open standards until absolutely forced to do so.
Not able to keep pace with the industry (look where they are now).

And marketing faux pas... When OpenGL 1.0 first came out, SGI marketing
constantly repeated the notion that immediate mode was the most
important thing in the world. (This was a direct slam against the
PHIGS/PEX APIs, which were focused on retained mode.) At the same time,
SGI was promoting their 1.1 million triangles/second hardware. However,
all their demos had a performance HUD that clearly showed significantly
less than 1.1m tris/sec.
When pressed on this, they eventually published a benchmark that
demonstrated 1.1m tris/sec, but it used display lists. Oops.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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[osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-02 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE


A moment of silence please ...

   http://www.modsim.org/index.php?name=News&file=article&sid=1999

They sure were amazing.

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Re: [osg-users] Anti-Grain and OpenSceneGraph (UNCLASSIFIED)

2009-01-28 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE


We're using glBitmap for 2d axially aligned text.
Some infrastructure allows us to take advantage of Unicode TTF glyphs
using user defined sizes.
It's the same approach, but far more efficient, as glutBitmapCharacter.

Bob
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Re: [osg-users] GL Books (UNCLASSIFIED)

2008-11-10 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE




Also at the Scene Graph level I'd recommend 'Realtime Rendering' by
Haines and Moeller.

I highly recommend it's companion webpage for reference material:

   http://www.realtimerendering.com/


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Tomlinson, Gordon
Sent: Monday, November 10, 2008 5:20 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] GL Books

Pauk Martz's OpenGl Distilled
Red Book
Orange Book
Opengl Bible
 
As to OSG there are minimal books arounds but see www.osgbooks.com 
 
As a general guide to scene graphs I still recommend SGI's Performer
Programmers Guide
http://www.sgi.com/products/software/performer/manuals.html 99% concepts
cross over to OSG
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

"Self defence is not a function of learning tricks but is a function of
how quickly and intensely one can arouse one's instinct for survival" 
- Master Tambo Tetsura

 
 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Can T.
Oguz
Sent: Monday, November 10, 2008 7:13 AM
To: OpenSceneGraph Users
Subject: [osg-users] GL Books


Hi,
 
As an intermediate openGL and OSG user I'm just about to order an openGL
book. Is there any favorite one in your bookshelf to advice me?
 
Thanks for reading,
 
P.S. Please let me state that there's no intention of advertising any
author's book before the discussion cheers up :)

Can





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Re: [osg-users] Statistics display without needing a GUIEventHandler (UNCLASSIFIED)

2008-10-15 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE


This is how I do it:

Viewer *viewer = new Viewer;
viewer->addEventHandler(new StatsHandler);
viewer->getEventQueue()->keyPress('s'); // repeat as necessary


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Wednesday, October 15, 2008 10:41 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Statistics display without needing a GUIEventHandler

 I previously asked this question about turning on the stats without a key 
process. With osgProducer, I used to do: 
viewerEventHandler->setFrameStatsMode(mode).  

Any chance something could be done with to osgViewer to make turning on the 
Statistics easier.  Seems like others in the OSG community would be interested.

Paul P.

- Original Message 
From: Alexander Löffler <[EMAIL PROTECTED]>
To: OpenSceneGraph Users 
Sent: Wednesday, October 15, 2008 10:16:02 AM
Subject: Re: [osg-users] Statistics display without needing a GUIEventHandler

Hi Mattias,

Mattias Helsing wrote:
> I do a similar thing with the HelpHandler. I subclassed the 
> HelpHandler like below.
> I then instantiate it and add it to the Viewer (and a osgWidget 
> menuitem). Then I call initialize on it *before* viewer.run() but
> *after* viewer.realize()

Thanks a lot for your reply. Your solution is similar to what I already had for 
my custom StatsHandler, except that I had to include a lot more in the 
initialize method, namely the entire switch statement from
StatsHandler::handle() that distinguishes between the different StatsTypes. I 
had to change that, too, such that it does not depend on having called the 
parts for the previous types when switching on a later type.

I am getting closer now; one thing I still cannot manage to do is display GPU 
stats correctly. This works with the original StatHandler, but not with my 
modified one. This obviously depends on whether the GraphicsContexts of all 
Cameras of the hosting Viewer (just one in my case) support the TimerQuery GL 
extension, which they obviously do in general (since the original StatsHandler 
shows the stats), but not at the time I check in the modified version. This 
seems to be a question of call timing. From what point of rendering progress on 
does the GraphicsContext of a Camera support a GL extension, and why does this 
not work earlier?

Alex.

