Re: [osg-users] Building the Collada plugin

2008-12-18 Thread Smeenk, R.J.M. (Roland)
Randolph,

The Collada plugin has only be used with the Collada DOM 2.1 library.
DOM 2.2 was silently released two weeks ago, but I haven't tested it
yet. 
There have been a few changes to the Cmake files since osg 2.6.1 so
maybe the older version does not work right out of the box.

--
Roland


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
 Of R Fritz
 Sent: donderdag 18 december 2008 3:14
 To: OpenSceneGraph Users
 Subject: [osg-users] Building the Collada plugin
 
 OSG 2.6.1, VS 2008.
 
 So far I've downloaded COLLADA_1.4.1_DOM_1.3.0.zip, built it, 
 and got a slew of errors trying to build the plugin.  
 (Collada DOM 2.2, which looks like it might be downward 
 compatible, uses a different library structure, and I've no 
 idea which files are still needed.)
 
 Which version of Collada is known to work?  Does the plugin 
 work at all with VS 2008?
 
 Randolph
 
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Re: [osg-users] The Collada plugin and transparency

2008-12-15 Thread Smeenk, R.J.M. (Roland)
Hi Roger,
 
I tested this code with a few models of the Collada test bank and not
all examples work like before. I did not take a look at the specific
code paths that these examples used.
Maybe it is wise that we set up a regression data set specifically
targeted at transparency.
 
--
Roland




From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roger
James
Sent: vrijdag 12 december 2008 17:04
To: OpenSceneGraph Users
Subject: Re: [osg-users] The Collada plugin and transparency


Ok,

Here is where I am at the moment with the handling of
transparency etc. Being a developer I have pasted in the actual code. I
must admit the handling of the FX_OPAQUE_RGB_XXX stuff does not make
much sense to me, but then I have never seen it used. Comments welcome.

void daeReader::processTransparencySettings(
domCommon_transparent_type *ctt,  domCommon_float_or_param_type
*pTransparency, osg::StateSet *ss, osg::Material *material )
{
if (NULL == ctt  NULL == pTransparency)
return;

if (ctt  ctt-getTexture() != NULL)
{
osg::notify( osg::WARN )  Currently no support for
texture in transparent channel.  std::endl;
return;
}

// Fix up defaults acoording to 1.4.1 release notes
domFloat4 f4;
domFx_opaque_enum Opaque = FX_OPAQUE_ENUM_A_ONE;
if (NULL == ctt)
{
f4.append(0.0f);
f4.append(0.0f);
f4.append(0.0f);
f4.append(1.0f);
}
else
{
Opaque = ctt-getOpaque();
if (NULL != ctt-getColor())
{
f4 = ctt-getColor()-getValue();
}
else if ((NULL == ctt-getParam()) ||
!GetFloat4Param(ctt-getParam()-getRef(), f4))
{
f4.append(0.0f);
f4.append(0.0f);
f4.append(0.0f);
f4.append(1.0f);
}
}

domFloat Transparency;
if (NULL == pTransparency)
Transparency = 1.0f;
else
{
if (NULL != pTransparency-getFloat())
{
Transparency =
pTransparency-getFloat()-getValue();
if (m_AuthoringTool == GOOGLE_SKETCHUP) // Google
back to front support
Transparency = 1.0f - Transparency;
}
else if (NULL != pTransparency-getParam())
{
if
(GetFloatParam(pTransparency-getParam()-getRef(), Transparency))
{
if (m_AuthoringTool == GOOGLE_SKETCHUP) //
Google back to front support
Transparency = 1.0f - Transparency;
}
else
Transparency = 1.0f;
}
}

if (NULL != ctt || NULL != pTransparency)
{
// I assume that the presence of either a tansparent
or a transparency element
// means that the user may want some kind of alpha
blending
int SourceBlendFactor;
int DestBlendFactor;
bool HaveTranslucentDiffuseTexture = false;
bool SwitchOnTheBlender = false;
if ((NULL != ctt) 
(GL_TRUE == ss-getTextureMode(0,
GL_TEXTURE_2D)) 
(NULL !=
dynamic_castosg::Texture2D*(ss-getTextureAttribute(0,
osg::StateAttribute::TEXTURE))) 
(NULL !=
dynamic_castosg::Texture2D*(ss-getTextureAttribute(0,
osg::StateAttribute::TEXTURE))-getImage()) 

(dynamic_castosg::Texture2D*(ss-getTextureAttribute(0,
osg::StateAttribute::TEXTURE))-getImage()-isImageTranslucent()))
HaveTranslucentDiffuseTexture = true;
osg::Vec4 Diffuse;
if (material)
Diffuse =
material-getDiffuse(osg::Material::FRONT_AND_BACK);

// Determine whether or not to switch on the blender and
which blending factors to use.
// I switch the blender on if the supplied (or default)
transparent and transparency elements work out as non opaque,
// or if they work out opaque and I have a translucent
diffuse texture or a non opaque value in the diffuse colour
switch(Opaque)
{
/*
case FX_OPAQUE_ENUM_RGB_ONE:
if ((Transparency  * f4[0]  0.99f) 
(Transparency  * f4[1]  0.99f) 
(Transparency  * f4[2]  

Re: [osg-users] The Collada plugin and transparency

2008-12-11 Thread Smeenk, R.J.M. (Roland)
Hello Roger,
 
I did not make a study of the Collada transparency intricacies like you
did. The assumption I made was that a texture for diffuse specifies the
diffuse components to use in the texture. The fact that texture
coincidently was packed with an alpha channel (which of course happens a
lot) should not influence that. 
When you consider the chain texturesamplersurfaceimage the
responsibilities are clearly dividided. It could be possible that
somebody decides to pack an ambient occlusion or specular value in the
alpha channel of an image. The semantics of the data source should be
specified by the texture elements in ambient, diffuse, specular, etc.
That's why I added code to only enable blending if a texture was
specified in the transparant element.
 
I've been very suprised to see suggested everywhere that the common
profile maps to the fixed function pipeline, but this easily falls short
if you need to support both blinn and phong. Well OpenGL FFP does not
even support phong shading. Gouraud is the closest we get with per
vertex lighting. I don't know how to map textures specified for both
ambient, diffuse, specular etc. to the Ogl FFP. Texture combiners might
bring us a little closer, but I hardly consider this the FFP. Besides
what happens if the surface contains a channels specification other that
rgb or rgba? It gets even worse if it is allowed to compose 3 channel
input for a diffuse texture combining components of three different
source images. I am not sure if this is allowed in the profile_COMMON.
Though very flexible, who is going to support this?
 
kind regards,
 
Roland
 
 





From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roger
James
Sent: donderdag 11 december 2008 20:37
To: OpenSceneGraph Users
Subject: Re: [osg-users] The Collada plugin and transparency


Jason Daly wrote: 

Roger James wrote: 



if (transparent or transparency element present
in the technique) 
{ 
// Turn on the OpenGL blender 
Calculate a blending factor using
transparent and transparency according to the opaque mode in force. 
// Decide whether to use GL_SRC_XXX or
GL_CONSTANT _XXX in the OpenGL blender 
if (the calculated factor would mean opacity
when  applied) 
   Use the relevant blend factor from the
incoming lit and textured fragment 
else 
   Use the previously calculated blending
factor as a constant blend factor 
} 

I would appreciate any comments you have, time
permitting of course. 



