[osg-users] Remove textures and texture coorindates.

2010-09-23 Thread Joakim Simonsson


Hi,

Is this the correct way to do it?

Remove all textures from a StateSet:

ss-getTextureAttributeList().clear();
ss-getTextureModeList().clear();

Remove all texture coordinates from a Geometry:

geometry-getTexCoordArrayList().clear();


--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Remove textures and texture coorindates.

2010-09-23 Thread Joakim Simonsson


On Thu, 23 Sep 2010 10:22:30 +0200, Robert Osfield  
robert.osfi...@gmail.com wrote:



Hi Joakim,

I have never personally attempted to do these specific steps, but I
guess it should work if non const get methods for the containers are
available.  Have you tried it?


Yes, it is the non-const get methods. It seems to work. The reason I asked  
was to be sure that I didn't forget something...


Thanks.



Robert.

On Thu, Sep 23, 2010 at 9:04 AM, Joakim Simonsson joa...@autosim.no  
wrote:


Hi,

Is this the correct way to do it?

Remove all textures from a StateSet:

   ss-getTextureAttributeList().clear();
   ss-getTextureModeList().clear();

Remove all texture coordinates from a Geometry:

   geometry-getTexCoordArrayList().clear();


--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgconv.exe textures getting mangled

2009-08-06 Thread Joakim Simonsson

On Thu, 06 Aug 2009 10:31:57 +0200, Mach Bhai sar...@dsi.co.ae wrote:


Hi,
I have a model in ive format and osgviewer displays it fine. However if  
i convert it to osg, i get black and white shaded files as textures,  
which are of no use. I am using osgconv.exe with the following command  
line


osgconv.exe -e osg -O OutputTextureFiles -O precision:0.001 model.ive  
model.osg


Try

osgconv.exe -e osg -O OutputTextureFiles precision 4 model.ive model.osg

precision takes an integer
multiple options are space separated

--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgconv.exe textures getting mangled

2009-08-06 Thread Joakim Simonsson
On Thu, 06 Aug 2009 14:00:15 +0200, Joakim Simonsson joa...@autosim.no  
wrote:



On Thu, 06 Aug 2009 10:31:57 +0200, Mach Bhai sar...@dsi.co.ae wrote:


Hi,
I have a model in ive format and osgviewer displays it fine. However if  
i convert it to osg, i get black and white shaded files as textures,  
which are of no use. I am using osgconv.exe with the following command  
line


osgconv.exe -e osg -O OutputTextureFiles -O precision:0.001 model.ive  
model.osg


Try

osgconv.exe -e osg -O OutputTextureFiles precision 4 model.ive  
model.osg


precision takes an integer
multiple options are space separated


When I try the OutputTextureFiles option, I also get black and white  
striped textures.


What image format do you use? I use .rgb.

If you also use .rgb, perhaps it is something with the .rgb plugin...

--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgconv.exe textures getting mangled

2009-08-06 Thread Joakim Simonsson

No, it is not possible.

The current osg implementation looks for the filename extension for the  
texture inside the .ive file.
If the texture originally was an .rgb texture, it will try to write it to  
that format as well.


On Thu, 06 Aug 2009 14:17:43 +0200, Mach Bhai sar...@dsi.co.ae wrote:

Yes i am also getting rgb files. It might be that something is wrong  
with that plugin but i cannot verify. Can we specify the format of the  
texture ?


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=15904#15904





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgconv.exe textures getting mangled

2009-08-06 Thread Joakim Simonsson

You are using compressed textures in the ive file, right?

I figured out that the rgb plugin can't write compressed textures.

The only pixel formats that are supported are:


GLenum pixelFormat = img.getPixelFormat();

raw.sizeZ =
pixelFormat == GL_COLOR_INDEX? 1 :
pixelFormat == GL_RED? 1 :
pixelFormat == GL_GREEN? 1 :
pixelFormat == GL_BLUE? 1 :
pixelFormat == GL_ALPHA? 1 :
pixelFormat == GL_RGB? 3 :
pixelFormat == GL_BGR ? 3 :
pixelFormat == GL_RGBA? 4 :
pixelFormat == GL_BGRA? 4 :
pixelFormat == GL_LUMINANCE? 1 :
pixelFormat == GL_LUMINANCE_ALPHA ? 2 : 1;

When an compressed pixelformat (0x83f0) is encountered, it is treated as  
an unknown pixel format. And hence 1 is used for sizeZ...



On Thu, 06 Aug 2009 14:42:03 +0200, Mach Bhai sar...@dsi.co.ae wrote:


So how can this issue be resolved ?


The issue can be solved by extending the rgb plugin, so that it can write  
compressed textures.


OR

Don't compress your textures when you create the ive file...

--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgconv.exe textures getting mangled

2009-08-06 Thread Joakim Simonsson

On Thu, 06 Aug 2009 14:55:12 +0200, Mach Bhai sar...@dsi.co.ae wrote:

I will want to go with the first approach and add support for writing  
compressed textures.

So how can I go about uncompressing this data ? Any clues ?


You have to write an S3TC uncompressor.

I have done this in a school project some years ago... If you want I can  
try to dig up that code.




and thanks for your help.



--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgconv.exe textures getting mangled

2009-08-06 Thread Joakim Simonsson

Gotta go now. See what I can do tomorrow.

On Thu, 06 Aug 2009 15:24:40 +0200, Mach Bhai sar...@dsi.co.ae wrote:


If you can do that, it would be very kind of you.


--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] View textures in GFX mem.

2009-08-03 Thread Joakim Simonsson

Hi,

I wonder if someone has a suggestion how to view what textures have been  
uploaded to the gfx mem.


I know the software gDEBugger has the possibility to do this. But is there  
another way?


