[osg-users] Composite Viewer issue with QT

2014-09-29 Thread Nick Modly
Hi,

I'm working on a QT application that has several views / viewports onto a scene 
(different perspectives and projections). One of these needs to have a 
transparent QT HUD. I've spent a lot of time going over examples and archive 
posts, and it seems to me that the most up-to-date way to do this is to render 
the QT Hud onto a QGraphicsScene attached to a QGraphicsView, and to set the 
Viewport of the QGraphicsView to be the osg GLWidget. This is how QT supports 
using generic GL Widget rendering as the background of a QGraphicsView (the QT 
Boxes demo is a good example). However, I'm running into a couple of problems 
that are preventing me from fully realizing the goals of my application.

The main points that I need to hit:
1. Composite Viewer managing multiple views
2. (At least) One of the views needs to support a QGraphicsScene HUD.

(1) is easy - the osgViewerQt example covers it pretty simply, and modifying 
that to use a QGraphicsView with the viewport set to the GL widget rather than 
adding the GLWidget to the layout directly worked just fine.

I was able to get (2) working for a single view without too much additional 
difficulty. However, when I add more views to the compositeViewer after the 
first with the HUD, I start to get rendering errors. The console spits out 
Warning: detected OpenGL error 'invalid value' at after RenderBin::draw(..) 
over and over, and it appears that all of the views are rendering to the same 
viewport. I think it has something to do with the context not switching 
properly, because frame() gets called from within the QGraphicsScene's 
drawBackground() method. I thought to try to subclass the compositeViewer and 
override frame() to allow you to call it seperately for each view attached to 
the viewer, but that's a pretty serious undertaking and I'm not even sure it is 
going to address my problem.



Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61202#61202





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


Re: [osg-users] osgViewerQT example question

2014-09-24 Thread Nick Modly
I'm using the new version, under Linux (although I will eventually be testing 
under windows as well, I need it to work on Ubuntu first).

Like I mentioned, I am trying to extend the example to fit into the 
QGraphicsView approach. Based on various guides and discussions that I have 
found, this involves setting the GLWidget as the viewport of the QGraphicsView. 
In theory, this should let me use the OSG View as the background of the widget, 
and place QGraphicsItems in a QGraphicsScene that will appear on top of it. I 
can get this to work using the osgViewer::Viewer, for a single window, but when 
I try the same approach with a CompositeViewer and multiple windows, I get a 
variety of errors.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61146#61146





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


Re: [osg-users] osgViewerQT example question

2014-09-24 Thread Nick Modly
I've made a couple of attempts, and I feel like I am very close...

On one attempt, using a seperate osgViewer for each View, everything works but 
the Database Pager isn't happy about having multiple viewers looking at the 
same data. (osgEarth data under PagedLOD nodes flickers in and out of the 
various levels of detail)

On another attempt, using a composite viewer, everything works as I would 
expect it to if I only have one view, and I am able to add QGraphicsItems to 
the scene, but if I attempt to add a second View, they get rendered to the same 
viewport, fighting over it, spit out a bunch of detected invalid value after 
renderBin draw errors, then crashes.

On another attempt, having multiple views works fine, until I add a 
QGraphicsScene to the graphicsView. The items in the QGraphicsScene will 
render, but the osg view will not, sending Cannot make context current errors 
to the console.


Across these three failure modes is the set of features I need working; I just 
need to find the proper way to mesh them together

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61152#61152





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


[osg-users] osgViewerQT example question

2014-09-22 Thread Nick Modly
Hi,

I'm looking at extending the osgViewerQT example by being able to add items to 
the QGraphicsView (by setting a QGraphicsScene and adding items to that). These 
items include some QT controls that need to be embedded in the window with 
transparency enabled.

When I simply create the scene and add the controls (using a 
GraphicsProxyWidget), the view begins flickering black and white and the log 
prints QGLContext::makeCurrent(): Failed. over and over. It seems like QT and 
OSG are fighting over the context. I've heard that you can get around this by 
subclassing the QGraphicsScene and doing your OSG rendering in the 
drawBackground() method, storing and retrieving the context before/after, but 
I'm not exactly sure what that means - calling frame() there?

Thank you!

Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61113#61113





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


[osg-users] QT and OSG openGL issues

2014-08-27 Thread Nick Modly
Hi,

I'm currently walking down the oft-treaded path of creating Qt Widget overlays 
on top of an OSG scene. I've been doing a lot of reading and searching over the 
archives, and it seems like there are 2 main approaches. Eveything I can find 
on the topic is 3-5 years old, however, so I was wondering if I'd missed 
anything.

The first approach is to use osgQT::QWidgetImage to render the QWidgets to a 
texture and display that within the OSG scene. I've gotten that working, with a 
little bit of sub-classing to make a full-screen ortho projection work to 
create a HUD and to handle events properly. There is a bit of wonkiness to it 
though so I also want to try...

The second approach: to use a QGraphicsScene and to do the osg rendering in the 
drawBackground method. I'm currently trying to get this approach to work, but 
running into some issues. I've gathered, from the archives, that I need to save 
the openGL state at the beginning, then restore it once finished with the osg 
rendering, but I'm not sure exactly what the osg rendering consists of. I tried 
calling frame() on an osgviewer from there, but got a fistfull of openGL errors


 QGLContext::makeCurrent(): Failed.
 QGLShader: could not create shader 
 Vertex shader for simpleShaderProg (MainVertexShader  
 PositionOnlyVertexShader) failed to compile
 QGLShader: could not create shader 
 Fragment shader for simpleShaderProg (MainFragmentShader  
 ShockingPinkSrcFragmentShader) failed to compile
 QGLShaderProgram: could not create shader program 
 Errors linking simple shader:  
 QGLShader: could not create shader 
 Vertex shader for blitShaderProg (MainWithTexCoordsVertexShader  
 UntransformedPositionVertexShader) failed to compile
 QGLShader: could not create shader 
 Fragment shader for blitShaderProg (MainFragmentShader  
 ImageSrcFragmentShader) failed to compile
 QGLShaderProgram: could not create shader program 
 Errors linking blit shader:  
 QGLContext::makeCurrent(): Failed.


Maybe I am just setting things up wrong?

I have a QWidget that creates a QGraphicsView and an osgViewer::Viewer. I set 
the viewport of the GraphicsView to be the GLWidget from the Viewer's 
graphicsWindow.getGLWidget(). I subclassed the QGraphicsScene to give it a 
pointer to the viewer, and in the drawBackground method I saved off the openGL 
state, called frame() on the viewer, and restored the state, but the window 
doesn't render and gives me those errors. Has anyone had success with this? And 
if so, has anyone gotten it to work with anything other than a single-threaded 
approach?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60822#60822





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


[osg-users] Event handler Priority

2014-08-13 Thread Nick Modly
Hi,

Is there any way to specify the order that your event handlers / camera 
manipulator will see events? In my application, under certain circumstances, I 
want to override the default left-click behavior from camera manipulation to 
something else.

Thank you!

Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60648#60648





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


Re: [osg-users] OSG Pick Tex Coords

2014-05-12 Thread Nick Modly
Thanks Robert,

My branch is using 3.0.1, which did not have that functionality, but I was able 
to piece it together from the implementation in 3.2.0, since it doesn't appear 
that we are upgrading any time soon.

Thanks for the pointer-works just the way I hoped!

Thank you!

Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59362#59362





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


Re: [osg-users] RTT Magnifying Glass with multiple zooms

2014-05-07 Thread Nick Modly
I ended up solving 1 and 2 by using a single texture for the RTT to render the 
whole window, then setting the drawable's tex coords such that each quad zoomed 
in on the appropriate area. I haven't decided what to do about the resizing, 
but it doesn't seem to be stretching the texture (which I was worried about), 
just the shape of the magnifying box, and I may just keep that behavior.

Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59315#59315





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


[osg-users] OSG Pick Tex Coords

2014-05-07 Thread Nick Modly
Is there a quick/convenient way to get the tex-coord for the vertex/drawable 
returned from an intersection (i.e. the way that osgpick example returns the 
vertex world and local coordinates)? Or do you have to compute the tex coord 
yourself?

Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59317#59317





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


Re: [osg-users] osgQt QWidgetImage as HUD not getting events

2014-04-30 Thread Nick Modly
In case anyone comes across this, I ended up solving the problem by subclassing 
the InteractiveImageHandler, QWidgetImage, and QGraphicsViewAdapter.