> //! Simple wrapper of the osgViewer::HelpHandler to let me initialize  
>it before first invocation of it's \c handle()  struct MyHelpHandler : 
>public osgViewer::HelpHandler  {
>    MyHelpHandler(osg::ApplicationUsage* au) : 
>osgViewer::HelpHandler(au) {};
>    void initialize(osgViewer::ViewerBase* viewer)
>    {
>        if (!_initialized && viewer)
>        {
>            setUpHUDCamera(viewer);
>            setUpScene(viewer);
>            if(_camera.valid())
>            {
>                _camera->setNodeMask(0);
>                _helpEnabled = false;
>            }
>        }
>    }
> };
> 
> 
> On 10/15/08, Alexander Löffler <[EMAIL PROTECTED]> wrote:
>> Hi,
>>
>> I am trying to display on-screen statistics as provided by the 
>> osgViewer::StatsHandler without the need for doing this via handling 
>> the key presses first. That is, I want to add a command line options 
>> to my application to either display statistics just as frame rate, 
>> full stats, or not at all.
>>
>> Is there an easy way to do that with the available StatsHandler? I 
>> tried subclassing from the handler with the option to set the StatsType 
>> initially.
>> Currently without success, as there seem to be lots of dependencies 
>> of what parts of OSG have to be set up before collecting of stats is 
>> actually possible.
>> For example, some cameras seem not yet to be set up when I 
>> instantiate my handler, collecting GPU stats is disabled in my HUD, etc..
>>
>> Has anyone ever done something similar before?
>>
>> Thanks a lot in advance,
>> Alex.
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>>
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Re: [osg-users] Runtime Crater (UNCLASSIFIED)

2008-07-11 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE


My thesis was Dynamic Terrain (DT) some 15 years ago at Central Florida.
I was a GRA at The Institute for Simulation and Training (IST).
We were under contract to STRICOM to prototype a system for corps
engineers to train on berms and crater soil management.

We used a spline surface server to manage the terrain.
Our underlying soil model picked up and processed DIS terrain packets
and updated the spline server.
The visuals subscribed to the spline server for modified areas (axially
aligned) then re-tesselated in real-time.
This was in the days of Performer before flux buffers (i.e.,
frame-to-frame data propogation).
The internal scenegraph was static in topology, but the underlying
geometry actually triple buffered and numericlly moved as it was
retesselated.
This allowed for DT as well as Continuous Level of Detail (CTLOD).
Unfortunately, I ran out of time to do some form of smoothing.
Hence, the crater and soil settling visually popped from one state to
the next as new data was processed.

I believe Jenny Zhao had subsequently developed a form of DT in
Performer.
This would be good to look at.

Bob

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of CG
Sent: Friday, July 11, 2008 10:37 AM
To: OpenSceneGraph Users
Subject: [osg-users] Runtime Crater

Hi all,
 
I need help in creating runtime craters (cause by explosion event), are
there any examples?
 
Thanks,
Cg





Make the most of what you can do on your PC and the Web, just the way
you want. Windows Live  
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Re: [osg-users] Converting model to screen coordinates (UNCLASSIFIED)

2008-07-09 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE


I've done this in a couple different systems via a Cull callback.
Down thru the first 2 outputs, the math is correct, which was the
question.

However, I need to unproject, which breaks.
This allows me offsets in screen space, yet permits world space
callbacks, which I need.
Can someone point out why my unproject is inaccurate?
I suspect I'm missing something simple.
(disclaimer on typos as I had to type it into the email)

bool myCullCallback::cull(NodeVisitor *nodeVisitor, Drawable *drawable,
RenderInfo *renderInfo) const {
  Camera*camera = renderInfo->getView()->getCamera();
  Matrixd  modelViewMtx = *((CullVisitor *)
nodeVisitor)->getModelViewMatrix(),
  projectionMtx = camera->getProjectionMatrix(),
viewPortMtx = camera->getViewport()->computeWindowMatrix();

  Vec3d modelPosition = modelViewMtx->getTrans();
  cout << modelPosition[0] <<  " " << modelPosition[1] << " " <<
modelPosition[2] << endl;

  Matrixd mtx(modelViewMtx * projectionMtx * viewPortMtx);
  Vec3 v = Vec3() * mtx;
  cout << v[0] <<  " " << v[1] << " " << v[2] << endl;

  Matrixd iMtx;
  iMtx.invert(mtx);

  v = v * iMtx;
  cout << v[0] <<  " " << v[1] << " " << v[2] << endl << endl;

  return false;
}

I get this test output:

  -1160.6 25013.1  -1.4e6
838.6   553.98  0.999331
 16.2-0.34 -0.334

Thanks
Bob Buckley

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Per
Rosengren
Sent: Thursday, July 03, 2008 1:32 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Converting model to screen coordinates

