Re: [osg-users] Open Asset Import Library
And 2 positive cents for Open Asset Import Library, we've successfully used it in the past to import various 3D models (.3ds, .obj, etc.). As far as I know, it does not support model exports. Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of michael kapelko Sent: donderdag 7 juni 2012 5:27 To: OpenSceneGraph Users Subject: Re: [osg-users] Open Asset Import Library I'll just add my 2 (negative) cents on FreeImage: it does not dynamically links to libpng, libtga and other libs it uses. This goes against Gentoo policy and as such will prevent apps to go into Gentoo based distros. ___ 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/emaildisclaimer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG dotNet wrapper for osg 3.1.1 version
Hi Vishwa, I think OSGDotNet is not maintained anymore. But it is very straightforward to include a form for OSG rendering within a C# application. You'll need to create C++/CLI project for your 3D visualisation, an example of this can be found in the attachments at the bottom of this page http://www.openscenegraph.org/projects/osg/wiki/Community/LanguageWrappers (OSGCppCLIDemo.rar). Add a reference to this C++/CLI project in your C# GUI project, next you can create the C++/CLI windows form in C# code. Kind regards, Ruben From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of shekhar vishwa Sent: zaterdag 5 mei 2012 10:58 To: osg-users@lists.openscenegraph.org Subject: [osg-users] OSG dotNet wrapper for osg 3.1.1 version Hi, I am developing the 3D visualization application in C#.net. For 3D visualization part, I want to use the OSG as middleware in windows form. I require OsgDotNet latest version. Can anyone help share the download link for version 3.0.1. Thanks Vishwa This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/emaildisclaimer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO Bug ?
Great, that is good to hear. Thanks for reporting the issue to NVidia. Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech Lewandowski Sent: woensdag 23 november 2011 12:52 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] VBO Bug ? Hi, Everyone This the response I got from NVidia: It turns out this issue is already fixed in our upcoming 290.xx drivers. We expect a beta driver from this branch to be released sometime in the next few weeks. Thanks for the very easy repro and very thorough detailing of the problem. Cheers, Wojtek Lewandowski -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44009#44009 ___ 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/emaildisclaimer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO Bug ?
Dear Wojtek et al., This mail reminded me of an issue I had a couple of years ago with VBO's on a particular Windows pc with a 9800GX2. I thought it was an issue of that PC, as it was quite unstable, so I didn't report the problem at that time. The solution I accidently found back then was to turn off Threaded Optimization in the NVidia Control Panel (Auto per default). But now I'm getting the bad result of your test on a GTX 480 (266.58 driver), and that fix works again. After turning off Threaded Optimization, I see the proper gradient displayed. Could you try this as well? Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: donderdag 13 oktober 2011 7:39 To: OpenSceneGraph Users Subject: Re: [osg-users] VBO Bug ? Hi, On 12/10/2011 18:45, Wojciech Lewandowski wrote: So if you are on Linux and have a minute please let me know how the test passed on your machine ;-) tested on two more for you, both Debian 32-bit. 1: dual nvidia GTS250s, driver 270.41.19, good result across 4 screens. 2: nvidia 9600GT, driver 280.13, good result on single screen. cheers jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ 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/emaildisclaimer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Need Help] Entire 3d environment needs to be bump mapped.