The only thing that worries me about this is that you're
using the transparent/transparency tags to decide when to enable
blending.  I'd suggest you add one more check to see if your calculated
blending factor results in the surface being fully opaque before you
enable blending.  I say this because I've made a lot of use of the
ColladaMAX plugin from Feeling Software, and every single model I've
exported with that plugin has transparent/transparency set on all of its
materials, even if they're actually fully opaque. 



The problem I have is deciding if the surface is going to end up
fully opaque when there is a texture in the diffuse channel supplying
the incoming fragments alpha component. The best I can come up with is
this, but it is messy and does not take it account any modification of
the incoming frgaments alpha component by the application of the
lighting equation.

if (transparent or transparency element present in the
technique) 
{ 
 Calculate a blending factor using transparent and
transparency according to the opaque mode in force. 
// Decide whether to use GL_SRC_XXX or GL_CONSTANT _XXX in
the OpenGL blender 
if (the calculated factor would mean opacity when  applied) 
{
   if (there is a translucent texture in the diffuse
channel)
   {
   Use the relevant blend factor from the incoming lit
and textured fragment
   Turn on the OpenGL blender 
   }
   else if  (the calculated factor along with the alpha from
the constant diffuse colour  woud result in a translucent colour)
   {
   Use the relevant blend factor from the incoming lit
and textured fragment
   Turn on the OpenGL blender 
   }
}
else
{
   Use the previously calculated blending factor as a
constant blend factor

Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-03 Thread Smeenk, R.J.M. (Roland)
Rusty,
 
Here's my take on what you intend to do. You are using one of the latest
developer versions of OSG or even the SVN version. 
Skinned mesh support is part of the osgAnimation nodekit which was
recently integrated with OSG.
 
OK, so you load an .osg or .ive model that contains skinned mesh
information with animations. Just out of interest what tool/exporter did
you use to generate the model?
 
You need to find the node of interest probably by name (e.g. right
hand). This is best done with a nodevisitor. See the
FindNamedNodeVisitor in example osgplanets.
This visitor will find the osgAnimation::Bone that you prepared for
attachment. If the node is found you can simply attach your object (e.g.
a weapon) by adding the model to attach as a child of that node. If this
bone is the correct attachment point all is well, but possibly you need
to apply an extra offset transform to correctly position the model
w.r.t. the hand.
 
--
Roland



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan
Morris
Sent: woensdag 3 december 2008 0:01
To: OpenSceneGraph Users
Subject: Re: [osg-users] Attaching Nodes (Characters  Objects)



It's a skinned mesh with bones.

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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-02 Thread Smeenk, R.J.M. (Roland)
Rusty,
 
is your animated human using skinned mesh animation (with a bone
hierarchy deforming a skin geometry) or is it composed of separate
geometries (linked together by a hierarchy of osg::Transforms)?
 
--
Roland




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan
Morris
Sent: dinsdag 2 december 2008 5:55
To: OpenSceneGraph Users
Subject: Re: [osg-users] Attaching Nodes (Characters  Objects)


I have an animated human model. I want to attach something to
the hand or head or foot, etc and have that object move with that part
of the body. Apologies I should have been more clear!


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Re: [osg-users] Request for testing Collada/dae plugin changes

2008-12-01 Thread Smeenk, R.J.M. (Roland)
Serge,
 
I just changed the CMake files so I could develop the dae plugin in
debug mode with a statically linked DOM.
The CMake files still need to be changed so the user may specify the
location of these dependencies (both debug and releas) by hand. Another
possibility would be to automatically use the external-libs in the
Collada DOM directory. 
 
--
Roland




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Serge
Lages
Sent: maandag 1 december 2008 11:03
To: OpenSceneGraph Users
Subject: Re: [osg-users] Request for testing Collada/dae plugin
changes


Hi Roland,

I've made an update and I am trying to build the Collada plugin
(under WinXP using VS8), I first noticed that you've added some
dependencies to it for the dynamic build :

libxml2 pcrecpp-d pcre-d

I was wondering why do you ask for pcrecpp-d and pcre-d ? It's
the debug versions of the libs, should it be better to ask for pcre.lib
and pcrecpp.lib ?


On Mon, Nov 24, 2008 at 4:28 PM, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote:


Hello osg-users,
 
Robert just merged my changes for the Collada/dae plugin
as posted on osg-submission:

http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph
.org/2008-November/002883.html
 
You are kindly invited to test the improved plugin.
 
--
Roland
This e-mail and its contents are subject to the
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g






-- 
Serge Lages
http://www.tharsis-software.com


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Re: [osg-users] Request for testing Collada/dae plugin changes

2008-12-01 Thread Smeenk, R.J.M. (Roland)
 
If I link the DOM dynamically I don't need to set these targets here,
right ? (like in the previous version of the CMakeList.txt) 
 
Hmm, not sure. 

I am also having links errors like that :

2daeReader.obj : error LNK2019: unresolved external symbol char const
* const COLLADA_TYPE_INSTANCE_RIGID_BODY
(?COLLADA_TYPE_INSTANCE_RIGID_BODY@@3PBDB) referenced in function
public: bool __thiscall osgdae::daeReader::convert(class
std::basic_stringchar,struct std::char_traitschar,class
std::allocatorchar  const )
([EMAIL PROTECTED]@osgdae@@[EMAIL PROTECTED]@[EMAIL PROTECTED]
@@[EMAIL PROTECTED]@2@@std@@@Z)
 
Linking statically solved this for me.
 
I'll try to update my DOM to see if it works, it still depends on the
1.4.1 version, not the 1.5 ?
 
The plugin is still using DOM 2.1 that supports Collada version 1.4.1
An official DOM for Collada 1.5 is not released yet and I don't think we
want to use the SVN Head for 1.5 support. 
 
--
Roland 

On Mon, Dec 1, 2008 at 11:13 AM, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote:


Serge,
 
I just changed the CMake files so I could develop the
dae plugin in debug mode with a statically linked DOM.
The CMake files still need to be changed so the user may
specify the location of these dependencies (both debug and releas) by
hand. Another possibility would be to automatically use the
external-libs in the Collada DOM directory. 
 
--
Roland




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Serge
Lages
Sent: maandag 1 december 2008 11:03
To: OpenSceneGraph Users
Subject: Re: [osg-users] Request for testing
Collada/dae plugin changes


Hi Roland,

I've made an update and I am trying to build the
Collada plugin (under WinXP using VS8), I first noticed that you've
added some dependencies to it for the dynamic build :

libxml2 pcrecpp-d pcre-d

I was wondering why do you ask for pcrecpp-d and
pcre-d ? It's the debug versions of the libs, should it be better to ask
for pcre.lib and pcrecpp.lib ?


On Mon, Nov 24, 2008 at 4:28 PM, Smeenk, R.J.M.
(Roland) [EMAIL PROTECTED] wrote:


Hello osg-users,
 
Robert just merged my changes for the
Collada/dae plugin as posted on osg-submission:

http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph
.org/2008-November/002883.html
 
You are kindly invited to test the
improved plugin.
 
--
Roland
This e-mail and its contents are subject
to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html


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g






-- 
Serge Lages
http://www.tharsis-software.com


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Re: [osg-users] Multi-threading bug related to Registry

2008-11-28 Thread Smeenk, R.J.M. (Roland)
Robert,

Note that Rick responded to your question although to the osg-users
Digest mail so it will probably not show as a follow up in your e-mail
box. See
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2
008-November/019505.html

Sorry for pushing you around, but I happen to be interested in the
outcome of this thread.

