Re: [osg-users] Philips WOW TV displays...
I would just like to take the oportunity to say that autostereoscopic display is a subject as such and realtime autostereoscpic display is a pretty new field of investigation. It is to say that it is quite easy to produce images on an autostereoscopic screen, but much more complex to produce good quality images in terms of depth quality. Having said that, we have developed an autostereoscopic real-time renderer ( but are not using a Philips WOW display (yet?) ) and are now working on specific scene-manipulation algorithms to stick as much as possible to a natural visual accomodation. I guess that this is the key issue. Regards Rémy Kim C Bale a écrit : I too have been playing with these monitors, we have a couple of the 21 touch screen versions. They seem to work very well for viewing models and such, but have a very limited depth range. Has anyone managed to develop a 3D environment that you can walk around, some terrain perhaps or a first person view type sim and achieved good results? I found that the shallow depth range limited it uses in this type of 3D work as objects in the far distance become very blurry. Regards, Kim. From: [EMAIL PROTECTED] on behalf of Krijnen, R. (Robbert) Sent: Fri 07/03/2008 21:48 To: OpenSceneGraph Users; osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Philips WOW TV displays... Niel, have a look at http://www.business-sites.philips.com/assets/Downloadablefile//Philips-3D-Interface-White-Paper-13725.pdf It explains the extra information that is needed in the first few pixels to enable the 3D mode. We have got it up and running at our lab en where also surprised by the results. Regards, Robbert -Original Message- From: [EMAIL PROTECTED] on behalf of [EMAIL PROTECTED] Sent: Fri 07-Mar-08 21:24 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Philips WOW TV displays... Hi All, Not sure I've asked this before. If I have, sorry. I've got access to a couple of Philips WOW TV's for a few days, and a colleague has been playing with them for the past week. One of the supporting applications is written in OSG, and generates a split screen image. The left half is the standard 3D view, whilst the right half is the depth map. Now I know that I can set this up myself, however we suspect that there is more to it than this, as we've taken a screen grab of this screen image and sent it to the display, and it still doesn't show it as a combined 3D with depth feel. Does anyone know anything about this display, and perhaps could shed some light on what we need to do to get a normal OSG split screen to work with it? We suspect that there are a few calls that we are missing. Any pointers would be really useful. By the way, using the supplied OSG viewing with our room it looks really quite cool. I was a bit of a sceptic at first, but it seems that Philips may have something really neat here. If you get a chance, check it out. Regards Neil. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem when create a button in openscenegraph
Hi Tran , Please note that you must change the state of an object in a protected ( i.e. update ) portion of your OSG code . Maybe MFC has nothing to do with your problem. Regards Rémy Tran Thanh Hiep a écrit : hi all ,in my project i create a button as CButton of mfc. i have a problem in function mousein and mouseout when i change state of object button program break down Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://us.rd.yahoo.com/evt=51733/*http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ%20 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3dconnexion for windows
The point is that it is not obvious to me how you convert the rotation information from the 3Dconnexion driver into an osg rotation... Dieter Pfeffer a écrit : Hi I don' t use a MatrixManipulator but would like to set the camera viewmatrix: viewer.getCamera()-setViewMatrix (vMatrix * osg::Matrix::rotate (-(osg::PI_2),1,0,0)); with tMatrix = rot * trans; vMatrix = tMatrix.inverse (tMatrix); Dieter -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Rémy Deslignes Sent: Tuesday, 04 March, 2008 11:02 To: OpenSceneGraph Users Subject: Re: [osg-users] 3dconnexion for windows I guess that this is deeply related to the MatrixManipulator you are using . What MM are you using ? Please also note that there is a setting in the 3D connexion driver to set the translation as dominant . Rémy Dieter Pfeffer a écrit : Hi has s.o. implemented the 3dconnexion input device and can give me a hint (or source) how to match it to the viewmatrix in osg. I have no problems in translation but I can't figure out how to set the corrrect rotation. If I use only heading it's correct but not heading and pitch together. Thanks Dieter Unclassified Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ 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 --- Orange vous informe que cet e-mail a ete controle par l'anti-virus mail. Aucun virus connu a ce jour par nos services n'a ete detecte. -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3dconnexion for windows
