Re: [osg-users] Open Asset Import Library

2012-06-07 Thread Smelik, R.M. (Ruben)
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.
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Re: [osg-users] OSG dotNet wrapper for osg 3.1.1 version

2012-05-05 Thread Smelik, R.M. (Ruben)
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
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Re: [osg-users] VBO Bug ?

2011-11-23 Thread Smelik, R.M. (Ruben)
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

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Re: [osg-users] VBO Bug ?

2011-10-13 Thread Smelik, R.M. (Ruben)
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

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Re: [osg-users] [Need Help] Entire 3d environment needs to be bump mapped.

2011-07-14 Thread Smelik, R.M. (Ruben)
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

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Re: [osg-users] Setting the reference location for LOD calcs for a camera

2011-07-07 Thread Smelik, R.M. (Ruben)
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
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Re: [osg-users] OpenSceneGraph-3.0.0-rc1 posted

2011-06-18 Thread Smelik, R.M. (Ruben)
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.
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Re: [osg-users] OSG in C# environment

2011-06-15 Thread Smelik, R.M. (Ruben)
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

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Re: [osg-users] Create a simple river

2010-05-10 Thread Smelik, R.M. (Ruben)
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

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 http://forum.openscenegraph.org/viewtopic.php?p=27560#27560





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Re: [osg-users] Create a simple river

2010-05-10 Thread Smelik, R.M. (Ruben)
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





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Re: [osg-users] how can i enable alpha test?

2009-10-24 Thread Smelik, R.M. (Ruben)
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

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[osg-users] [osgOcean] Member var initialization bug in Cylinder

2009-10-16 Thread Smelik, R.M. (Ruben)
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
 
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/*
* 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

2009-07-30 Thread Smelik, R.M. (Ruben)
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 
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Re: [osg-users] Windows forms and c#

2009-06-24 Thread Smelik, R.M. (Ruben)
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


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Re: [osg-users] Windows forms and c#

2009-06-24 Thread Smelik, R.M. (Ruben)
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
  
  
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 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
  
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 org

Re: [osg-users] Windows forms and c#

2009-06-22 Thread Smelik, R.M. (Ruben)
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


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Re: [osg-users] OSG .NET demo using C++/CLI / again

2009-04-24 Thread Smelik, R.M. (Ruben)
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
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