--
Roland 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Robert Osfield
 Sent: dinsdag 25 november 2008 15:08
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Multi-threading bug related to Registry
 
 Hi Rick,
 
 Just to confirm the issue, if you enable Registry caching of 
 imagery and use paged databases that have external image 
 files, then you get
 the below crash.   If you don't use the Registry cache what happens?
 
 How reliably does this crash occur?
 
 My hypothisis is that the object cache is being cleared by 
 another thread just at the wrong time for this particular 
 section of .ive plugin.  If it is correct then use of  
 Registry::readImage(...) that returns a Registry::ReadResult 
 rather than a Image* would be safe as ReadResult uses 
 ref_ptr internally.
 
 Robert.
 
 On Tue, Nov 25, 2008 at 1:49 PM, Rick Appleton 
 [EMAIL PROTECTED] wrote:
  Sorry for the delay on this.
 
  Here's some more information. Below is a complete callstack 
 which should be similar to when the issue happened. Basically 
 we are loading a Paged terrain database which uses IVE files 
 for data, and DDS textures for images. A quick search in OSG 
 reveals that osgDB::readImageFile is called from many plugin 
 loaders, so I suspect they would have the same issue.
 
 
 osg48-osgDBd.dll!osgDB::Registry::readImageImplementation(cons
 t 
 std::basic_stringchar,std::char_traitschar,std::allocatorc
 har   fileName=textures/TxMosaic.dds, const 
 osgDB::ReaderWriter::Options * options=0x01f0ceb8)  Line 1706C++
 osg48-osgDBd.dll!osgDB::Registry::readImage(const 
 std::basic_stringchar,std::char_traitschar,std::allocatorc
 har   fileName=textures/TxMosaic.dds, const 
 osgDB::ReaderWriter::Options * options=0x01f0ceb8)  Line 217 
 + 0x14 bytes  C++
osg48-osgDBd.dll!osgDB::readImageFile(const 
 std::basic_stringchar,std::char_traitschar,std::allocatorc
 har   filename=textures/TxMosaic.dds, const 
 osgDB::ReaderWriter::Options * options=0x01f0ceb8)  Line 43 + 
 0x1d bytes C++
 
 osgdb_ived.dll!ive::DataInputStream::readImage(std::basic_stri
ngchar,std::char_traitschar,std::allocatorchar  
filename=textures/TxMosaic.dds)  Line 950 + 0x44 bytesC++
 
 osgdb_ived.dll!ive::DataInputStream::readImage(ive::IncludeIma
 geMode mode=IMAGE_REFERENCE_FILE)  Line 1003 + 0x2c bytes C++
 osgdb_ived.dll!ive::DataInputStream::readImage()  
 Line 976 + 0xc bytes  C++
 
 osgdb_ived.dll!ive::Texture2D::read(ive::DataInputStream * 
 in=0x00dbec2c)  Line 54 + 0x8 bytes  C++
 
 osgdb_ived.dll!ive::DataInputStream::readStateAttribute()  
 Line 1159 + 0xc bytesC++
 
 osgdb_ived.dll!ive::StateSet::read(ive::DataInputStream * 
 in=0x00dbec2c)  Line 173 + 0x8 bytes  C++
 osgdb_ived.dll!ive::DataInputStream::readStateSet()  
 Line 1066  C++
 osgdb_ived.dll!ive::Node::read(ive::DataInputStream 
 * in=0x00dbec2c)  Line 124 + 0x8 bytes  C++
 osgdb_ived.dll!ive::Geode::read(ive::DataInputStream 
 * in=0x00dbec2c)  Line 67  C++
 osgdb_ived.dll!ive::DataInputStream::readNode()  
 Line 1507 + 0x2d bytes C++
 osgdb_ived.dll!ive::Group::read(ive::DataInputStream 
 * in=0x00dbec2c)  Line 74 + 0x8 bytes  C++
 osgdb_ived.dll!ive::DataInputStream::readNode()  
 Line 1499 + 0xc bytes  C++
 
 osgdb_ived.dll!ReaderWriterIVE::readNode(std::basic_istreamch
ar,std::char_traitschar   fin={...}, const 
osgDB::ReaderWriter::Options * options=0x01f0ceb8)  Line 98 + 
 0xb bytesC++
 osgdb_ived.dll!ReaderWriterIVE::readNode(const 
 std::basic_stringchar,std::char_traitschar,std::allocatorc
 har   file=veluwe.ive, const 
 osgDB::ReaderWriter::Options * options=0x01efeb88)  Line 69 + 
 0x23 bytes C++
 
 osg48-osgDBd.dll!osgDB::Registry::ReadNodeFunctor::doRead(osgD
B::ReaderWriter  rw={...})  Line 1374 + 0x40 bytes   C++
 osg48-osgDBd.dll!osgDB::Registry::read(const 
 osgDB::Registry::ReadFunctor  readFunctor={...})  Line 1527 
 + 0x22 bytes  C++
 
 osg48-osgDBd.dll!osgDB::Registry::readImplementation(const 
 osgDB::Registry::ReadFunctor  readFunctor={...}, bool 
 useObjectCache=true)  Line 1596 + 0x13 bytes  C++
 
 osg48-osgDBd.dll!osgDB::Registry::readNodeImplementation(const
  
 std::basic_stringchar,std::char_traitschar,std::allocatorc
 har   fileName=veluwe.ive, const 
 osgDB::ReaderWriter::Options * options=0x01efeb88)  Line 1814 
 + 0x57 bytes   C++
 osg48-osgDBd.dll!osgDB::Registry::readNode(const 
 std::basic_stringchar,std::char_traitschar,std::allocatorc
 har   

[osg-users] Request for testing Collada/dae plugin changes

2008-11-24 Thread Smeenk, R.J.M. (Roland)
Hello osg-users,
 
Robert just merged my changes for the Collada/dae plugin as posted on
osg-submission:
http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph
.org/2008-November/002883.html
 
You are kindly invited to test the improved plugin.
 
--
Roland
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Re: [osg-users] extracting heading, pitch, roll from rotation matrix...

2008-11-22 Thread Smeenk, R.J.M. (Roland)
Shayne,
After retrieving the Quat orientation with getRotate you can use this
snippet:
osg::Vec3d getHPRfromQuat(osg::Quat quat){
// From: http://guardian.curtin.edu.au/cga/faq/angles.html
// Except OSG exchanges pitch  roll from what is listed on that
page
double qx = quat.x();
double qy = quat.y();
double qz = quat.z();
double qw = quat.w();

double sqx = qx * qx;
double sqy = qy * qy;
double sqz = qz * qz;
double sqw = qw * qw;

double term1 = 2*(qx*qy+qw*qz);
double term2 = sqw+sqx-sqy-sqz;
double term3 = -2*(qx*qz-qw*qy);
double term4 = 2*(qw*qx+qy*qz);
double term5 = sqw - sqx - sqy + sqz;

double heading = atan2(term1, term2);
double pitch = atan2(term4, term5);
double roll  = asin(term3);

return osg::Vec3d( heading, pitch, roll );
}
--
Roland
 




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: zaterdag 22 november 2008 0:52
To: OpenSceneGraph Users
Subject: [osg-users] extracting heading, pitch, roll from
rotation matrix...



Is there any method or class in OSG that extracts heading,
pitch, and roll angles from a rotation matrix?