I guess that this is deeply related to the MatrixManipulator you are using . What MM are you using ? Please also note that there is a setting in the 3D connexion driver to set the translation as dominant . Rémy Dieter Pfeffer a écrit : Hi has s.o. implemented the 3dconnexion input device and can give me a hint (or source) how to match it to the viewmatrix in osg. I have no problems in translation but I can't figure out how to set the corrrect rotation. If I use only heading it's correct but not heading and pitch together. Thanks Dieter Unclassified Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopy, part 2
Hi Renan, Maybe you should have a look at the dual moitor management of your graphic card . If you are running on Windows for instance, you need to extend the desktop instead of using the dual mode screen Rémy ( not fully convinced that this will help anyway ) Renan Mendes a écrit : Hi, It's been a couple of weeks since I first asked about stereoscopy in OSG. I've had an answer from Rémy (which I forgot to thank for, sorry), but I still have some questions on the subject. I've managed to use the stereoscopy option, which provided me with a split image of my scene. When I finally tried to use the second video monitor (I have a NVIDIA GeForce 6200 dual-head video card), something unexpected happened. I have only managed to split the image between the two monitors when I used the 800x600 resolution - and I had to drag the window to the edge of the first video monitor for that to happen... What I wanted to know, is how to perform this action with the full screen (1024x768). Any suggestions and tips are quite welcome... Thanks, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopy in OSG
First have a look at the osgViewer 's doc : Environmental Variables: OSG_EYE_SEPARATION float physical distance between eyes OSG_SCREEN_DISTANCE float physical distance between eyes and screen OSG_SCREEN_HEIGHT float physical screen height OSG_SPLIT_STEREO_AUTO_ADJUST_ASPECT_RATIO modeOFF | ON Default to ON to compenstate for the compression of the aspect ratio when viewing in split screen stereo. Note, if you are setting fovx and fovy explicityly OFF should be used. OSG_SPLIT_STEREO_HORIZONTAL_EYE_MAPPING mode LEFT_EYE_LEFT_VIEWPORT | LEFT_EYE_RIGHT_VIEWPORT OSG_SPLIT_STEREO_HORIZONTAL_SEPARATION float number of pixels between viewports OSG_SPLIT_STEREO_VERTICAL_EYE_MAPPING modeLEFT_EYE_TOP_VIEWPORT | LEFT_EYE_BOTTOM_VIEWPORT OSG_SPLIT_STEREO_VERTICAL_SEPARATION floatnumber of pixels between viewports OSG_STEREO mode OFF | ON OSG_STEREO_MODE mode QUAD_BUFFER | ANAGLYPHIC | HORIZONTAL_SPLIT | VERTICAL_SPLIT | LEFT_EYE | RIGHT_EYE and set the environnment variables accordingly . That's all Rémy Renan Mendes a écrit : Hi, everyone. What is OSG's support on stereoscopy? I have a dual-head video card and I needed that the images shown in the two monitors were slightly different in terms of view angle (my final objective, of course, is to project these two images on a screen making use of the stereoscopic polarized projection technique). Does anyone have any reference on the subject? Or even some already developed code? I'd really appreciate it. Thanks, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera position update
I think that the best way is to write a specific MatrixManipulator, or re-use (or overwrite) the NodeTrackerManipulator. Rémy Janusz a écrit : Dear all: I am running a galaxy formation visualisation with OSG. Just to simulate and visualize the gravitational effect of 2 closely passing disc-shaped galaxies. The galaxies are simply a cloud of point sprites packed into a single geode. While running the simulation, I need to constantly update the camera position to keep/track BOTH galaxies in a single viewport all the time. What would be the best/efficient way to achieve that? Regards, Janusz Goldasz --- [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org --- Orange vous informe que cet e-mail a ete controle par l'anti-virus mail. Aucun virus connu a ce jour par nos services n'a ete detecte. -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM terrain. Possible ?