--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Edge blending

2009-04-30 Thread Joakim Simonsson



On Wed, 15 Oct 2008 11:24:13 +0200, su hu ttts...@gmail.com wrote:


Hi Robert

Thanks for your reply.

I will see the osghud example and try your method. Thanks.



But due to projector's black level, really dark scenes will not look good  
with only software edgeblending.


In these cases, you have to put something that shields the light in front  
of the projector's lens. With this way, you achieve mechanical  
edge-blending.


However, software edge blending and mechanical edge blending can be  
combined to get an even better result.




Best Regards,

Su Hu

2008/10/15 Robert Osfield robert.osfi...@gmail.com


Hi Su Hu,

I haven't personally implemented edge blending yet, but it should be
straight forward.  All you need to do is render a alpha blending quad
over the edge of window as a HUD. See the osghud example for
inspiration.

Robert.

On Wed, Oct 15, 2008 at 9:18 AM, su hu ttts...@gmail.com wrote:
 Hi all,

 I want to implement edge blending by osg, but I don't know which way  
is

 better. Our requirement of edge blending is simple: overlapped area of
two
 screens is rectangular.

 If someone has done it, please give me some advice.

 Much appreciation to any reply.

 Regards,

 Su Hu

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org





--
Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Mirrored camera

2009-03-09 Thread Joakim Simonsson



On Mon, 02 Mar 2009 15:50:41 +0100, Ufuk ufuk@gmail.com wrote:


Hi Joakim,

in examples osgcamera, in function:
void multipleWindowMultipleCameras(osgViewer::Viewer viewer, bool
multipleScreens)

i tried this code sample:


if (i != 2)
viewer.addSlave(camera.get(),
osg::Matrix::scale(aspectRatioScale, 1.0,
1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() );
else
viewer.addSlave(camera.get(), osg::Matrix::scale(-1.0 *
aspectRatioScale, 1.0, 1.0)*osg::Matrix::translate(translate_x, 0.0,  
0.0),

osg::Matrix() );

camera which has id 2 become mirrored.

is it something that you want?


Yes, and I have done this in my app as well. But the thing is, cow.osg  
uses double sided polygons.


If you edit cow.osg. On line 17:

 change GL_CULL_FACE OFF  to  GL_CULL_FACE ON

Then you will render the front face only.

If you then run your modded version of osgcamera, then you will see that  
the mirrored cameras render the backfaced polygons (i.e. the inside of the  
cow)


So this is not a general solution.

I will try to add unique groups that contains my shared scene graph for  
each camera, and give them different osg::FrontFace attributes. It seems  
that the stateset of the cameras are ignored for their underlying  
scenegraph. So adding groups for each camera, seems to be the only  
solution.







On Mon, Mar 2, 2009 at 4:46 PM, Joakim Simonsson joa...@autosim.no  
wrote:



On Mon, 02 Mar 2009 15:37:07 +0100, Mathias Fröhlich 
m.froehl...@science-computing.de wrote:



Hi,

On Monday 02 March 2009 15:24, Joakim Simonsson wrote:

Is it possible to use two cameras, where one is mirrored, that share  
the

same scene?

You should be able to have that attached either to the camera itself,  
the
mirrored one (is this true, or are the StateSets at the camera  
something

special - I dont remember by heart?).



I tried to attach that stateattribute to the mirrored camera only. But  
it

does not seem to work.

 Or attach a group to the camera that is
not shared , apply that state at this group and attach the shared  
graph to

those two groups.



I'll go for the group approach.


Thanks for your help.


--
Joakim

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org









--
Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Mirrored camera

2009-03-02 Thread Joakim Simonsson



I have created a slave camera. It should represent a rear mirror on a
vehicle.


See osg::FrontFace and the the man page of glFrontFace.


Thank you for your tip, its much better to use that StateAttribute.

But...

I am not able to apply it just for one slave camera.

As I wrote in my previous mail, I use two cameras that share the same  
scene (where one camera is mirrored)


So, my question still is:

Is it possible to use two cameras, where one is mirrored, that share the  
same scene?


--
Joakim
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Mirrored camera

2009-03-02 Thread Joakim Simonsson
On Mon, 02 Mar 2009 15:37:07 +0100, Mathias Fröhlich  
m.froehl...@science-computing.de wrote:




Hi,

On Monday 02 March 2009 15:24, Joakim Simonsson wrote:

Is it possible to use two cameras, where one is mirrored, that share the
same scene?

You should be able to have that attached either to the camera itself, the
mirrored one (is this true, or are the StateSets at the camera something
special - I dont remember by heart?).


I tried to attach that stateattribute to the mirrored camera only. But it  
does not seem to work.



Or attach a group to the camera that is
not shared , apply that state at this group and attach the shared graph  
to those two groups.


I'll go for the group approach.


Thanks for your help.


--
Joakim
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Precompile GL objects problems...

2009-02-23 Thread Joakim Simonsson


Hi,

I use 4 screens (running on two nvidia cards).

When I don't precompile the gl objects things look as expected. But when I  
precompile stuff, things are shown only on some graphic contexts.


1. I am loading models on my own background thread.

2. This is what I do on the main thread, before the update traversal:

osgUtil::GLObjectsVisitor glov;
glov.setNodeMaskOverride(0x);

osgViewer::Viewer::Contexts graphicContexts;
myViewer-getContexts(graphicContexts);

for (osgViewer::Viewer::Contexts::iterator it =  
graphicContexts.begin();

 it != graphicContexts.end();
 ++it)
{
glov.setState((*it)-getState());
glov.apply(*loadedNode);
}

Finally I add loadedNode to the scenegraph.


Is this the wrong approach?

--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Precompile GL objects problems...