 

I've searched and haven't seen anything. I just want to make
sure there isn't anything out there before I embark on writing my own...

 

Thanks in advance,

-Shayne

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Re: [osg-users] Normals and setScale

2008-11-20 Thread Smeenk, R.J.M. (Roland)
If your initial normals are correctly normalized you may also use 
GL_RESCALE_NORMALS. This will rescale the normals instead of the more expensive 
normalization that is done when GL_NORMALIZE is enabled.
 
--
Roland




From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Serge 
Lages
Sent: donderdag 20 november 2008 10:03
To: a.lagnier; OpenSceneGraph Users
Subject: Re: [osg-users] Normals and setScale


Hi,

Just make a search on GL_NORMALIZE on this list and you'll get your 
answer. :)


On Thu, Nov 20, 2008 at 10:00 AM, a.lagnier [EMAIL PROTECTED] wrote:


Hi,

When I call setScale() on an pat. Its normals seem to be 
affected. I want to keep normalization of normals. How can I solve this problem?


I will appreciate any hints.


Thanks you



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http://www.tharsis-software.com


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Re: [osg-users] Normals and setScale

2008-11-20 Thread Smeenk, R.J.M. (Roland)
osg/Transform defines it if not available
#ifndef GL_RESCALE_NORMAL
#define GL_RESCALE_NORMAL 0x803A
#endif
--
Roland




From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of a.lagnier
Sent: donderdag 20 november 2008 10:18
To: OpenSceneGraph Users
Subject: Re: [osg-users] Normals and setScale






GL_RESCALE_NORMALS is undefined in gl.h ...





 Message du 20/11/08 10:09
 De : Smeenk, R.J.M. (Roland) 
 A : OpenSceneGraph Users 
 Copie à : 
 Objet : Re: [osg-users] Normals and setScale

 

If your initial normals are correctly normalized you may also 
use GL_RESCALE_NORMALS. This will rescale the normals instead of the more 
expensive normalization that is done when GL_NORMALIZE is enabled.

 

--

Roland


 




From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On 
Behalf Of Serge Lages
 Sent: donderdag 20 november 2008 10:03
 To: a.lagnier; OpenSceneGraph Users
 Subject: Re: [osg-users] Normals and setScale
 
 



Hi,
 
 Just make a search on GL_NORMALIZE on this list and 
you'll get your answer. :)
 
 

On Thu, Nov 20, 2008 at 10:00 AM, a.lagnier [EMAIL 
PROTECTED] wrote:
 

Hi,
 
 When I call setScale() on an pat. Its normals 
seem to be affected. I want to keep normalization of normals. How can I solve 
this problem?
 

I will appreciate any hints.

 
 Thanks you
 
 
 
 Créez votre adresse http://www.laposte.net  
électronique [EMAIL PROTECTED]
 1 Go d'espace de stockage, anti-spam et 
anti-virus intégrés.
 
 
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 -- 
 Serge Lages
 http://www.tharsis-software.com
 

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Re: [osg-users] Slave views

2008-11-19 Thread Smeenk, R.J.M. (Roland)
 
Yes, the crash a known issue.
 
As a quick workaround we might add switching to a singlethreaded
threadingmodel automatically in the StatsHandler when activating the
scene statistics.
 
--
Roland
 





From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Spilling
Sent: woensdag 19 november 2008 14:26
To: OpenSceneGraph Users
Subject: Re: [osg-users] Slave views


Alberto,



When compiling against SVN,
the two are shown, but a crash happens when pressing 's'
several times


I think (someone correct me if I'm wrong) that this is a known
issue, and something to do with the thread safety of the stats handler,
and/or NVIDIA drivers.

If the former is still the case, then running single-threaded
might help. Try searching the archives for crash and stats.

David


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Re: [osg-users] Multi-threading bug related to Registry

2008-11-18 Thread Smeenk, R.J.M. (Roland)
Hi Rick,
 
it looks like Robert Osfield missed this post otherwise he already would
have reacted to it. ;)
 
--
Roland




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick
Appleton
Sent: maandag 17 november 2008 14:24
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Multi-threading bug related to Registry



There is a nasty multi-threading bug related to
osgDB::DatabasePager and the _objectCache in osgDB::Registry. This is
the situation.

* Thread 2 stack (DatabasePager thread):
ReaderWriter::ReadResult Registry::readImplementation
ReaderWriter::ReadResult Registry::readImageImplementation
ReaderWriter::ReadResult Registry::readImage
osg::Image* osgDB::readImageFile
osg::Image* DataInputStream::readImage(std::string filename)
osg::Image* DataInputStream::readImage(IncludeImageMode mode)
osg::Image* DataInputStream::readImage()
void Texture2D::read(DataInputStream* in)
..

- After reading in the file in Registry::readImplementation the
refCount of the new Image is 1 (ReadResult contains a ref_ptr).
- This Image is then inserted into Registry::_objectCache with
the default timestamp (0.0), which increments the recCount to 2.
- The ReadResult object is returned, so no net change in
refCount, until the stack is unwound up to osgDB::readImageFile.
- osgDB::readImageFile takes a normal pointer to the Image,
which does not change the refCount. When osgDB::readImageFile returns,
the ReadResult object goes out of scope, deleting a reference to the
Image. refCount is now 1.
- Stack unwinds until back in Texture2D::read at which point the
normal Image* is passed into Texture2D::setImage which assigns the
Image* to the internal ref_ptr. At this moment the refCount is increased
back to 2.

Imagine that somewhere during the stack unwind between
osgDB::readImageFile and Texture2D::read a thread switch takes place.

* Thread 1:
The main thread then reaches
DatabasePager::removeExpiredSubgraphs which does the following at the
end of the function.

- Calls
Registry::updateTimeStampOfObjectsInCacheWithExternalReferences, which
goes through the objects and increments the timestamp if the refCount1
(this is not true for just loaded Image, so timestamp remains 0.0).
- Calls Registry::removeExpiredObjectsInCache, which goes
through all the objects and compares the timestamp with the expiry time.
Because the Image was added with timestamp 0.0 (and the timestamp was
not updated), it is added to objectsToRemove.
- Registry::removeExpiredObjectsInCache then removes all the
objects in objectsToRemove from Registry::_objectCache. This causes the
refCount on the Image to decrement to 0, causing the actual Image object
to be freed.

At this point Thread 2 has an Image* to freed memory, but does
not realize the object has been freed. In our case this eventually led
to crashes.

There are two solutions to this:
- Instead of using the default timestamp of 0.0, set the time
explicitly to the current time. This makes sure the item is not
immediately discarded from the Registry. Even if not all loads are
finished before the new item times out, the item will have been acquired
by some other place in the code, so the refCount will be larger than 1
when the timeout occurs. This requires the current time to be passed
into readImplementation. A proper solution would be to pass in the
timestamp of the DatabaseRequest into the read* functions. That requires
modification of a lot of functions though.
- Changing the return types of the sequence above so there
aren't any normal osg::Image* passed around, but only ref_ptr. This
makes sure that refCount never goes to during the loading process. This
option also requires the modification of a large number of functions.

We chose a slightly less proper solution following the first
option. We've added a function to set the time in Registry once a frame,
and call that just before DatabasePager::updateSceneGraph (which calls
DatabasePager::removeExpiredSubgraphs).