I had to get the InteractiveImageHandler to do the right coordinate projection 
for the the clicks, and I had to get the QWidgetImage and QGraphicsViewAdapter 
to only handle events on the widgets I wanted; which I solved by adding a check 
for a custom QT Dynamic Property on my widgets; that way only interactive 
widgets would handle the events, and others would be passed on to the 
manipulators.

Thank you!

Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59218#59218





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


[osg-users] RTT Magnifying Glass with multiple zooms

2014-04-30 Thread Nick Modly
Hi,

I'm working on a zoom/magnifying lens feature, that I am implementing using 
RTT. I'm setting up a slave camera to the main view and rendering to a texture, 
which I place on a quad on the HUD. I've got a few questions:

1. Whats the best way to move the slave camera to magnify different areas? 
Moving the slave RTT Camera viewport? Setting a matrix offset for the slave 
with respect to the main camera? Something else?

2. If I want to show multiple zoom levels of magnification at the same time (on 
adjacent quads on the HUD), do I need to render to texture multiple times, or 
can I somehow index the higher zoom quads into the texture so that a smaller 
chunk of the texture gets put on the same-size quad (effectively blowing it up?)

3. When my HUD resizes (due to a window resize), the size/aspect ratio of the 
quads gets thrown off. How could I handle that to keep it the same? (use a 
MatrixTransform to scale the quad to the right aspect ratio? Resize the quad?)

Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59219#59219





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


Re: [osg-users] osgQt QWidgetImage as HUD not getting events

2014-04-18 Thread Nick Modly
I've managed to get the HUD to process events. The problem is that it is now 
capturing all events, and I cannot use the camera manipulators underneath the 
HUD.

It seems to be the case that the InteractiveWidgetHandler is always returning 
true, because the widget is full-screen and thus always getting picked. 
However, I only want that to return true when the QWidget actually handles the 
event (i.e. a button gets pressed or a slider gets dragged or something), not 
when an empty part of the widget is clicked.

Any thoughts?

Thank you!

Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59062#59062





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


Re: [osg-users] osgQt QWidgetImage as HUD not getting events

2014-04-17 Thread Nick Modly
I have tried adding the InteractiveImageHandler to the view that I want to 
handle them, but they still do not get any events.

Any other suggestions?

Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59038#59038





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


Re: [osg-users] osgQt QWidgetImage as HUD not getting events

2014-04-17 Thread Nick Modly
I found that I was using the wrong constructor for the Interactive Image 
Handler, I think; It seems that the IIH expects the image to either be part of 
the scene OR be a full screen HUD, not the sort of half-and-half that I have.

Using the other constructor for the IIH, one of my widgetImages gets events, 
but the other doesn't, and the position and aspect ratio of them gets broken. 
The Handler doesn't seem to support non-fullscreen HUDs. Working on a 
subclass...

Anyone have a similar experience before / have a quick fix?


Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59039#59039





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


[osg-users] osgQt QWidgetImage as HUD not getting events

2014-04-16 Thread Nick Modly
I have a Composite Viewer setup with multiple views/cameras, and a 2D Ortho HUD 
camera that I add to the root node of my scene to render HUD elements.

One of these elements is a textured quad with a QWidgetImage. I set up the 
InteractiveImageHandler and gave it to the drawable as event and cull 
callbacks. However, it is not handling my click presses. I think that it is 
because it is a child of the HUD camera, and not of the camera that I give to 
the views?

How do I get events to the interactive image handler?