2009-02-23 Thread Joakim Simonsson
On Mon, 23 Feb 2009 17:38:35 +0100, Robert Osfield  
robert.osfi...@gmail.com wrote:



You can only compile OpenGL objects form the thread with the context
current.  The easist way to do this would be to just use the existing
osgViewer::Renderer::setCompileOnNextDraw(true) functionality on all
your active cameras.  You can get the renderer by doing:


Thanks for your advice!

I looked in the osgViwer::Renderer code. And it seems that the entire  
sceneview is compiled in osgViewer::Renderer::compile().


In my scenario, I first load a huge database. Then during the simulation,  
I load smaller objects and add them to my existing scene graph.


I was just wondering if it is an overkill to compile the entire sceneview  
for each smaller object that I load during runtime. Wouldn't it be enough  
to only compile my added objects, before I add them to my existing scene  
graph?



--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Precompile GL objects problems...

2009-02-23 Thread Joakim Simonsson


On Mon, 23 Feb 2009 18:31:54 +0100, Robert Osfield  
robert.osfi...@gmail.com wrote:



Yes a complete recompile traversal will be done, but if objects are
already compiled they won't be compiled again.

If you do want to just compile you new elements then you could a a
custom GraphicsOperation to the GraphicsContext's GraphicsThread.
Another alternative would be to use a CompileContext to allow you to
compile the new subgraph asynchronously.  Finally you could look at
use the DatabasePager to load and precompile you data.


Thanks Robert!

--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] multiple graphics contexts hurting performance?

2008-12-18 Thread Joakim Simonsson


Hi Joe,

Yesterday, I setup a new system with 2 GeForce GTX 280 cards and four  
monitors. The OS is Vista x64. I just read your previous posting and I can  
confirm the exactly same problems. Now I am about to install XP (and  
Ubuntu) to see if it runs better with four monitors there.


Have you done any more discoveries since you wrote this mail? Are you able  
to run multiple contexts with good performance now?


On Fri, 31 Oct 2008 17:16:10 +0100, Joe Lyga jdl...@gmail.com wrote:


Hi osg-users,

I'm having another issue with my four monitor setup with 2 graphics
cards.  Now that I'm running Windows XP, I'm past the OS/Driver issue
that was slowing down both osg-viewer and my program when it was being
displayed in one graphics context across all four monitors.  However,
now I'm having a problem when trying to run with more than one
graphics context.

My machine is running Windows XP that has two Geforce 8800 GTX
graphics cards.  I'm running these cards with SLI disabled so I can
hook up 4 monitors, with 2 on each graphics card.  I have my 4
monitors aligned side by side in display properties, each set to 1400
x 1050 resolution.  I have vsync turned off.

Anyway, when I'm running in one 5600 x 1050 graphics context (which is
across all four monitors), I'm getting around 140 frames per second
see first screenshot.

If I switch it so there are two 2800 x 1050 graphics contexts, the
performance drops to around 14 frames per second.  Also, the draw and
gpu reads almost 10 times what it did with a single context see
second screenshot.

Does anyone have any insight on why two graphics contexts would be
slowing down my program?




--
Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Precipitation effect coming too fast, and hiding on some areas

2008-12-14 Thread Joakim Simonsson


Hi Fred,

On Sat, 13 Dec 2008 17:02:38 +0100, Frederic Bouvier fredlis...@free.fr  
wrote:



If you want to see this funny effect in action, watch this video
http://www.vimeo.com/2511328 ( move forward to 5:00 )


Very nice vid. But besides from raining inside the plane, it seems that  
the rain particles are too vertical - like the particles have a  
transform that follows the camera. Hmm.. I don't know, but you would  
expect horizontal rain at high speeds. I managed to get horizontal rain  
with the osg's precepitation effect.


But maybe vertical rain is your intent?



--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Stats crashes on windows

2008-11-27 Thread Joakim Simonsson


Is there anybody else here who can easily crash osgViewer when pressing  
's' 3 or 4 times?


I'm running quite a complex model, and I can reproduce the crash  
everytime. I can reproduce it on both WinXP and Vista x64. Sometimes it  
crashes when 's' has been pressed 3 times, and sometime when it is presses  
4 times. When using a simpler model, it is more difficult to make it crash.


If the camera is standing still and I display the detailed stats, it  
doesn't seem to crash. But as soon as I start to move around it crashes.


It is in stl's vector header file where things stops:

_DEBUG_ERROR(vector iterator not dereferencable);

Callstack is attached as a text file, so unwanted linebreaks are avoided.


Oh.. By the way... I just discovered that the crashes does not seem to  
appear when running single threaded...