Please feel free to contact me for more info as needed,
Rick




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Re: [osg-users] PNG and Collada

2008-11-15 Thread Smeenk, R.J.M. (Roland)
I am currently refactoring the Collada plugin and ran into this problem
last week. I solved it, though not in a really satisfactory way.
Hopefully I will have the refactored plugin available for submission
coming week.
 
kind regards,
 
Roland Smeenk




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
alessandro terenzi
Sent: zaterdag 15 november 2008 12:09
To: OpenSceneGraph Users
Subject: [osg-users] PNG and Collada


I'm experiencing some problem with collada models and
transparency texture maps. I saw that in May someone had the same
problem but finally I couldn't find a solution. I tried with osg2.2.0
and 2.6.0 and it looks like that transparency doesn't work with collada
models and png texture maps. 
 
I checked Robert's suggestion and converted to .osg to check if
GL_BLEND function was enabled or not and it looks like it is... here
follow a piece of the converted .osg file.
 
Geode {
  name material10
  nodeMask 0x
  cullingActive TRUE
  StateSet {
DataVariance STATIC
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
GL_CULL_FACE OFF
GL_BLEND ON
Material {
  ColorMode OFF
  ambientColor 0 0 0 1
  diffuseColor 0.8 0.8 0.8 1
  specularColor 0.33 0.33 0.33 1
  emissionColor 0 0 0 1
  shininess 20
}
BlendFunc {
  source CONSTANT_ALPHA
  destination ONE_MINUS_CONSTANT_ALPHA
}
BlendColor {
  constantColor 1 1 1 1
}
textureUnit 0 {
  GL_TEXTURE_2D ON
  Texture2D {
file images/texture9.png
wrap_s REPEAT
wrap_t REPEAT
wrap_r CLAMP
min_filter NEAREST_MIPMAP_LINEAR
mag_filter LINEAR
maxAnisotropy 1
borderColor 0 0 0 0
borderWidth 0
useHardwareMipMapGeneration TRUE
unRefImageDataAfterApply TRUE
internalFormatMode USE_IMAGE_DATA_FORMAT
resizeNonPowerOfTwo TRUE
  }
}
  }

[...gemoterty data follow here...]
 
Is there something wrong with this file? 
Someone talked about a problem in Sketchup with png files,
actually the models I'm dealing with come from Sketchup...is there
really a problem with Sketchup? Someone talked about a 'GoogleMode' in
the collada plugin but it looks like it is an option used for writing
collada files not for reading.
 
Thank you for any advice or direction.
Alessandro

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Re: [osg-users] Dynamically changing all textures in a scene

2008-11-12 Thread Smeenk, R.J.M. (Roland)

A long long time ago somebody posted source code for osgDepictions,
which allows you to do a texture/stateset switch for a complete scene. I
could not find it in the mailing list archives though...

--
Roland
 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Linus Hilding
 Sent: woensdag 12 november 2008 10:55
 To: OpenSceneGraph Users
 Subject: [osg-users] Dynamically changing all textures in a scene
 
 Hi, I would appreciate some advice on how to best use the osg 
 functionality, in order to be able to dynamically change 
 every single texture in a scene, depending on the view. Every 
 view in the scene should have the possibility to either use 
 original textures or alternative (infrared) versions. An 
 approach where we do not have to use switches between 
 duplicate scenes would be preferred. Greatful for any ideas.
 Regards,
 Linus Hilding
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Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-06-15 Thread Smeenk, R.J.M. (Roland)
Hello Robbert,

The SVN version is missing the changes (ReadQueue definition) to the
Databasepager header file.

--
Roland 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Robert Osfield
 Sent: zondag 15 juni 2008 18:03
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] New Improved DatabasePager,now with 
 even more threading! Please take a taste today :-)
 
 Hi Guys,
 
 While away on training last week, we came across the Windows 
 debug build reporting problem in std::sort and find calls, 
 and investigations into the issue suggested that it was down 
 to the cull thread modifying the DatabaseRequest fields at 
 the same time that those same fields were being used inside 
 the std algorithms being run by the DatabasePager threads.  
 The worst thing that would actually happen is that very 
 occassionally the list would be sorted into incorrect order, 
 but this in itself would only lead to a slightly sub-optimial 
 ordering of loading tiles, it shouldn't actually break any 
 app - so it's really more of an issue with the debugger being 
 overly strict rather than having a serious race condition 
 that would cause real problems.
 
 However, even having a benign, occasional, slightly 
 sub-optimal ordering is a problem if end users under Windows 
 are going to keep stumbling over this issue to due to 
 compiler debugging screaming that there is a serious problem 
 and crashing - so it's a community support problem rather 
 than actual a real problem for proper applications, but 
 having more support than we already have is an issue so I've 
 gone ahead and found a solution.  Now checked into SVN is an 
 addition of a mutex lock on the current queue that a 
 DatabaseRequest is a member inside the code that updates the 
 DatabaseRequest parameters. This fix should prevent the 
 problems appearing under VisualStudio debug build, it alas 
 will also mean that all users will have to pay  the cost of 
 an non essential mutex lock.
 
 Could you guys do an svn update and let me know how things go.
 
 Robert.
 
 
 On Fri, Jun 13, 2008 at 10:48 AM, Serge Lages 
 [EMAIL PROTECTED] wrote:
  Hi James,
 
  I tried to look to this problem but can't find anything, 
 moreover it 
  seems to work without problems in release (I'll try to make some 
  stress tests soon to be sure).
 
  On Fri, Jun 13, 2008 at 1:02 AM, Lynch, James 
 [EMAIL PROTECTED]
  wrote:
 
  I'm having a similar issue with 
  DatabasePager::RequestQueue::takeFirst()
 
  (osg trunk, Debug build, windows XP VS2005). I'm getting some 
  assertion errors at _requestList.sort (sequence not 
 ordered). Even 
  after adding the updateBlock().
 
 
  I'm pretty new to this code section, so I'm probably off 
 base here: 
  Is it possible that the state of the databaseRequest 
 objects within 
  the list are being updated (from other threads) during the sort?
 
  IE. If the _timestampLastRequest or _priorityLastRequest 
 are changing 
  during the sort, the sort could become unstable.
 
 
  ___
  Jim Lynch
 
  -Original Message-
  On Tue, May 27, 2008 at 12:08 PM, Tim Moore timoore at redhat.com
  wrote:
  
   Indeed. I've made the necessary changes to FlightGear, 
 and it seems 
   to be working fine.
 
  Except for being a cpu hog.
 
  Apparently, the pager thread is not blocked properly and 
 continuously 
  spins. The fact that the queue is empty is confirmed by the debug 
  messages printed after the block call:
  HANDLE_NON_HTTP 0: _pager-_requestList.size()= 0 to delete = 0
 
  I have been trying to find the place where the blocking is 
  re-established when the queue goes empty, but could not 
 find it. So I 
  added an updateBlock() call at the end of 
  DatabasePager::RequestQueue::takeFirst that seems to fix the issue.
  Could have added the call within the if-block, but this has the 
  additional benefit of stopping runaway loops should 
 somehow the pager 
  thread get woken up without work to do.
 
  Index: DatabasePager.cpp
  ===
  --- DatabasePager.cpp   (revision 8398)
  +++ DatabasePager.cpp   (working copy)
  @@ -273,6 +273,7 @@
  databaseRequest = _requestList.front();
  _requestList.erase(_requestList.begin());
  }
  +updateBlock();
   }
 
 
  I am not sure if I need an osg-submissions mail for this?
 