Dear Zach, The older post are right. For bump-mapping, you'll need two things: a bump mapping shader and a normal map texture for each of the objects you'd like to bump map (assigned to a different texture unit than your diffuse texture, e.g. unit 1). The good thing of the scene graph concept is that you create a hierarchy of objects. If every object in your scene indeed has a bump map texture assigned to it, you can just attach your bump map shader to the state set of the root (i.e. topmost) node of your scenegraph. Objects in the hierarchy will inherit this shader. The same goes for the required uniforms (e.g. the uniform that maps the texture2D sampler name in your shader to the OpenGL texture unit the bump is assigned to). Hope that helps, Ruben From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] on behalf of Zach Lenker [zach.len...@vrsim.net] Sent: Thursday, July 14, 2011 12:12 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [Need Help] Entire 3d environment needs to be bump mapped. Hi, The subject sums up what my basic goal is. We have a 3D environment that has roughly 50+ objects inside of it. Each object needs to have bump mapping applied to it. My confusion comes in at the part where we are applying the bump mapping to each object though OSG. I have done a few hours of searching these forums and Google and haven't really found anything concrete to go on. Anything that I found relating to this issue was a year old (or more). Those posts were saying that in OSG I would have to write a bump mapping shader and apply it to the model. Those posts also seemed to be targeted toward getting a single (or a few) object(s) to be bump mapped. Is that still the only approach? If so how do I go about applying the bump shader to each individual object within the single environment file? Currently using OSG 2.6, we are not bound to any file type constraints (we are currently using .IVE for the environment file). I tried my best to put any information that would be needed, but if you need more information or more clarity, please let me know. Thank you! Cheers, Zach -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41345#41345 ___ 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/emaildisclaimer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting the reference location for LOD calcs for a camera
Hi Brad, We have done this with a custom CullVisitor that stores the eye position of the main camera and overrides the getDistanceToViewPoint to use that eye position for all LOD distance calculations. If there is an easier solution, I'd love to hear it :-) Kind regards, Ruben From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] on behalf of Christiansen, Brad [brad.christian...@thalesgroup.com.au] Sent: Thursday, July 07, 2011 8:08 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Setting the reference location for LOD calcs for a camera Hi, I am producing some depth textures for shadowing using a couple of RTT cameras. When producing these depth maps I want to use the same LOD levels (from a VPB based PagedLOD database) that are rendered by the 'main' camera. I am sure I have done this before and there was a simple method to do so (something like camera-setReferenceEyePoint()). Can anyone point me to the correct approach for doing this? Cheers, Brad - DISCLAIMER: This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited. No part may be reproduced, adapted or transmitted without the written permission of the owner. If you have received this transmission in error, or are not an authorised recipient, please immediately notify the sender by return email, delete this message and all copies from your e-mail system, and destroy any printed copies. Receipt by anyone other than the intended recipient should not be deemed a waiver of any privilege or protection. Thales Australia does not warrant or represent that this e-mail or any documents, files and previous e-mail messages attached are error or virus free. - This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/emaildisclaimer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.0.0-rc1 posted
Dear Robert, I've build OSG 3.0 rc1 on Win7 64bit using VS 2008 in Release mode, and tested it using some of the examples and my own application. Builds runs fine! Kind regards, Ruben From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] on behalf of Robert Osfield [robert.osfi...@gmail.com] Sent: Friday, June 17, 2011 7:08 PM To: OpenSceneGraph Users Subject: [osg-users] OpenSceneGraph-3.0.0-rc1 posted Hi All, I have now created the OpenSceneGraph-3.0 branch, that can be download via: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-3.0 OpenSceneGraph-3.0 This branch will server as the basis for all the the 3.0.0-rc series, the final 3.0.0 stable release and all the subsequent 3.0.x stable releases. All fixes to 3.0.x will now go into this 3.0 branch, either directly or pulled in from svn/trunk where appropriate. I have also now created the first release candidate of the 3.0.0-rc series, I've added details about the rc1 on the main download page: http://www.openscenegraph.org/projects/osg/wiki/Downloads You can also grab this directly from: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.0-rc1 OpenSceneGraph I am expect that we'll need a couple more release candidates before the final stable 3.0.0 is released. As it's end of working week now I won't make any further release candidates this week, but come next Monday I'll probably make another, and then make one a day if neccessery. Each of these release candidates needs to be tested as widely as possible against end users applications to make sure that everything is hanging together. I'll also be seeking binary packages to upload and test, please shout if you can help provide these for any platforms that you can so we can coordinate uploading and posting links to them so that others can test. As well as lots of build and runtime testing we'll also need to make sure that all the data, documentation, news entries and in place, I'll taking these items early next week and like with the source code and binaries, will be seeking reviews from the community. Many thanks to everyone who has contribited to the 2.9.x dev series and testing - it's been a long two years between 2.8 and 3.0, the world of realtime graphics has evolved a great deal over this period with the OSG chasing hard to keep up. In this two years we've also picked up an nearly 100 new contributors, with the total now sitting at 463 contributors over it's 12+ year history. Have a great weekend (testing ;-) Robert. ___ 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/emaildisclaimer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG in C# environment