--
Joakim Simonssonmsvcp80d.dll!std::_Debug_message(const wchar_t * message=0x01a75578, const 
wchar_t * file=0x01a74ec8, unsigned int line=99)  Line 24
osg51-osgUtild.dll!std::_Vector_const_iteratorosgUtil::StateGraph 
*,std::allocatorosgUtil::StateGraph * ::operator*()  Line 99 + 0x14 bytes
osg51-osgUtild.dll!osgUtil::RenderBin::getStats(osgUtil::Statistics  
stats={...})  Line 518 + 0x17 bytes
osg51-osgUtild.dll!osgUtil::RenderBin::getStats(osgUtil::Statistics  
stats={...})  Line 538 + 0x1d bytes
osg51-osgUtild.dll!osgUtil::RenderStage::getStats(osgUtil::Statistics  
stats={...})  Line 1296 + 0xc bytes
osg51-osgUtild.dll!osgUtil::SceneView::getStats(osgUtil::Statistics  
stats={...})  Line 1694
osg51-osgViewerd.dll!osgViewer::CameraSceneStatsTextDrawCallback::drawImplementation(osg::RenderInfo
  renderInfo={...}, const osg::Drawable * drawable=0x08d3f7f0)  Line 359 + 
0x1e bytes
osg51-osgd.dll!osg::Drawable::draw(osg::RenderInfo  renderInfo={...})  Line 
896 + 0x27 bytes
osg51-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf * previous=0x03d4bb60)  Line 60 + 0x19 
bytes
osg51-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x03d4bb60)  Line 419 + 0x19 
bytes
osg51-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo  renderInfo={...}, 
osgUtil::RenderLeaf *  previous=0x03d4bb60)  Line 384 + 0x17 bytes
osg51-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x03d4bb60)  Line 469 + 0x35 
bytes
osg51-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x03d4bb60)  Line 1253
osg51-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo  renderInfo={...}, 
osgUtil::RenderLeaf *  previous=0x03d4bb60)  Line 384 + 0x17 bytes
osg51-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x03d4bb60, bool  
doCopyTexture=false)  Line 848
osg51-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x03d4bb60)  Line 1108 + 
0x1b bytes
osg51-osgUtild.dll!osgUtil::SceneView::draw()  Line 1504 + 0x37 bytes
osg51-osgViewerd.dll!osgViewer::Renderer::cull_draw()  Line 545 + 0xf bytes
osg51-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext * 
context=0x0a4a8d28)  Line 646 + 0xf bytes
osg51-osgd.dll!osg::GraphicsContext::runOperations()  Line 688 + 0x33 bytes
osg51-osgd.dll!osg::RunOperations::operator()(osg::GraphicsContext * 
context=0x0a4a8d28)  Line 135
osg51-osgd.dll!osg::GraphicsOperation::operator()(osg::Object * 
object=0x0a4a8d28)  Line 50 + 0x19 bytes
osg51-osgd.dll!osg::OperationThread::run()  Line 413 + 0x26 bytes
osg51-osgd.dll!osg::GraphicsThread::run()  Line 40
ot11-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void * 
data=0x0a752994)  Line 113 + 0xf bytes

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] You have three guess...

2008-11-17 Thread Joakim Simonsson


1. Could it be the VNC client plugin?

On Mon, 17 Nov 2008 17:08:47 +0100, Robert Osfield  
[EMAIL PROTECTED] wrote:



For a bit of fun see if you can explain the attached screenshot...

If if you get that right your next challange is explain exactly how I
went about writing this email...

Robert




--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] StateSet - newbie

2008-10-15 Thread Joakim Simonsson

On Wed, 15 Oct 2008 22:43:14 +0200, ami guru [EMAIL PROTECTED] wrote:


Hello forum

Is there any difference between these following:

1. osg::ref_ptrosg::StateSet nodess3  = new
StateSet((myshapegeode3-getOrCreateStateSet()));
2. osg::ref_ptrosg::StateSet
nodess3((myshapegeode3-getOrCreateStateSet()));


Yes they differ. But do you want to do? Copy the stateset?

If you want to share the stateset (for example, edit myshapegeode3's  
stateset) do this:


osg::ref_ptrosg::StateSet nodess3 = myshapegeode3-getOrCreateStateSet();

If you want to copy it, do this:

osg::ref_ptrosg::StateSet nodess3 =
myshapegeode3-getOrCreateStateSet()-clone(osg::CopyOp::DEEP_COPY_ALL));


--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] StateSet - newbie

2008-10-15 Thread Joakim Simonsson

On Wed, 15 Oct 2008 23:48:40 +0200, ami guru [EMAIL PROTECTED] wrote:



  //create a new stateset
  //with the default setting
  capsuleState-setAttribute(capsuleProgramObject.get());



Every thing look correct, but I am not sure about this line. Try this one  
instead:


capsuleState-setAttributeAndModes(shaderNightDriving.get());

--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Calculate BoundingBox

2008-08-05 Thread Joakim Simonsson

Hi,


I've made a NodeVisitor that should calculate the bounding box of a Node.  
Here is the apply function:


void ComputeBoundingBox::apply(osg::Geode node)
{
for(unsigned int i = 0; i  node.getNumDrawables(); ++i)
{
m_bb.expandBy(node.getDrawable(i)-getBound());
}

traverse(node);
}

Where m_bb is an osg::BoundingBox.

This works perfectly if the scene graph does not contain any transforms.  
If the scene graph contains transform, the geometry is not transformed  
prior the expandBy function. The result of this, is of course a bad  
bounding box.


What is the best way to calculate a bounding box?

--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Calculate BoundingBox

2008-08-05 Thread Joakim Simonsson

Wow! Thanks for the extremely fast answer :)

På Tue, 05 Aug 2008 14:02:06 +0200, skrev Gordon Tomlinson  
[EMAIL PROTECTED]:



Heres an old exmaple
http://www.3drealtimesimulation.com/osg/code/osgcode_bbox1.htm

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joakim
Simonsson
Sent: Tuesday, August 05, 2008 7:59 AM
To: OpenSceneGraph Users
Subject: [osg-users] Calculate BoundingBox

Hi,


I've made a NodeVisitor that should calculate the bounding box of a Node.
Here is the apply function:

void ComputeBoundingBox::apply(osg::Geode node) {
 for(unsigned int i = 0; i  node.getNumDrawables(); ++i)
 {
 m_bb.expandBy(node.getDrawable(i)-getBound());
 }

 traverse(node);
}

Where m_bb is an osg::BoundingBox.

This works perfectly if the scene graph does not contain any transforms.
If the scene graph contains transform, the geometry is not transformed  
prior

the expandBy function. The result of this, is of course a bad bounding
box.

What is the best way to calculate a bounding box?

--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] What is K-tree?