  --
  Cheers,
  Csaba/Jester.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
  The information contained in this communication may be 
 CONFIDENTIAL 
  and is intended only for the use of the recipient(s) named 
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  you are not the intended recipient, you are hereby 
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  dissemination, distribution, or copying of this 
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  of its contents, is strictly prohibited.  If you have 
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  communication in error, please notify the sender and 
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  the original message and any copy of it 

Re: [osg-users] Back online but hundreds of posts to go...

2008-05-08 Thread Smeenk, R.J.M. (Roland)
Paul,

Actually I moved over the FAQ to the actual location and yes I do all of
my editing as generic osg user.
That's how I moved the tutorials into the wiki, added the list of
environment variables, updated the job offers page, added the example
screenshots, tabelized the plugins overview and changed the FAQ's
recently. I am willing to start using my name as login. We should add a
Wiki editing policy page that mentions this and other editing tips like
adding a description when you change a page.

However I believe that the step for editing the wiki should be kept as
low as possible and account creating might increase it.
It is more important to get it filled with usefull content first. 

--
Roland 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Paul Melis
 Sent: donderdag 8 mei 2008 9:51
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Back online but hundreds of posts to go...
 
 I noticed that somebody (presumably Robert) moved the cleaned 
 up FAQ in the sandbox to be the actual FAQ on the website. 
 This is fine by me, as it was good enough compared to the 
 previous version. But at least let me know you did this, 
 whoever it was...
 
 Paul
 
 PS Having everybody edit the wiki under user osg doesn't help there.
 Perhaps we should allow account creation on the wiki?
 
  Mike Weiblen wrote:
  Haven't had a chance to review, but Thank You Very Much for moving 
  this forward!
  -- mew
 
  Thanks :)
 
  I made some more changes, mostly edits and moving things around. I 
  noticed the really nice page containing the file format 
 overview! It's 
  linked from the FAQ now.
 
  Here and there I added lines marked with XXX to indicate 
 some stuff 
  that needs to be expanded/clearified/etc. For some topics I 
 feel I'm 
  not the one with all the details.
 
  BTW, there's some different usage of OSG, OpenSceneGraph, the 
  OpenSceneGraph, etc. Perhaps we should get these consistent. Would 
  referring to The OpenSceneGraph be the best variant?
 
  Paul
 
  PS Updated FAQ is still in the sandbox for now
 
 
  On Wed, May 7, 2008 at 11:33 AM, Paul Melis 
 [EMAIL PROTECTED] wrote:
 
  I did an initial restructuring in the wiki Sandbox. See  
  http://www.openscenegraph.org/projects/osg/wiki/SandBox/FAQ
 
   Let me know what you think.
 
   Paul
 
 
 
   Robert Osfield wrote:
 
 
 
  Hi Paul,
 
  I must admit not having given the FAQ much attention in 
 the last year.
  It would be good to start updating it/reorganising it.   
 I'm fully
  open to suggestions on how to improve it and assistance with 
  improving it.  I'd suggest kicking out a separate thread 
 for this.
 
  Robert.
 
 
 
 
  It seems that a percentage of the posts on the lists can be 
  considered straight items from the FAQ on the website. 
 I recently 
  did a bit of
 
  editing
 
  on the FAQ as it isn't really the most readable piece 
 on the site.
  Particularly, I updated some stuff that seemed to reference OSG 
  versions when Producer was still used, deleted/replaced broken 
  URLs and fixed
 
  some
 
  wording and spelling. However, I stil think it can be 
 improved and
 
  hopefully
 
  make more people consult it before posting to the list. 
 Things I 
  had in
  mind:
  - Structure the items in a few sections (e.g. 
  Introduction/Overview, Building/Installation, File formats, 
  General development,
 
  Linux-specific,
 
  Windows-specific, etc)
  - Update the list of file formats to include information on 
  read/write support of all plugins
  - osgViewer seems to be responsible for a fair amount of posts, 
  perhaps
 
  it
 
  deserves its own section in the FAQ?
 
  Now, I don't have enough knowledge of every piece of 
 OSG to edit 
  all the entries, but I'd be happy to continue improving 
 the FAQ. I 
  didn't see an easy way for structuring, as currently an 
  automatically generated
 
  overview
 
  of the questions is used. Any tips there?
 
  Paul
 
  ___
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  osg-users@lists.openscenegraph.org
 
 
  
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap
  h.org
 
 
 
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  ph.org
 
 
 
 
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Re: [osg-users] Back online but hundreds of posts to go...

2008-05-08 Thread Smeenk, R.J.M. (Roland)
Paul,

 It's a good thing that 
 people spend time to update the wiki, especially with 
 up-to-date content, but I don't like somebody moving stuff 
 purposely put in a preliminary location.

I understand your feelings, but I think it is better to keep a single
version of the same content even if it is in progress. Someone else
might make the rest of the changes and it reduces the risk of all kinds
of in progress pages dangling on the wiki. Furthermore it prevents the
need for merging when in the meantime others start editing the original
content.

  However I believe that the step for editing the wiki should 
 be kept as 
  low as possible and account creating might increase it.
  It is more important to get it filled with usefull content first.
 
 It should, but as more people start to edit the wiki using 
 the same user account it will only become more difficult to 
 keep track of who did what, or who is still working on what.

True, but as you say this will become more relevant as more people start
editing the wiki. When we have 10+ wiki edits a day it might require
some more formalized way of allowing edits, but for now I don't see a
problem here. 
Anyway I will be away for a week so I will not further participate in
this discussion on wiki editing. I think editing the wiki itself is far
more important than discussing it...

warmest regards,

Roland Smeenk



  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On 
 Behalf Of Paul 
  Melis
  Sent: donderdag 8 mei 2008 9:51
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] Back online but hundreds of posts to go...
 
  I noticed that somebody (presumably Robert) moved the 
 cleaned up FAQ 
  in the sandbox to be the actual FAQ on the website.
  This is fine by me, as it was good enough compared to the previous 
  version. But at least let me know you did this, whoever it was...
 
  Paul
 
  PS Having everybody edit the wiki under user osg doesn't 
 help there.
  Perhaps we should allow account creation on the wiki?
 
   Mike Weiblen wrote:
   Haven't had a chance to review, but Thank You Very Much 
 for moving 
   this forward!
   -- mew
  
   Thanks :)
  
   I made some more changes, mostly edits and moving things 
 around. I 
   noticed the really nice page containing the file format
  overview! It's
   linked from the FAQ now.
  
   Here and there I added lines marked with XXX to indicate
  some stuff
   that needs to be expanded/clearified/etc. For some topics I
  feel I'm
   not the one with all the details.
  
   BTW, there's some different usage of OSG, OpenSceneGraph, the 
   OpenSceneGraph, etc. Perhaps we should get these 
 consistent. Would 
   referring to The OpenSceneGraph be the best variant?
  
   Paul
  
   PS Updated FAQ is still in the sandbox for now
  
  
   On Wed, May 7, 2008 at 11:33 AM, Paul Melis
  [EMAIL PROTECTED] wrote:
  
   I did an initial restructuring in the wiki Sandbox. See 
   http://www.openscenegraph.org/projects/osg/wiki/SandBox/FAQ
  
Let me know what you think.
  
Paul
  
  
  
Robert Osfield wrote:
  
  
  
   Hi Paul,
  
   I must admit not having given the FAQ much attention in
  the last year.
   It would be good to start updating it/reorganising it.
  I'm fully
   open to suggestions on how to improve it and assistance with 
   improving it.  I'd suggest kicking out a separate thread
  for this.
  