Can you please explain more precisely what you intent to do by making holes in the mesh for hight fidelity vector models ? Do you want to project a lineset ( aka vector model ) onto your mesh ? Wojciech Lewandowski a écrit : Hi everyone, Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high fidelity vector models ? If not, maybe you can offer some suggestions how to do it ? Thanks in advance, Wojtek Lewandowski ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Displaying cables
Just a stupid question : if the bottleneck is the update of the hose, what would you think about using VBOs ? Laurent Di Cesare a écrit : Jean-Sébastien Guay wrote : Hello, For now, we are creating some geometry (quad strips, specifically) to display the cables, and assigning texture coordinates to that geometry, on the fly. (...) I know the cable display needs to be optimized because if I just set the cables' nodemasks to 0, the draw times go from 6.6ms to 2.2ms (for the same view). And there are not *that* many cables... There's a lot of other geometry in the scene which is still drawn in the 2.2ms time... So I would appreciate some pointers. I would have assumed quad strips are pretty fast, so perhaps something else is the problem? There's the fact that the geometry is dynamic, which could mean that OSG is trying to recreate display lists each frame, but I tried setUseDisplayList(false) on the geometry and the cables just did not display anymore... Is there something else I need to do in that case? I have a somewhat similar situation myself. I use capsules to display hoses, which aren't textured but just have a color, and use display lists. Capsules are just cylinders and half spheres, but these are made of a lot of vertices. I ran at something like 1-2 fps(!) when I was redrawing the whole hose everytime the hose changed. When no geometry changed, I shot back to around 25 fps. I got three times faster when I limited myself to changing only the end of the hose, thus keeping the same capsules rather than replacing them with new ones with the same coordinates, color, etc. I then got another factor 3 by making sure I drew as few capsules as I needed. In my case too, the capsules are not that many, I have tens of animated characters moving around, plus a scene to render, but the dynamic shapes ate way more than anything else. I'm not sure if this helps a lot, but I just did this today, and optimizing the geometry was clearly a big win for me. If your app doesn't change all the cables at once, only one part of one cable at a time (a given frame), keeping the geometry should give you a decent boost. If anyone else has other suggestions, I'm interested to hear them too. Sincerely, Laurent Di Cesare. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org --- Orange vous informe que cet e-mail a ete controle par l'anti-virus mail. Aucun virus connu a ce jour par nos services n'a ete detecte. -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with picking and HUDs
Just an idea : AFAIK , If you use a CameraNode under a Transform , the display is then not consistent with the picking : The display of any geometry under the CameraNode will be affected by the Transform, but the IntersectVisitor traversal of the CameraNode will reset the transformation matrix. Put any transform after the cameraNode. (Hope this will help) Rémy Pedro José Muñoz a écrit : Hi all, Making an application to show the name of different elements, I can do it with everything except with HUDs, do you have any idea why does it happen? Thanks in advance ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgconv ive format
Hi The flag is an option for the reader / writer : osgconv -O noTexturesInIVEFile source.xxx target.ive Rémy Anthousis Andreadis a écrit : Hello, I was wondering if i could store a file to ive format but without internal textures. osgconv is by default using internal textures and i have found no flag to change that. I also looked at the source of osgconv and i can't say i found the solution. If anyone knows how to do it please share your knowledge with me :) Anthousis Andreadis --- Orange vous informe que cet e-mail a ete controle par l'anti-virus mail. Aucun virus connu a ce jour par nos services n'a ete detecte. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two Manipulators at The Same Time
I think that the best way would be to create a manipulator, encapsulating the terrain manipulator and a compass manipulator ( to be created also ) and forwarding the handle() callback to the right manipulator regarding the mouse position. Nick Prudent a écrit : I'm wondering how to go about layering manipulators so that by default the terrain manipulator is used except for a small corner of the screen where I want a custom manipulator (like Google Earth's compass manipulator). Is there already a mechanism for doing something like this? Thanks, - Nick - _ Connect to the next generation of MSN Messenger http://imagine-msn.com/messenger/launch80/default.aspx?locale=en-ussource=wlmailtagline ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org --- Orange vous informe que cet e-mail a ete controle par l'anti-virus mail. Aucun virus connu a ce jour par nos services n'a ete detecte. -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org