2008-08-04 Thread Joakim Simonsson

http://en.wikipedia.org/wiki/Kd_tree

På Mon, 04 Aug 2008 12:56:23 +0200, skrev GMD GammerMaxyandex.ru  
[EMAIL PROTECTED]:



What is K-tree? I searched information about in the
Internet but found nothing. Could you give me some
links to the articles about this theme?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Rendering to multiple graphics cards

2008-07-01 Thread Joakim Simonsson

On Tue, 01 Jul 2008 00:34:09 +0200, Bob Balfour [EMAIL PROTECTED] wrote:

The scene achieves 60Hz at times, but feels choppy, and I notice the  
middle two GPUs at times show long orange bars, which are killing the  
60Hz rate.


This is probably obvious for you, but the fancy aero rendering is turned  
off, right?


or 2 double-wide screens (screen 0  2, each set to 2880x900). Note that  
in the Vista display settings all 4 screens are set up as 1 big  
extended desktop.


How do you configure extended desktop in Vista? I mean, microsoft (or  
nvidia) has removed the horizontal/vertical span possibility. But if I  
understand you correctly, there is a possibility to fool vista, so it  
believes your multiple monitors is only one monitor with a very large  
resolution?



--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Rendering to multiple graphics cards

2008-07-01 Thread Joakim Simonsson

On Tue, 01 Jul 2008 17:59:59 +0200, Bob Balfour [EMAIL PROTECTED] wrote:


Joakim Simonsson wrote:

On Tue, 01 Jul 2008 00:34:09 +0200, Bob Balfour [EMAIL PROTECTED] wrote:

The scene achieves 60Hz at times, but feels choppy, and I notice the  
middle two GPUs at times show long orange bars, which are killing the  
60Hz rate.


This is probably obvious for you, but the fancy aero rendering is  
turned off, right?


I set the theme to windows classic, which I assumed would do away with  
the aero stuff (with no discernible difference), but is there something  
else to specifically turn off?


No, with turning aero off, I meant to switch to classic. When having  
aero on, i have discovered that osgviewer reports 60hz, but the real frame  
rate i clearly bellow 60hz.




or 2 double-wide screens (screen 0  2, each set to 2880x900). Note  
that in the Vista display settings all 4 screens are set up as 1 big  
extended desktop.


How do you configure extended desktop in Vista? I mean, microsoft (or  
nvidia) has removed the horizontal/vertical span possibility. But if I  
understand you correctly, there is a possibility to fool vista, so it  
believes your multiple monitors is only one monitor with a very large  
resolution?
rt.click desktop-Personalize-Display Settings (Monitor tab) shows 4  
monitors that you can select, then check the Extend the desktop onto  
this monitor box.


So if you have 4 1024x768 monitors. Can you make Vista believe that you  
have ONE 2048x1536 or 4096x768 monitor? (as with nvidia's  
vertical/horizontal span)


rotates with a discernible choppiness.  Is Microsoft punishing me for  
disabling dwm?


That is strange.


--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to control a car in a big scene?

2008-06-24 Thread Joakim Simonsson

This tutorial is a good start:

http://faculty.nps.edu/jasullivan/osgtutorials/


On Mon, 23 Jun 2008 14:48:29 +0200, Zoltán [EMAIL PROTECTED]  
wrote:



浣曚紵 wrote on Monday 23 June 2008:

I load a car model in a big scene,i want to control
the car like the camera in the DriveManipulator.

Anybody give me a hint?


Same question here: I would like to write a Space-shuttle
simulator landing on Venus, can anybody give me a hint ?

Please ?

Zoltán








--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FOI Postmaster (hacked???)

2008-06-24 Thread Joakim Simonsson

H...

There is a controversial law that recently have beeing approved in Sweden.  
This law ables the intelligence service FRA to legally eavesdrop every  
Swedish citizen, telehpone, internet, sms, etc.


I read yesterday in Swedish newspaper that the guys behind  
thepiratebay.org have contacted major ISP's around the world, to block or  
restrict their traffic to Sweden. (Because everything sent to Sweden could  
be read by FRA)


That your mails are forwarded to FOI, is strange. But, of course, it could  
be just a coincidence and have nothing to do with the FRA.


Can you access Swedish websites?

On Mon, 23 Jun 2008 14:59:34 +0200, Art Tevs [EMAIL PROTECTED] wrote:


Hi folks,

sorry, it seems there is something wrong with my email account. Every  
time I write something to the list my mails are forwarded to some  
Swedish Defence Research Agency, FOI


I think I was hacked ;)

I checked my mail settings and there is nothing suspicious. Maybe  
somebody of you have some hint for me ???


Cheers,
Art



  __
Gesendet von Yahoo! Mail.
Dem pfiffigeren Posteingang.
http://de.overview.mail.yahoo.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgmovie with mpgs or avis on windows

2008-06-10 Thread Joakim Simonsson


I tried the quicktime plugin for the first time yesterday. I tried with  
mov and mp4 movies. But I had to specify -e qt as an argument.


Does it work for you if you specify the same argument?

Den 2008-06-10 13:07:57 skrev David De Weerdt [EMAIL PROTECTED]:


Hi all,

I use osg 2.4 and followed
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPluginsfor
installing the quicktime plugin. However, it seems that mpg/avi
support
in the quicktime plugin is not supported under windows. Also xine is
probably not an option as I understand that nobody managed to get xine
running with osg yet (on windows).

So my question is: is there currently a reasonable way on windows to run  
the

osgmovie example with an mpg/avi?

Thanks,
David DW




--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Video in osg on Windows

2008-06-06 Thread Joakim Simonsson


Does the xine and qt plugins work under windows?

If no, is there a way to use a video-texture in Windows compiled osg?

--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Cullvisitor problems

2008-05-10 Thread Joakim Simonsson


Hi Joakim!