   Robert.
  
  
  
  
   It seems that a percentage of the posts on the lists can be 
   considered straight items from the FAQ on the website.
  I recently
   did a bit of
  
   editing
  
   on the FAQ as it isn't really the most readable piece
  on the site.
   Particularly, I updated some stuff that seemed to 
 reference OSG 
   versions when Producer was still used, 
 deleted/replaced broken 
   URLs and fixed
  
   some
  
   wording and spelling. However, I stil think it can be
  improved and
  
   hopefully
  
   make more people consult it before posting to the list.
  Things I
   had in
   mind:
   - Structure the items in a few sections (e.g.
   Introduction/Overview, Building/Installation, File formats, 
   General development,
  
   Linux-specific,
  
   Windows-specific, etc)
   - Update the list of file formats to include information on 
   read/write support of all plugins
   - osgViewer seems to be responsible for a fair 
 amount of posts, 
   perhaps
  
   it
  
   deserves its own section in the FAQ?
  
   Now, I don't have enough knowledge of every piece of
  OSG to edit
   all the entries, but I'd be happy to continue improving
  the FAQ. I
   didn't see an easy way for structuring, as currently an 
   automatically generated
  
   overview
  
   of the questions is used. Any tips there?
  
   Paul
  
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Re: [osg-users] Load all 6 images from cubemap dds.

2008-05-07 Thread Smeenk, R.J.M. (Roland)

OK, will take a look at it this evening.

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Robert Osfield
 Sent: woensdag 7 mei 2008 10:51
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Load all 6 images from cubemap dds.
 
 Hi Joakim and Roland,
 
 On Mon, May 5, 2008 at 6:46 PM, 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.
 
 This is a good reminder.  Now we have stable release out of 
 the way its not a bad time to start considering changes that 
 might require more widespread changes.
 
 Roland could you have have a go at migrating your changes to 
 2.4/SVN and then resubmit.
 
 Cheers,
 Robert.
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Re: [osg-users] OSG tutorials available

2008-05-07 Thread Smeenk, R.J.M. (Roland)
Franclin,
 
Do you mean the tutorials in the Wiki? Please feel free to update/attach the 
sources in the Wiki to work with OSG 2.4.
 
--
Roland




From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Franclin 
Foping
Sent: woensdag 7 mei 2008 12:17
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OSG tutorials available


Hi,
 I am currently compiling some OSG tutorials for newbies. I think to be 
through next week.
 However, I would like to know how I can publish them on the official 
website so that every user can use them?
 Waiting for your answer.
 Regards,
 Franclin.


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Re: [osg-users] RE : Re: OSG tutorials available

2008-05-07 Thread Smeenk, R.J.M. (Roland)
See http://www.openscenegraph.org/projects/osg/wiki/Community/WikiLogIn
For login details.
 
--
Roland




From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Franclin 
Foping
Sent: woensdag 7 mei 2008 14:44
To: OpenSceneGraph Users
Subject: [osg-users] RE : Re: OSG tutorials available


Dear Roland,
 Thanks a lot for your hint. I will have a go at the wiki tomorrow. If 
I manage to find out how to upload the sources and tutorials, I will do it. 
Otherwise, I will post a message here on the forum.
 Regards,
 F.

Smeenk, R.J.M. (Roland) [EMAIL PROTECTED] a écrit : 

Franclin,
 
Do you mean the tutorials in the Wiki? Please feel free to 
update/attach the sources in the Wiki to work with OSG 2.4.
 
--
Roland




From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On 
Behalf Of Franclin Foping
Sent: woensdag 7 mei 2008 12:17
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OSG tutorials available


Hi,
 I am currently compiling some OSG tutorials for 
newbies. I think to be through next week.
 However, I would like to know how I can publish them 
on the official website so that every user can use them?
 Waiting for your answer.
 Regards,
 Franclin.

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

2008-05-05 Thread Smeenk, R.J.M. (Roland)
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
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Re: [osg-users] Feedback sought on osgViewer swap ready support forclusters

2008-04-15 Thread Smeenk, R.J.M. (Roland)
Hi Robert,
 
we've been looking at clustering too. I've added the extension querying
to the GraphicsWindowWin32 and GraphicsWindowX11 and a joinSwapGroup
method to the GraphicsWindow.
I had this code waiting for submission for a few weeks now, but due to
this thread I feel urged to get the code out first.
We still need to test our cluster properly (on Linux) and will probably
be doing this in the coming weeks.
 
Changes were done against OSG2.2.
 
kind regards,
 
Roland Smeenk




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: maandag 14 april 2008 11:40
To: OpenSceneGraph Users
Subject: [osg-users] Feedback sought on osgViewer swap ready
support forclusters


Hi All,

I'm looking for feedback from users who have worked on clusters
that implement some forms of swap ready synchronization.  In particular
I'm looking at any hooks into osgViewer to allow users to implement
their own swap ready implementation, also a software based swap ready
could possibly be implemented as part of the core OSG as well.  

The hook to adding a swap ready barrier into the view would look
something like:

  viewer.setSwapReadyOperation(myCustomSwapReadyOperation);

Something like complicates the mater is that viewer on each
slave of the cluster might have more than one graphics context that its
rendering too, so in this case we'll have multiple graphics threads per
slave, in which case these threads will need to join a barrier that
treats each context like a separate machine or the barrier does a local
synchronization of the threads on a machine before joining the cluster
swap ready barrier.

I want to come up with a scheme that supports both ways above,
but really need a bit more feedback on what goes into users own swap
ready codes, i.e. what would your MyCustomSwapReadyOperation look like,
i.e. what does it look right now, this will help me better understand
how the most appropriate integration into osgViewer could be done.

Robert.






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Re: [osg-users] OpenSceneGraph-2.3.4 dev and VirtualPlanetBuilder-0.9.5dev releases tagged.

2008-01-30 Thread Smeenk, R.J.M. (Roland)

 VPB-0.9.5 Details on:
 
 http://www.openscenegraph.org/projects/VirtualPlanetBuilder

Robert,

You forgot to upload the 0.9.5 zip file to the wiki.

Anyway, enjoy your vacation.

--
Roland


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Re: [osg-users] Tutorials

2007-08-27 Thread Smeenk, R.J.M. (Roland)
 
On the original subject - tutorials.

There's a huge list of examples all needing maintenance already. Why not
let the tutorials emerge from the community (like the NPS tutorial and
others) and let them be maintained by the community. All it takes is a
platform (like the Wiki) that is guaranteed to be available in the
future. It seems to me one tends to keep things centralized and under
control of few and therefore increasing the weight that those few
shoulders need to carry. That's not what I see as a community effort.
Distribute the weight so we can all contribute...

Roland

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Philip Taylor
 Sent: maandag 27 augustus 2007 11:15
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Tutorials
 
 On the hijacked tutorial subject - forum and/or email list
 
 A forum is an online activity whilst an email list is an 
 offline activity, which means that I can get on with other 
 things rather constantly watching a forum window for a 
 critical reply - such as actually figuring out a solution for 
 myself and learning something in the process.
 
 On the original subject - tutorials.
 
 My experience is that tutorials as far as possible should be 
 part of the main source code, because they become the test 
 harnesses of the main code - if they don't work then 
 something is wrong and needs to be fixed. Also it keeps the 
 tutorials refreshed and working with the evolving interfaces. 
 The real trick is then to not to go wild on the production of 
 new tutorials if existing tutorials can be extended to 
 demonstrate new features, otherwise we could end up with even 
 more of a maintenance headache.
 