Hi Saeed, Yes, it can be done quite easily. I've been using OSG in combination with C# / WinForms for years now. The way to go is to start with the example created by Hesicong (http://www.openscenegraph.org/projects/osg/wiki/Community/LanguageWrappers, see the attached osgCppCLIDemo.rar). In this example, you use a C++/CLI project to interface with OSG and a Form to provide the rendering area. Your C# projects can include this C++ project and the Form automagically. This works great for creating an editor / 3D modelling tool. If you have any specific questions, let me know. Kind regards, Ruben From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] on behalf of Saeed Hadian Niasar [saeed.had...@gmail.com] Sent: Tuesday, June 14, 2011 11:47 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] OSG in C# environment Hi, Could anyone tell me if I can use OSG in C#? I know this is discussed before, but it is still unclear for me. If the answer is yes, could you please tell me how, or introduce online sources for it? Thank you! Cheers, Saeed -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40488#40488 ___ 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/emaildisclaimer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Create a simple river
Dear Daniele, I don't think Bruneton's research, although very impressive, is the simplest way to render a river :-) The simplest way I see is to create the OSG geometry for this river with some code. You would have to segment your curve/spline into small quad sections, use a tiling texture and let the u-coords go from 0 to width_of_river / texture_scale in the lateral direction and the v-coords along the curve itself from 0 to total_length_of_river / texture_scale. As the texture is tiling, you can scroll it along the river in a fragment shader, where you add time-dependant amount to the v-coord before the texture lookup. You can use osg_SimulationTime for this. If you're using Bezier curves, you might want to look at this http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf, a student of mine did work on rendering Bezier-curve based river networks, as an extension of osgOcean. Kind regards, Ruben Smelik -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mhondoz Sent: woensdag 5 mei 2010 13:08 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Create a simple river Hi, You may find something on creating rivers here: http://www-evasion.imag.fr/Membres/Eric.Bruneton/ /Mhondoz On Wed, 05 May 2010 12:31:47 +0200, daniele argiolas arj...@gmail.com wrote: Hi, I have to make a river. What's the simplest way? I think try to import animated textures with ImageSequence class but is it possible to map texture on a curve surface? thanks daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27560#27560 ___ 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.or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Create a simple river
Hi Kim, Sure, we were not yet sure whether there would be enough interest for this, but of course we would be happy to submit it. The student's name is Quintijn, he already submitted some smaller contributions to osgOcean before. We'll start to work on this submission, it could take us some time to test it with the newest osgOcean revision, etc. Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale Sent: maandag 10 mei 2010 9:53 To: OpenSceneGraph Users Subject: Re: [osg-users] Create a simple river Hi Ruben, I just noticed this thread. I don't suppose your student is interested in contributing his code to the osgOcean project? Rivers have been asked for a number of times in the past and his approach would be a nice addition. Regards, Kim. On 10 May 2010 08:13, Smelik, R.M. (Ruben) ruben.sme...@tno.nl wrote: Dear Daniele, I don't think Bruneton's research, although very impressive, is the simplest way to render a river :-) The simplest way I see is to create the OSG geometry for this river with some code. You would have to segment your curve/spline into small quad sections, use a tiling texture and let the u-coords go from 0 to width_of_river / texture_scale in the lateral direction and the v-coords along the curve itself from 0 to total_length_of_river / texture_scale. As the texture is tiling, you can scroll it along the river in a fragment shader, where you add time-dependant amount to the v-coord before the texture lookup. You can use osg_SimulationTime for this. If you're using Bezier curves, you might want to look at this http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf, a student of mine did work on rendering Bezier-curve based river networks, as an extension of osgOcean. Kind regards, Ruben Smelik -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mhondoz Sent: woensdag 5 mei 2010 13:08 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Create a simple river Hi, You may find something on creating rivers here: http://www-evasion.imag.fr/Membres/Eric.Bruneton/ /Mhondoz On Wed, 05 May 2010 12:31:47 +0200, daniele argiolas arj...@gmail.com wrote: Hi, I have to make a river. What's the simplest way? I think try to import animated textures with ImageSequence class but is it possible to map texture on a curve surface? thanks daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27560#27560 ___ 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. or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how can i enable alpha test?