I know what's wrong here. The geode, which has the cull callback, has an  
absolute reference frame. That's why you don't get the expected values  
from the cullvisitor.


On Fri, 09 May 2008 17:34:18 +0200, Joakim Simonsson [EMAIL PROTECTED]  
wrote:




I've done this before, several times, but now I can't see where the  
problem is.


What I want is simply to get the modelviewmatrix from the cullvisitor.  
But it returns the identity matrix.
The viewpoint and modelviewmatrix are unchanged even if I move the  
camera around.


// Attach callback
geode-setCullCallback(new MyCullCallback());


class MyCullCallback : public osg::NodeCallback
{
public:
 MyCullCallback()
 : osg::NodeCallback()
 {
 }

 void operator () (osg::Node* node, osg::NodeVisitor* nv)
 {
 osgUtil::CullVisitor* cv =  
dynamic_castosgUtil::CullVisitor*(nv);

 if(cv)
 {
 cv-getModelViewMatrix(); // Returns identity matrix.
 cv-getViewPoint();   // Returns (0,0,0)
 }
 ...


Is not this the way to do it? What am I missing?






--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Cullvisitor problems

2008-05-09 Thread Joakim Simonsson


I've done this before, several times, but now I can't see where the  
problem is.


What I want is simply to get the modelviewmatrix from the cullvisitor. But  
it returns the identity matrix.
The viewpoint and modelviewmatrix are unchanged even if I move the camera  
around.


// Attach callback
geode-setCullCallback(new MyCullCallback());


class MyCullCallback : public osg::NodeCallback
{
public:
MyCullCallback()
: osg::NodeCallback()
{
}

void operator () (osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
if(cv)
{
cv-getModelViewMatrix(); // Returns identity matrix.
cv-getViewPoint();   // Returns (0,0,0)
}
...


Is not this the way to do it? What am I missing?


--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Filling colors into a Drawn object

2008-05-07 Thread Joakim Simonsson


Hi,


How do we fill colors in a drawn object.Here I am trying to draw a
circle and also I want to fill it with yellow  color.


The only way to fill a circle is to build polygons. One polygon would be  
enough, since the circle shape is convex.


With other words, change the primitive set on this line: (could be  
POLYGON, not sure, check the src)



osg::DrawElementsUInt( osg::PrimitiveSet::LINE_LOOP, 0 );


If you want an edge on your circle, you can use your line loop in addition  
to the poly.


Texture coordinates. Well, they pretty much depend on you texture. If you  
don't use a texture, don't set up the texture array.



--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Strange polygon flickering

2008-05-07 Thread Joakim Simonsson


The artifact you are experincing is called z-fighting. Your graphicscard  
does not know if the truck is above or bellow the ground.


There are several solutions to you problem:

1. Make sure that your view frustum isn't to large! Push the near plane as  
far away as possible from the camera (and the far plane as close as  
possible). Osg adjusts the near and far planes automatically. So if you  
have objects close to the camera and far away from the camera, you will  
have a large frustum.


2. Put the terrain in one renderbin and your vehicles in another. Disable  
depth testing on the terrain, so that it is always drawn first. If there  
is a chance that your vehicle can be occluded by the terrain (tunnel),  
this is a bad technique.



On Wed, 07 May 2008 19:40:07 +0200, Brian [EMAIL PROTECTED] wrote:


Hi,

I have a scene that contains a large terrain database and some  
vehicles.  The scene is being viewed from a very high altitude using  
very small horizontal and vertical FOVs so that the camera is zoomed in  
on the truck.  I've noticed that if I have the truck pictured in the  
attachment so that its wheels are on the terrain, I get a strange  
flickering of polygons (imagine going back and forth between images  
truck1.jpg and truck2.jpg.)  If I raise the truck about 5 meters off the  
ground, then the flickering goes away.  However, having a truck float  
five meters off the ground isn't terribly realistic.


Any clues as to what is going on?

Thanks,
Brian




--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How I build OSG on WinXP (WAS Freetype plugin doesn't appear in project list)

2008-05-07 Thread Joakim Simonsson


Nice!

On Wed, 07 May 2008 19:37:41 +0200, Mike Weiblen [EMAIL PROTECTED]  
wrote:



1) svn checkout
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/osgbuilds/tags/osg2.4.0_vs80sp1_setup_2008-04-28


It goes smooth until:

svn: REPORT-förfrågan misslyckades till /svnroot/osgtoy/!svn/vcc/default
svn: REPORT till '/svnroot/osgtoy/!svn/vcc/default': Could not read  
response body: Secure connection truncated (https://

osgtoy.svn.sourceforge.net)

It's an error message partial in Swedish (but that's not you fault, that  
it is in Swedish I mean...)


The first line says something like this:
REPORT-query failed to /svnroot/osgtoy/!svn/vcc/default

I'll wait to do step 2, 3, 4, and 5 until you figure out what is wrong.  
Then I will try out your batch files :)


BTW, is it possible to build static with your BATs?


--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Load all 6 images from cubemap dds.

2008-05-05 Thread Joakim Simonsson


Hi,

I have a dds file containing a cube map, that is six images that are  
embedded in the file.


However, when I read it:

osg::ref_ptrosg::Image image = osgDB::readImageFile(cubemap.dds);

the image returned is only the FIRST image of the embeded images. Is there  
a way to load the other 5 images?



--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Load all 6 images from cubemap dds.

2008-05-05 Thread Joakim Simonsson


Roland,

Thanks for the info!

On Mon, 05 May 2008 19:46:18 +0200, Smeenk, R.J.M. (Roland)  
[EMAIL PROTECTED] wrote:



Joakim,

I sent in a submission last year for loading complete cubemaps from DDS
files. That submission affects important parts of the osg core and
therefore Robert put it on the stack, which in practice means that it
won't be merged soon.

kind regards,

Roland Smeenk


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Joakim Simonsson
Sent: maandag 5 mei 2008 15:03
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Load all 6 images from cubemap dds.