I use an IntersectionVisitor with a customized Intersector.
The intersect function of the Intersector is called with the
IntersectionVisitor as argument. The IntersectionVisitor has all the
matrices I need:

I call this function from the intersect function:



/** compute the matrix that takes this Intersector from its
 *  CoordinateFrame into the local MODEL coordinate frame
 *  that geometry in the scene graph will always be in.
 */
void EdgeFinderProjectFind::locateCamera( osgUtil::IntersectionVisitor
&iv,
osg::Geometry* geometry )
{
  _modelToWindowMatrix.identity();
  if (iv.getWindowMatrix())
_modelToWindowMatrix.preMult( *iv.getWindowMatrix() );
  if (iv.getProjectionMatrix())
_modelToWindowMatrix.preMult( *iv.getProjectionMatrix() );
  if (iv.getViewMatrix())
_modelToWindowMatrix.preMult( *iv.getViewMatrix() );
  if (iv.getModelMatrix())
_modelToWindowMatrix.preMult( *iv.getModelMatrix() ); }



Later I use this to get the window coordinates:

pWindow0 = p0 * _modelToWindowMatrix;




Per Rosengren


Helbig, Yuen wrote:
> Hello,
>  
> I'm trying to convert from model coordinates to screen coordinates 
> with the following code:
>  
> // Compute the model to screen transformation matrix
> osgUtil::SceneView* sv = m_sHandler->getSceneView(); osg::Matrix 
> modelView = sv->getViewMatrix(); osg::Matrix projection =
> sv->getProjectionMatrix(); osg::Matrix window = 
> sv->getViewport()->computeWindowMatrix();
> osg::Matrix MVPW = modelView * projection * window;
>  
> // convert a point in model coordinates to screen coordinates
> osg::Vec3 screenPoint = modelPoint * MVPW;
>  
>  
> The resulting screen coordinate point is correct in the x-dimension, 
> but scaled down incorrectly in the y-dimension.  The only point that 
> is correct is the center point of the model.
>  
> Am I missing a matrix somewhere?  or does anyone have an alternate 
> method of doing this?
>  
>  
> Yuen Helbig
>  
>  
>  
> 
> 
> --
> --
> 
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Re: [osg-users] Help with OpenFlight.... (UNCLASSIFIED)

2008-02-19 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE


Check your Open Flight loader to ensure it's the same format as your OSG
library (i.e. 32 bit -vs- 64 bit).
Unless you're running on an Itanium, chances are you have a 32bit
OpenFlight loader and a 64bit OSG/App.
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, February 19, 2008 1:20 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Help with OpenFlight

Hi All,

Thanks for the comments about openflight. I guess I have to wait for
Paul's work to become available. Would be happy to beta test if that is
any help, although I confess to not knowing anything about the details
of the flt format.

Having said all this, I guess the point of my mail is still open. Why
would the LoadLibrary fail for the openflight osg dll given that its all
compiled on my machine, and dll is in the correct place? A bit
concerning really. I can accept that once loaded I'm not going to get
far with the save command, but it should at least load the library.

Any thoughts would be most welcome.

Kind regards

Neil.
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Re: [osg-users] OSG KML I/O (UNCLASSIFIED)

2008-01-21 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE


If I remember right, John Rohlf is the author of KML.
He, along with Jim Helman, are the fathers of the modern day Scene Graph
(i.e., Performer).
Ah, Geek Trivia!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Speed
Sent: Monday, January 21, 2008 1:03 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG KML I/O

He's probably referring to the Google Earth mark-up language:
http://en.wikipedia.org/wiki/Keyhole_Markup_Language
http://code.google.com/apis/kml/documentation/

(Why K for "Keyhole"?  Well, because that is the product that google
bought to make Google earth.)

I suppose it could be useful to have an OSG application read these
directly but I've always sort of seen it as an interchange format for
dealing with Google Earth, ie: you had something else and turned it into
KML.  Seems to me that the "something else" is what you'd want to bring
into OSG.  Of course, I know of at least a few places that are actually
developing geospatial content in KML.  So it happens.And is
probably off-topic anyway.