Code:

//HUD Camera
osg::Camera *HUDCam = new osg::Camera();
group-addChild(HUDCam);
HUDCam-setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 1024));
HUDCam-setViewMatrix(osg::Matrix::identity());
HUDCam-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
HUDCam-setClearMask(GL_DEPTH_BUFFER_BIT);
HUDCam-setRenderOrder(osg::Camera::POST_RENDER);
HUDCam-setAllowEventFocus(true);

//Quad
 osg::PositionAttitudeTransform *pat = new osg::PositionAttitudeTransform();
QWidget* widget = new HudWidget();
osg::ref_ptrosgQt::QWidgetImage widgetImage = new osgQt::QWidgetImage(widget);
widgetImage-getQGraphicsViewAdapter()-setBackgroundColor(QColor(0,0,0,0));
osg::ref_ptrosgViewer::InteractiveImageHandler handler = new 
osgViewer::InteractiveImageHandler( widgetImage.get() );
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
texture-setImage( widgetImage.get() );
osg::ref_ptrosg::Geode geode = new osg::Geode();
osg::ref_ptrosg::Geometry quad = osg::createTexturedQuadGeometry(osg::Vec3(), 
osg::Vec3(widgetImage-s(),0,0), osg::Vec3(0,widgetImage-t(),0));
pat-setPosition(osg::Vec3(0, 1024-widgetImage-t(), -1));
quad-setEventCallback( handler.get() );
quad-setCullCallback( handler.get() );
geode-addDrawable(quad);
geode-getOrCreateStateSet()-setTextureAttributeAndModes(0, texture.get(), 
osg::StateAttribute::ON);
geode-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF);
geode-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
geode-getOrCreateStateSet()-setMode(GL_BLEND, osg::StateAttribute::ON);
pat-addChild(geode);
HUDCam-addChild(pat);


[/code]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58971#58971





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


Re: [osg-users] Composite Viewer framerate multiple cameras on large data

2014-04-08 Thread Nick Modly
Hi,

I tracked this down to a driver issue, I think;
I'm running on a laptop with Nvidia Optimus graphics using Ubuntu 12.04, and 
support for the dual-gpu is a little wonky. I reconfigured my drivers, xorg 
headers, and bumblebee optimus support, and got everything working happily.

Thank you! Mods can close this thread, I guess.

Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58822#58822





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


Re: [osg-users] Composite Viewer framerate multiple cameras on large data

2014-04-03 Thread Nick Modly

nsm4d wrote:
 Hi,
 
 I pulled the osgviewerQt example code into my project, and built and ran 
 that. 3 out of 4 times, it runs fast (~60 fps), however, sometimes it runs 
 slowly (~7 fps). So I don't think that the problem is my dataset or viewer 
 setup. Attached are the stats when it runs fast vs. slow.
 
 Nothing about my system configuration changed between runs - I ran it once, 
 it was fast, I took the screenshot. I ran it and closed it a few more times, 
 and one of them was slow, I took another screenshot. I ran it again after 
 that, and it was fast. It looks like there is a big gap between the Draw 
 and the GPU when it is running slow. Driver issue?
 
 Thank you!
 
 Cheers,
 Nick
 
 Fast
 http://imgur.com/lZQkDIT
 
 Slow
 http://imgur.com/ohuka2J


Moderator blocked my post with attached images, so I edited and linked to them 
instead.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58795#58795





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


[osg-users] Composite Viewer framerate multiple cameras on large data

2014-04-01 Thread Nick Modly
Hi,

I have a scene graph set up with a large dataset ( A Geocentric Earth from 
osgEarth). In my composite viewer, I want to have multiple viewpoints (with 
separate camera manipulators/projection matrices; ie. an Orthographic, 
perspective, etc) each within a QT widget.

I got this set up the way I wanted it by following the osgViewerQt example, 
using the CullDrawThreadPerContext threading model, but the framerate is pretty 
low.

Are there any tricks I can do to improve the performance? Sharing graphics 
contexts, etc?


Thank you!

Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58772#58772





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


[osg-users] Primitive colors overwriting textured quad

2013-12-17 Thread Nick Modly
Hi,

I have a simple scene where I create a textured quad, and then add some simple 
objects to it (spheres, lines, etc). Using the ubuntu distro OSG (3.0.0 I 
believe), this was working fine. When I upgraded to 3.3.0, adding the new 
objects now seems to overwrite the colors in the texture - for example, if I 
have an image showing on the quad, and add a green(0, 1, 0, 1) line to the 
scene, the image becomes a greenscale version of itself. If i continue to add 
objects of other colors, the most recently added object/color takes precedence.