Hi,

I have a dds file containing a cube map, that is six images
that are embedded in the file.

However, when I read it:

osg::ref_ptrosg::Image image = osgDB::readImageFile(cubemap.dds);

the image returned is only the FIRST image of the embeded
images. Is there a way to load the other 5 images?


--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce

negraph.org


This e-mail and its contents are subject to the DISCLAIMER at  
http://www.tno.nl/disclaimer/email.html


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




--
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Crossfade between two texture layers

2008-03-04 Thread Joakim Simonsson

Hello all OSGers!

I have two simple questions.


Question 1:

I have two texture layers, L0 and L1

What is the best way in OSG to crossfade between these?

What I want is:  L0 * (a)  +  L1 * (1 - a)

I think it must be either osg::TexEnv or osg::TexEnvCombine. But how  
should they be setup?



Question 2:
Is it more efficient to do this operation in a shader?


-- 
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Crossfade between two texture layers

2008-03-04 Thread Joakim Simonsson

Brilliant!

And by having a look in MultiTextureControl.cpp I understand how  
TexEnvCombine should be setup.

But I don't want to invent the wheel again, so I go for your  
MultiTextureControl node! :)

On Tue, 04 Mar 2008 13:44:38 +0100, Robert Osfield  
[EMAIL PROTECTED] wrote:

 Hi Joakim,

 The easiest way is to use the osgFX::MultiTextureControl node as this
 allows you to set the relative weights to use for each texture unit.
 It just so happens that yesterday I wrote and checked in an
 osgmultitexturecontrol example as well - this example adjusts the
 weights as you change height so different layers fade in at different
 heights.

 Robert.

 On Tue, Mar 4, 2008 at 12:39 PM, Joakim Simonsson [EMAIL PROTECTED]  
 wrote:

  Hello all OSGers!

  I have two simple questions.


  Question 1:

  I have two texture layers, L0 and L1

  What is the best way in OSG to crossfade between these?

  What I want is:  L0 * (a)  +  L1 * (1 - a)

  I think it must be either osg::TexEnv or osg::TexEnvCombine. But how
  should they be setup?



  Question 2:
  Is it more efficient to do this operation in a shader?


  --
  Joakim Simonsson
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



-- 
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OT : http://www.andesengineering.com

2008-02-29 Thread Joakim Simonsson
On Wed, 27 Feb 2008 15:26:48 +0100, Gordon Tomlinson
[EMAIL PROTECTED] wrote:

 Having issues getting to Don's site from work, this has been going on  
 for a
 while
 I got our IT folks to look at it this morning and they are saying its not
 them but Verizon,
 Basically they are saying when you trace the IP it goes to Verizon the  
 hopes
 to an IP in Sweden and dies there
 I was wondering if any other OSG user who may have Verizon as there ISP  
 can
 see http://www.andesengineering.com
 I know the site can be seen I can see it on my cell , just find it  
 annoying
 not being able to get places from work
 thanks.

I don't have Verizon as my ISP, and I can access
http://www.andesengineering.com.

But take a look at this:

http://who.is/whois-com/ip-address/andesengineering.com/

and compare with

http://who.is/whois-org/ip-address/openscenegraph.org/

On andesengineering, it says ERROR: No route to host (113)

So it could be that the error is related to andesengineering.com or their
ISP.

-- 
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] opengl to opengles

2008-01-23 Thread Joakim Simonsson

Maybe i'm telling you things that you already know,

But if you're target device is albe to run java me apps (most mobile  
phones), you should consider m3g. Which is a (jave me) scenegraph API  
built on top of OpenGL ES.

On Tue, 22 Jan 2008 11:44:19 +0100, Charles, Oliver  
[EMAIL PROTECTED] wrote:

 Hello,

 We try to port openscenegraph to a device where only opengl es is
 available.
 Does anyone know if this was tried before? And if - if the sources are
 available?
 If not - does anyone have experience or any hints with porting opengl
 applications to opengl es?
 The problem in detail is that many of the opengl functions used by
 openscenegraph are not available on opengl es , eg GL_POLYGON, Shading
 or any functions introduced in OpenGl 2.0. Is there any well performing
 algorithm to replace for example GL_POLYGON with eg GL_TRIANGLES (etc).

 Any hints would be helpful.


 With best regards
 Oliver and Andreas
 ***
 Diese E-Mail enthaelt vertrauliche und/oder rechtlich geschuetzte  
 Informationen. Wenn Sie nicht der richtige Adressat sind oder diese  
 E-Mail irrtuemlich erhalten haben, informieren Sie bitte sofort den  
 Absender und loeschen Sie diese Mail. Das unerlaubte Kopieren sowie die  
 unbefugte Weitergabe dieser Mail ist nicht gestattet.
 This e-mail may contain confidential and/or privileged information. If  
 you are not the intended recipient (or have received this e-mail in  
 error) please notify the sender immediately and delete this e-mail. Any  
 unauthorized copying, disclosure or distribution of the contents in this  
 e-mail is strictly forbidden.
 ***
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



-- 
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Relative Priotiy RenderBin

2008-01-08 Thread Joakim Simonsson
Hi!

I am looking for a way to specify the renderbin index in the flt format,
to prevent transparent artifacts. While studying the help files from
MultiGen Creator, I found that there is one property on Object basis that
defines a Relative Priority. Quote:

Some functions, such as Fixed List drawing and the rendering of face
transparency, use the order of nodes in the database traversal to
determine the final appearance of the Graphics view. This order can be
changed using relative priority.
It seems that the relative priority does the same as osg's renderbin index.