Hi Ren, Don't be down :-) You can enable alpha testing by creating a stateset for the Group/Geode/.. and setting the GL_APHA_TEST mode on, f.i.: geode-getOrCreateStateSet()-setMode(GL_ALPHA_TEST, osg::StateAttribute::ON); Kind regards, Ruben From: osg-users-boun...@lists.openscenegraph.org on behalf of ren jie Sent: Sat 10/24/2009 5:03 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] how can i enable alpha test? Hi, i am so down , beacause i do not know how to enable alpha test . i am realy need help Thank you! Cheers, ren -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18652#18652 ___ 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 winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Member var initialization bug in Cylinder
Dear all, Here is a simple fix for an error in the Cylinder class of the current svn trunk version of osgOcean. Yesterday's revision 156 introduced member vars for the Cylinder (_radius, _steps, etc.) but these were not initialized in the Cylinder constructor, resulting in uninitialized vars being passed to the build() method, resulting in a bad_alloc crash :-) Kind regards, Ruben Smelik This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html /* * This source file is part of the osgOcean library * * Copyright (C) 2009 Kim Bale * Copyright (C) 2009 The University of Hull, UK * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU Lesser General Public License as published by the Free Software * Foundation; either version 3 of the License, or (at your option) any later * version. * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. * http://www.gnu.org/copyleft/lesser.txt. */ #include osgOcean/Cylinder using namespace osgOcean; Cylinder::Cylinder( void ) { } Cylinder::Cylinder( float radius, float height, unsigned int steps, bool isTop, bool isBottom ) : _radius(radius), _height(height), _steps(steps), _isTop(isTop), _isBottom(isBottom) { build(); } Cylinder::Cylinder( const Cylinder copy, const osg::CopyOp copyop ): osg::Geometry (copy, copyop), _radius (copy._radius), _height (copy._height), _steps (copy._steps), _isTop (copy._isTop), _isBottom (copy._isBottom) { } Cylinder::~Cylinder(void) { } void Cylinder::build( float radius, float height, unsigned int steps, bool top, bool bottom ) { _radius = radius; _height = height; _steps = steps; _isTop = top; _isBottom = bottom; build(); } void Cylinder::build( void ) { // clear primitives if there are any if(getNumPrimitiveSets() 0) { removePrimitiveSet(0,getNumPrimitiveSets()); dirtyDisplayList(); } const float twoPI = osg::PI * 2.f; const float angleInc = twoPI / (float)_steps; osg::Vec3Array* vertices = new osg::Vec3Array(); vertices-push_back( osg::Vec3f() );// bottom centre for ( float angle = 0.f; angle = twoPI; angle += angleInc ) { float x1 = _radius * cos(angle); float y1 = _radius * sin(angle); vertices-push_back( osg::Vec3( x1, y1, 0.f ) ); vertices-push_back( osg::Vec3( x1, y1, _height ) ); } vertices-push_back( osg::Vec3f(0.f, 0.f, _height) ); // top centre osg::DrawElementsUInt* indices = new osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLE_STRIP, 0 ); for(unsigned int c = 1; c _steps*2+1; c += 2 ) { indices-push_back( c ); indices-push_back( c+1 ); } indices-push_back(1); indices-push_back(2); addPrimitiveSet( indices ); if( _isBottom ) { osg::DrawElementsUInt* fanIndices = new osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLE_FAN, 0 ); fanIndices-push_back( 0 ); for(int c = _steps*2-1; c = 1; c -= 2 ) { fanIndices-push_back( c ); } fanIndices-push_back( _steps*2-1 ); addPrimitiveSet( fanIndices ); } if( _isTop ) { osg::DrawElementsUInt* fanIndices = new osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLE_FAN, 0 ); fanIndices-push_back( vertices-size()-1 ); for(int c = _steps*2; c = 1; c -= 2 ) { fanIndices-push_back( c ); } fanIndices-push_back( _steps*2 ); addPrimitiveSet( fanIndices ); } _colorArray = new osg::Vec4Array(1); (*_colorArray)[0]=osg::Vec4( 0.f, 0.f, 0.f, 1.0f ); setVertexArray( vertices ); setColorArray( _colorArray.get() ); setColorBinding( osg::Geometry::BIND_OVERALL ); setUseDisplayList(true); } void Cylinder::setColor(const osg::Vec4f color) { if(getColorArray()) { osg::Vec4Array* colors = static_castosg::Vec4Array*( getColorArray() ); (*_colorArray)[0] = color; setColorBinding( osg::Geometry::BIND_OVERALL ); dirtyDisplayList(); } } /* * This source file is part of the osgOcean library * * Copyright (C) 2009 Kim Bale * Copyright (C) 2009 The University