I tracked this down to commit eb7929b85ad87316a2437da03b4bb810cded7366:
Added SceneView::Options enum enetries APPLY_GLOBAL_DEFAULTS and 
CLEAR_GLOBAL_STATESET to control whether a _globalStateSet-clear() and 
_globalStateSet-setGlobalDefaults() should be called.
osgViewer::Renderer doesn't use these enum settings so now no longer has a 
calls StateSet::clear() or StateSet::setGlobalDefaults() on the osg::Camera's 
StateSet.  Previously these were being called and breaking the ability to 
attached state to Camera's StateSet.

I am inheriting CompositeViewer, so it seems to me that with the removal of 
StateSet::Clear() in osgViewer, some behavior has changed that is allowing the 
stateset of the texture to get overwritten when new objects are added. Likely, 
there is a bug in my program that was hidden by the old behavior. So here are 
some snippets.


Code:

//Setting up the texture
m_texture = new osg::Texture2D(img);
m_texture-setResizeNonPowerOfTwoHint(false);
m_texture-setDataVariance(osg::Object::DYNAMIC);
m_texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
m_texture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
m_texture-setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
m_texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);

//setting up the quad
int w = m_quad_size.x();
int h = m_quad_size.y();
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices-push_back( osg::Vec3(-w/2, 0, h/2) ); // front left
vertices-push_back( osg::Vec3(w/2, 0, h/2) ); // front right
vertices-push_back( osg::Vec3(w/2, 0, -h/2) ); // back right
vertices-push_back( osg::Vec3(-w/2, 0, -h/2) ); // back left

osg::Vec2Array *texcoord = new osg::Vec2Array;
texcoord-push_back(osg::Vec2(0.0, 0.0));
texcoord-push_back(osg::Vec2(1.0, 0.0));
texcoord-push_back(osg::Vec2(1.0, 1.0));
texcoord-push_back(osg::Vec2(0.0, 1.0));

osg::Geometry *geom = new osg::Geometry;
geom-setVertexArray(vertices);
geom-setTexCoordArray(0, texcoord);
geom-addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4));

osg::Geode *geode = new osg::Geode;
geode-addDrawable(geom);
geode-getOrCreateStateSet()-setTextureAttributeAndModes(0, texture, 
osg::StateAttribute::ON);

//Creating a line to add
osg::ref_ptrosg::Geode geode = new osg::Geode;
osg::ref_ptrosg::Geometry geometry = new osg::Geometry();
osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array(2);
(*vertices)[0].set(p1[0], p1[1], p1[2]);
(*vertices)[1].set(p2[0], p2[1], p2[2]);
geometry-setVertexArray(vertices);
osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array;
colors-push_back(color);
geometry-setColorArray(colors);
geometry-setColorBinding(osg::Geometry::BIND_OVERALL);
osg::ref_ptrosg::Vec3Array normals = new osg::Vec3Array;
normals-push_back(osg::Vec3(0.0f,-1.0f,0.0f));
geometry-setNormalArray(normals);
geometry-setNormalBinding(osg::Geometry::BIND_OVERALL);
geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,2));
geometry-setUseDisplayList(false);
osg::ref_ptrosg::StateSet state = new osg::StateSet();
if (no_depth_test) {
state-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
}
state-setRenderBinDetails(100, RenderBin);
geode-setStateSet(state);
geode-addDrawable(geometry);





The quad and the line are both children of an osg::Group that is set as the 
osgViewer::View's scenedata. 

Thank you!

Cheers,
Nick
Code:




--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57705#57705





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


[osg-users] [vpb] osgdem and HAE/MSL

2013-09-12 Thread Nick Modly
Hi,

When providing elevation data to osgdem. is it expected to be in HAE (height 
above ellipoid), or MSL (mean sea level), or can it tell from the input? For 
example, I am providing elevation data in the AIG/Arc/Info Binary Grid  format 
(.adf). The data represents the elevation of the area in meters MSL. However, 
when I osgpick a point and convert it to Lat-Lon-Alt MSL, the altitude is off 
by about 30m (the difference between HAE and MSL at this location).

This are the options I ran osgdem with
$ osgdem --geocentric -o output.ive -l 8 -d ./path-to-dted/ -t image.tif

Is it possible to specify a vertical datum or coordinate system, such as EGM96?


Thank you!

Cheers,
Nick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=55984#55984





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