If nobody here has anything against this, I would be happy to modify the
flight reader, so the Relative Priority sets the renderbin number.

Comments?

-- 
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Relative Priotiy RenderBin

2008-01-08 Thread Joakim Simonsson

Thanks for the feedback guys!

So if there are no objections, i will try to make the flight plugin to use  
the Relative Priority as RenderBin.

På Tue, 08 Jan 2008 15:31:35 +0100, skrev Gordon Tomlinson  
[EMAIL PROTECTED]:

 Hi Paul

 FYI from memory its been a while and I'm get old ;), the Relative  
 priority
 if OFLT was matched to Vega Prime to basically help with sub facing in
 Creator and doing runway markings etc by using the RP to do offsetting to
 aid stopping the Z fighting that can happen when just using the GL offset
 mechanism, and in fact VP did use local render bins for this under the  
 hood,
 so not as old as you might think ;) , so a lot of VP/Creator users still  
 use
 this a lot




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul  
 Martz
 Sent: Tuesday, January 08, 2008 9:19 AM
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Relative Priotiy RenderBin

 Conceptually, FLT relative priority and OSG RenderBin numbers are a good
 match.

 In practice, most FLT files I've seen that use relative priority are
 designed for rendering on old display systems that lack depth buffers.  
 OSG
 relative priority alone is not sufficient to support painter's  
 algorithm
 rendering.

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


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Joakim Simonsson

 Hi!

 I am looking for a way to specify the renderbin index in the flt
 format, to prevent transparent artifacts. While studying the help
 files from MultiGen Creator, I found that there is one property on
 Object basis that defines a Relative Priority. Quote:

 Some functions, such as Fixed List drawing and the rendering of face
 transparency, use the order of nodes in the database traversal to
 determine the final appearance of the Graphics view. This order can be
 changed using relative priority.
 It seems that the relative priority does the same as osg's renderbin
 index.

 If nobody here has anything against this, I would be happy to modify
 the flight reader, so the Relative Priority sets the renderbin
 number.

 Comments?

 --
 Joakim Simonsson



-- 
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Index array

2007-11-15 Thread Joakim Simonsson

Hi,

I want to generate a grid. I have done this with triangle strips, but I  
want to try to do it with the triangle primitive instead.

Is it possible to define vertices in one array, and vertex-indices in  
another array that forms the triangles, for example:

The indices:

00 01 02 03
04 05 06 07
08 09 10 11
12 13 14 15

The index array: { 00, 04, 01, 01, 04, 05, ..., 11, 14, 15 }

In the osgGeometry example this approach is not used. Is it because it is  
not supported by OpenGL or OpenSceneGraph?

How should I build up my grid in the best way when it comes to  
performance? My grid is approx 100x100.


-- 
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] DWB

2007-08-01 Thread Joakim Simonsson

Thank you for your answers! I knew that this place was the correct place  
to ask this question :)

A client wants to use their old databases (dwb) with our osg-based apps.

When I googled the dwb format, I found out that there exists a dwb-flt  
converter (http://www.agocg.ac.uk/reports/virtual/36/appendix.htm). But  
the link on this page is broken. It refers to the non-existing  
www.coryphaeus.com site.

dwb2oflt - converts DWB files to OpenFlight format.

It seems that this converter was free for download. If anyone have this  
converter please let me know!

Carbon graphics' software sounds interesting, I will investigate in this.

A dwb plugin for OSG could of course be another solution (but a very  
time-demanding one). In this case, format specs. will be of high interest  
for us.


On Wed, 01 Aug 2007 04:19:22 +0200, Paul Martz [EMAIL PROTECTED]  
wrote:

 If you need some docs, I have an almost complete collection
 of the DWB SDK documentation that I pulled off of one our old
 SGI machines.  I also wrote a very simple python script that
 runs over a DWB database and dumps some information about it
 (I use it to diff two DWB models as the DWB modelling
 package never seems to be consistent about how it writes out
 the model at any given time), as well as some old SDK example
 code for parsing a DWB database from Coryphaeus Software (now
 defunct).

 Wow! Sounds like you've done a lot with DWB since I left SimAuthor a year
 ago.

 Did you ever find any documentation for (I think they were called) link
 nodes? -- the records that specified input variables and the
 functions/formulas that tied them to transform nodes/strings/etc within  
 the
 model. That was missing in the most current version of the spec I had  
 while
 at I was at SimAuthor. Really frustrating as that appeared to be the  
 single
 feature of DWB that made it a valuable file format.

 If you're asking for permission to distribute this stuff for a DWB plugin
 project, you might also investigate whether or not SimAuthor is at  
 liberty
 to distribute the RTM code. Lacking a complete and current spec, that old
 KR C code is the best description of the DWB format around.

 Best,

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

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



-- 
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] DWB

2007-08-01 Thread Joakim Simonsson
On Wed, 01 Aug 2007 16:46:49 +0200, Paul Martz [EMAIL PROTECTED]  
wrote:

 dwb2oflt - converts DWB files to OpenFlight format.

 It seems that this converter was free for download. If anyone
 have this converter please let me know!

 Carbon graphics' software sounds interesting, I will
 investigate in this.

 Carbon Graphics' Geo package also supports OpenFlight. You could  
 purchase a
 copy of Geo and convert the files manually to either OpenFlight or the  
 Geo
 format, then your OSG-based app could load them using the existing
 OpenFlight or Geo plugins.
-Paul

This is really good news! Thank you very much.

-- 
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Frustum intersection

2007-07-27 Thread Joakim Simonsson

Hi,

I want to obtain all intersection points between the edges of the camera  
frustum and the xy plane.

Does osg provide (partial or complete) functionality to do this?

-- 
Joakim Simonsson
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org