 PhilT
 
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf 
 Of Robert Osfield
 Sent: 27 August 2007 09:59
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Tutorials
 
 
 Hi Rick,
 
 The forum vs mailing list issue has been done to death many times.
 Some people swear by forums, some detest them, some people 
 swear by mailing lists, some others detest, others don't care.
 
 Having mailing lists *and* forums just splits the community 
 and critically those delving out support.  There is 
 absolutely no way on earth I can afford my time to be 
 stretched out any further, and my guess others are in a 
 similar boat. For this reason you won't be finding me or many 
 others on the forums or IRC channels, and without the driving 
 forces being the OSG being one these channels of support they 
 won't of little use.
 
 Since splitting damages the communities ability to provide 
 support and to generally function, then one really has to 
 keep community in one place, this should either be a mailing 
 list OR a forum OR and this would be my ideal a system where 
 users can choose to doing either use
 mailing list or a forum.   Provision of such as system is not a
 trivial matter, and something than members of the community 
 will have to step up to help provide as I don't have the 
 expertise or the resources to provide it myself.
 
 Robert.
 
 On 8/27/07, Ricko 3D [EMAIL PROTECTED] wrote:
  Thanks for the quick response. Seems funny to say anything 
 is here to 
  stay related to any constantly evolving technology project, or 
  anything related to the Internet. I was just offering my 
 observations 
  coming at this
 project
  fresh. My opinion was simply that the mailing list method 
 seems outdated.
 I
  wasn't suggesting it is not effective, just comparing it to the 
  features/benefits of newer community technologies I've used 
 on other 
  projects.
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Re: [osg-users] Tutorials

2007-08-24 Thread Smeenk, R.J.M. (Roland)

I just copied all NPS tutorials into the Wiki.
There's a number of things that still need editing:
-Conversion to OSG2.0
-Addition of source zip files
-Addition of screenshots
-Addition of links to related stuff (Api reference, examples and User
guides)

Robert, I read in the Wiki that it is possible to automatically add
syntax coloring if GNU Enscript or SilverCity (preferred) are installed.
I would like to see this installed?
Furthermore CamelCasing in the Trac Wiki has bitten me more than it
helped me, because I had to disable all Wiki linking on StateSets,
MatrixTransforms etc. Could this be turned off?

Kind regards,

Roland Smeenk



 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Sullivan, Joseph (CDR)
 Sent: donderdag 23 augustus 2007 0:39
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Tutorials
 
 Hey All,
 Congrats and big thanks to those that have been adding documentation!
 I've been largely away from OSG for a while, but the work 
 looks mighty impressive.
 I think Robert's question about different users is the key.  
 The examples are absolutely fantastic and work great for 
 some, not so great for others.  Tutorials seem to be a 
 helpful bridge.  (The original goal of the NPS tutorial set 
 was to get students w/out engineering background comfortable 
 enough to dive into the examples.) Soo...
 What does it take to move the tutorials currently on the NPS 
 web site over to the osg wiki site?
 Is there anybody that can spare some resources to help the effort?
 Thanks,
 Joe S.
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users- 
  [EMAIL PROTECTED] On Behalf Of Robert Osfield
  Sent: Wednesday, August 22, 2007 11:55 AM
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] Tutorials
  
  On 8/22/07, Jeremy L. Moles [EMAIL PROTECTED] wrote:
   On Wed, 2007-08-22 at 19:16 +0100, Robert Osfield wrote:
Are the examples of no use to any one??? Shall I just do a
   
  svn rm  examples
   
?
  
   No, they very much are. :) It's just that those of us that DO use
 the
   examples don't post here saying so...
  
  Its O.K. I'm not serious about to remove them, just frustrating my 
  frustration at big chunks of work that is dedicated to helping new 
  users being ignored.
  
   As far as example usefulness is concerned, no news is good news.
   Honestly, in contrast to the entire discussion at hand, I _rarely_
 use
   documentation. I always just look at the code. Documentation in a
 formal
   sense makes me want to take a nap...
  
  In other projects I do occasionally look for documentation, 
 but rarely 
  does it help me more than a succinct code example.  If you are 
  experienced programmer than its the code that tells you everything.
  
  It would be interesting to do a profile of different users 
 to see what 
  types of assistance to get their programs written they find most 
  effective.  When I say assistance I mean documentation, 
 mailing list 
  archives, examples, code comments, code itself, class 
 naming, method 
  naming.
  
  I do wonder if too many developers these days are expecting 
 to put in 
  too little real effort for the amount of results they are wanting.
  Programming is hard.  Real-time graphics is a BIG topic.  To master 
  them you have lavish lots of time.
  
  When I first started programming as a kid there was just 
 practically 
  nothing available relative to today, I didn't know any better, I 
  enjoyed in a perverse way learning by myself how to code Z80 
  assembler.  Yes it took weeks just to get a few coloured sprites 
  animating across the screen, but I didn't go ranting at anyone for 
  lack of guidance and docs, I just enjoyed figuring it out 
 and getting 
  the final result.  Fast forward to today and the with 10 
 lines of code 
  in the OSG you can create and load a terabyte sized 3D world and 
  interact with it at a solid 60Hz.  But yet some people seem 
 to expect 
  more much more.
  
  Robert.
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Re: [osg-users] shader and illumination

2007-08-20 Thread Smeenk, R.J.M. (Roland)
Try to output individual components first for debugging. 
For instance output the normal x,y and z as colors.

--
Roland


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Marcus Fritzen
 Sent: maandag 20 augustus 2007 14:21
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] shader and illumination
 
 Hello,
 
 I have a quick question ;)
 
 At the moment I am playing a little bit with lighting and 
 material and therefore I tried to use a shader. I set up a 
 simple shapeDrawable
 (sphere) and a vertex and fragment program. The code for the 
 shaders I found in a tutorial. It is posted bellow. I also 
 enabled lighting und light0 and set up values for these. What 
 I get is really not phong. Just some real white and black. 
 Could there be a problem with the normals?
 
 Greetings,
 Marcus
 
 VERT
 
 varying vec3 normal;
 varying vec3 v;
 varying vec3 lightvec;
 void main(void)
 {
   normal  = normalize(gl_NormalMatrix * gl_Normal);
   v   = vec3(gl_ModelViewMatrix * gl_Vertex);
   lightvec= normalize(gl_LightSource[0].position.xyz - v);
   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
 }
 
 FRAG
 
 varying vec3 normal;
 varying vec3 v;
 varying vec3 lightvec;
  
 void main(void)
 {
  vec3 Eye = normalize(-v);
  
  vec3 Reflected   = normalize( reflect( -lightvec, normal ));
  //hat den selben effekt wie
  //vec3 Reflected   = normalize( 2.0 * dot(normal, lightvec) *  
 normal - lightvec);
  
  vec4 IAmbient= gl_LightSource[0].ambient;
  vec4 IDiffuse= gl_LightSource[0].diffuse * max(dot(normal, 
 lightvec), 0.0);
  vec4 ISpecular   = gl_LightSource[0].specular * 
 pow(max(dot(Reflected, Eye), 0.0), gl_FrontMaterial.shininess);
  gl_FragColor = gl_FrontLightModelProduct.sceneColor 
 + IAmbient 
 + IDiffuse + ISpecular;
 }
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