-Paul

Robert Osfield wrote:
> On Jan 21, 2008 6:53 PM, Mike Weiblen <[EMAIL PROTECTED]>
wrote:
>> What the current state of KML content i/o for OSG?  (Plugins,
>> converters, etc?)
> 
> What do you mean by KML content i/o for OSG?
> 
> Kernel Mailing List is the only acronym I can think of for KML...
> 
> Robert.
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Re: [osg-users] osgText quality (UNCLASSIFIED)

2007-12-06 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE


That was a tremendously "Heroic Dive" as a last ditch effort to save the
ship and all the innocent and vulnerable women and children aboard.
We were doomed to sinking given the water we were taking on and faced
most certain death in  Killer Bass invested waters!
Surprisingly, my 'courageous' first officer (i.e., Gilligan) chose to
drop oar (so to speak) and abandon ship as I watched him dive over the
bow into thunderously towering waves.
Nothing remained as he disappeared beneath the waves ... well, except a
bunch of chicken feathers floatin' around.
Given the ferocity of the mighty waves crashing upon the massive
boulders (and Killer Bass) he was all but destined for Davey Jones'
Footlocker.
Alas, to my astonishment, he somehow barely made it to shore. Luckily, a
cold beer saved his life.
I was the sole survivor and struggled to single handedly salvage the
ship back to sea worthy condition.
Luckily, the remainer of the trip was uneventful and we didn't run into
anyone playin' Banjo's.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, December 06, 2007 1:19 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgText quality (UNCLASSIFIED)


Is this the Bob Buckley that was famous for the "Buckley Flop" on the
Big Piney? 

Stephen Haithcock
General Dynamics Land Systems
38500 Mound Rd.
Sterling Heights, MI 48310
MZ 436-40-15
(586) 825-8573 




"Buckley, Bob CTR MDA/IC" <[EMAIL PROTECTED]> Sent by:
[EMAIL PROTECTED] 

12/06/2007 12:48 PM
Please respond to
OpenSceneGraph Users 

To
"OpenSceneGraph Users" 
cc
Subject
Re: [osg-users] osgText quality (UNCLASSIFIED)






Classification:  UNCLASSIFIED
Caveats: NONE


I leveraged the Font class and its internal Glyph sets for calling
glBitmap.
This is how Glut does text, which is nice and crisp.
However, it results in purely billboarded text, unless you do the
rotations yourself.
I would like to have used XFonts but I'll be cross platform.
But, I'm able to leverage TrueTypeFonts.

Bob Buckley
Raytheon

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Himar
Carmona
Sent: Thursday, December 06, 2007 6:45 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgText quality

Hi,

 have anybody any hints about which parameters values give the best
quality with osgText? In my app i must show some text (normally 10-20
pixel height), and the quality i have been able to achieve is not good.
I noticed also in osgText that some characters are clipped ( most
visible for e and c characters, event at a great font resolution). 

 I was also looking for a way to look at the texture that osgText is
creating, but haven't found one.

Thanks a lot,
Himar.
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This is an e-mail from General Dynamics Land Systems. It is for the
intended recipient only and may contain confidential and privileged
information. No one else may read, print, store, copy, forward or act in
reliance on it or its attachments. If you are not the intended
recipient, please return this message to the sender and delete the
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Re: [osg-users] osgText quality (UNCLASSIFIED)

2007-12-06 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE


I leveraged the Font class and its internal Glyph sets for calling
glBitmap.
This is how Glut does text, which is nice and crisp.
However, it results in purely billboarded text, unless you do the
rotations yourself.
I would like to have used XFonts but I'll be cross platform.
But, I'm able to leverage TrueTypeFonts.

Bob Buckley
Raytheon

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Himar
Carmona
Sent: Thursday, December 06, 2007 6:45 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgText quality

Hi,

  have anybody any hints about which parameters values give the best
quality with osgText? In my app i must show some text (normally 10-20
pixel height), and the quality i have been able to achieve is not good.
I noticed also in osgText that some characters are clipped ( most
visible for e and c characters, event at a great font resolution). 

  I was also looking for a way to look at the texture that osgText is
creating, but haven't found one.
 
Thanks a lot,
Himar.
Classification:  UNCLASSIFIED 
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Re: [osg-users] Depth Buffer to Distance Conversion (UNCLASSIFIED)

2007-11-08 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE


Paul, 'gluUnProject' is a world space inverse projection
If I understand right, the depth buffer mapping is vendor specific and
is traditionally a logarithmic mapping. 
I'm not aware of a generic algorithm to do the inverse projection for
the depth buffer.
Try the 'Real-Time Rendering' text and/or their website:
http://www.realtimerendering.com/
Bob


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Thursday, November 08, 2007 8:12 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Depth Buffer to Distance Conversion

Download the GLU source code from opengl.org and look at how
gluUnProject() works.
   -Paul
 




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, November 08, 2007 6:16 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Depth Buffer to Distance Conversion



Hi, 

Can someone provide me with the algorithm to convert the value
of the depth buffer pixels to ranges? 
Thanks 

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