Re: [osg-users] [OT] Looking for a lib that adapts terrain to 3D object
Hi Sukender, That depends, really. If you just want to flatten terrain around building footprints and these buildings are located not too close to each other, you can flatten the heightmap within the footprint to, for instance, the average elevation (or perhaps the elevation value is given for that building, by some measurement or property). To avoid sharp changes in elevation you can blend in a transition area around the building footprint, interpolating between the original heightmap value and the building footprint value. It can become tricky and problematic when you have lots of different types of features (buildings, roads, rivers), located close to each other, as the height modifications may start to interfere with each other. This paper might be interesting for you (more focused on road blending though): http://www-evasion.imag.fr/Publications/2008/BN08/ Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of suky0...@free.fr Sent: donderdag 30 juli 2009 14:23 To: OpenSceneGraph Users Subject: Re: [osg-users] [OT] Looking for a lib that adapts terrain to 3D object Ok. So adapting a triangulated regular terrain should be quite easy, I guess? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Mail d'origine - De: Chris 'Xenon' Hanson xe...@alphapixel.com À: OpenSceneGraph Users osg-users@lists.openscenegraph.org Envoyé: Tue, 28 Jul 2009 19:42:32 +0200 (CEST) Objet: Re: [osg-users] [OT] Looking for a lib that adapts terrain to 3D object suky0...@free.fr wrote: Ah yes? What do you mean exactly by modern heightfields and best-practice? What if I operate outside VPB? Thanks It doesn't work on the Heightfield objects VPB now recommends you use. I believe it wants th eold-style TIN terrain. I don't know if you can still make non-heightfield TIN terrain in VPB or not. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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 This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows forms and c#
Hi Ba, I don't think there's an incompatibility between the OSGViewer .NET Control example and OSG 2.8.1. For instance, I'm using it with OSG 2.8.0. The error could just be as simple that the OSG .dll's are not found when launching the app. * Did you compile the Debug version of OSG 2.8.1? (This would result in dll's with the -d suffix) * Are your environment vars set? Especially the OSG_BIN_PATH, add it to your PATH as well: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecific s/VisualStudio * Did you debug run the application from within Visual Studio? You can also use depends.exe to check for missing dll's for your app. Hope this helps a bit, Ruben From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of buidinhba5 Sent: woensdag 24 juni 2009 5:14 To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Windows forms and c# Hi All I have download osgNETDemo.rar from http://www.april1985.com/2008/02/19/osgnetdemo/#more-322 Download link : http://www.april1985.com/?dl_id=7 I Use OSG 2.8.1 , and in VSProj , in project I add /Lib and /include of OSG 2.8.1 In VS 2005 In debug mode I compile success but when I run it get error ; The application failed to initialize properly (0xc015002). Click on OK to terminate the application I Think this version OSG is newer and not compatible in this Project , who can show me version Compatible or how to fix this problem . Thank ^^ I also read about FAQ: http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#HowdoIembeda nOSGviewerina.NETcontrol I make another project but when I only add library in stdafx.h not use it, it take many time to compile !^! I don't know why K //TODO: reference additional headers your program requires here #include osg/Geode #include osg/Node #include osg/Geometry #include osg/MatrixTransform #include osg/PolygonMode #include osgViewer/Viewer #include osgGA/TrackballManipulator #include osgViewer/ViewerEventHandlers #include osgGA/StateSetManipulator #include osgDB/ReadFile #include osgDB/WriteFile #include Windows.h #include osgViewer\api\Win32\GraphicsWindowWin32 Thanks, Ba. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Smelik, R.M. (Ruben) Sent: Monday, June 22, 2009 1:34 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Windows forms and c# Dear Ba, Here's a working example of integrating OSG with C++/CLI and WinForms, which was made by Hesicong a year ago: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2 008-February/007430.html You can integrate this into a Visual Studio solution with a C# project. Kind regards, Ruben From: osg-users-boun...@lists.openscenegraph.org on behalf of buidinhba5 Sent: Mon 6/22/2009 6:35 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Windows forms and c# Hi Jason Beverage You can give more information use c++/cli to make a managed control ,some example or link to learn I have seach in Google and not see more about how to use c++/cli, it seem to be not have more example and turtorial can you give some help Thanks, Ba. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Jason Beverage Sent: Sunday, June 21, 2009 12:16 AM To: OpenSceneGraph Users Subject: [osg-users] Windows forms and c# Hi all, This is a reply to the poster that asked about using OSG and c# and mentioned me :) Back when I first wrote that message I was using Tao and osgdotnet in some testing. These days the absolute best way to use osg with c# IMO is to use c++/cli to make a managed control and just use osg from native c++. You have full access to osg with no need to write wrappers. Osgdotnet seems to have been abandoned anyway and hasn't been updated in quite some time. Thanks! Jason ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows forms and c#
Hi Paul, Nice, I think that would be interesting. It would make it far easier for .NET developers to choose to use OSG for their 3D rendering. Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul McIntosh Sent: woensdag 24 juni 2009 5:40 To: OpenSceneGraph Users Subject: Re: [osg-users] Windows forms and c# Would there be enough interest in an osgViewerActiveX? I have made a control which can be dropped into managed forms. This is for a particular purpose, however if there is enough interest I don't mind redoing it in a generic form and have it added as a osg project list (and maintaining it). If you just want to hack my code as-is then I can email you the code (let me know paul dot mcintosh at internetscooter dot com). Cheers, Paul -- Paul McIntosh www.internetscooter.com ---Original Message--- From: buidinhba5 buidinh...@gmail.com Subject: Re: [osg-users] Windows forms and c# Sent: 24 Jun '09 13:14 Hi All I have download osgNETDemo.rar from http://www.april1985.com/2008/02/19/osgnetdemo/#more-322 Download link : http://www.april1985.com/?dl_id=7 I Use OSG 2.8.1 , and in VSProj , in project I add /Lib and /include of OSG 2.8.1 In VS 2005 In debug mode I compile success but when I run it get error ; The application failed to initialize properly (0xc015002). Click on OK to terminate the application I Think this version OSG is newer and not compatible in this Project , who can show me version Compatible or how to fix this problem . Thank ^^ I also read about FAQ: http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#HowdoIembe danOSG viewerina.NETcontrol I make another project but when I only add library in stdafx.h not use it, it take many time to compile !^! I don't know why K //TODO: reference additional headers your program requires here #include osg/Geode #include osg/Node #include osg/Geometry #include osg/MatrixTransform #include osg/PolygonMode #include osgViewer/Viewer #include osgGA/TrackballManipulator #include osgViewer/ViewerEventHandlers #include osgGA/StateSetManipulator #include osgDB/ReadFile #include osgDB/WriteFile #include Windows.h #include osgViewer\api\Win32\GraphicsWindowWin32 Thanks, Ba. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Smelik, R.M. (Ruben) Sent: Monday, June 22, 2009 1:34 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Windows forms and c# Dear Ba, Here's a working example of integrating OSG with C++/CLI and WinForms, which was made by Hesicong a year ago: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org /2008- February/007430.html You can integrate this into a Visual Studio solution with a C# project. Kind regards, Ruben _ From: osg-users-boun...@lists.openscenegraph.org on behalf of buidinhba5 Sent: Mon 6/22/2009 6:35 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Windows forms and c# Hi Jason Beverage You can give more information use c++/cli to make a managed control ,some example or link to learn I have seach in Google and not see more about how to use c++/cli, it seem to be not have more example and turtorial can you give some help Thanks, Ba. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Jason Beverage Sent: Sunday, June 21, 2009 12:16 AM To: OpenSceneGraph Users Subject: [osg-users] Windows forms and c# Hi all, This is a reply to the poster that asked about using OSG and c# and mentioned me :) Back when I first wrote that message I was using Tao and osgdotnet in some testing. These days the absolute best way to use osg with c# IMO is to use c++/cli to make a managed control and just use osg from native c++. You have full access to osg with no need to write wrappers. Osgdotnet seems to have been abandoned anyway and hasn't been updated in quite some time. Thanks! Jason ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org
Re: [osg-users] Windows forms and c#
Dear Ba, Here's a working example of integrating OSG with C++/CLI and WinForms, which was made by Hesicong a year ago: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-February/007430.html You can integrate this into a Visual Studio solution with a C# project. Kind regards, Ruben From: osg-users-boun...@lists.openscenegraph.org on behalf of buidinhba5 Sent: Mon 6/22/2009 6:35 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Windows forms and c# Hi Jason Beverage You can give more information use c++/cli to make a managed control ,some example or link to learn I have seach in Google and not see more about how to use c++/cli, it seem to be not have more example and turtorial can you give some help Thanks, Ba. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Jason Beverage Sent: Sunday, June 21, 2009 12:16 AM To: OpenSceneGraph Users Subject: [osg-users] Windows forms and c# Hi all, This is a reply to the poster that asked about using OSG and c# and mentioned me :) Back when I first wrote that message I was using Tao and osgdotnet in some testing. These days the absolute best way to use osg with c# IMO is to use c++/cli to make a managed control and just use osg from native c++. You have full access to osg with no need to write wrappers. Osgdotnet seems to have been abandoned anyway and hasn't been updated in quite some time. Thanks! Jason ___ 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 winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG .NET demo using C++/CLI / again
Hi Ernest, Good to hear that you have your program running now. I can't really guess what you did to fix it. I'm using C++/CLI with OpenSceneGraph as well (also started from Hesicong's great example) and the SEHexception that you encountered in my case was that either an OpenSceneGraph .dll was not found (check the environment vars for the OSG_BIN_PATH and if the OSG_BIN_PATH is in your PATH var) or that the OpenSceneGraph .dll's were build in Release mode, while my C++/CLI program was build in Debug mode (or the other way around of course). Kind regards, Ruben From: osg-users-boun...@lists.openscenegraph.org on behalf of Ernest Abbott Sent: Fri 4/24/2009 9:37 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] OSG .NET demo using C++/CLI / again Hi I've been playing with the various settings in C++ (no need to do this in C#), which are new to me. Eventually, the program compile and ran correctly. I changed from Debug to Release mode as well. Still don't understand what I did to make it work. Any help on how I managed to fix the problem would be appreciated. Ernest Abbott ___ 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 winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org