Re: [osg-users] OpenThreads, scheduling, etc ... policies

2014-05-02 Thread Trajce Nikolov NICK
Thanks Robert. I am going to try it right away. Just to clarify, this is
the address of the current trunk, right?

http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk




On Fri, May 2, 2014 at 11:56 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 Last month I checked in a fix for this issue, could you try out
 svn/trunk to see if it things work now as you were expecting?

 Robert.

 On 1 May 2014 18:49, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com
 wrote:
 
  Hi Community
 
  my client found interesting behaviour on OpenThreads under 64bit OpenSuSE
  linux. It seam none of the calls like setSchedulePolicy,
  setProcessorAffinity and setSechedulePriority of OpenThreads::Thread are
  working. After running a code, they all return 0 (success) but after
  inspecting the threads in some tools, they show they are not set as
  expected.
 
  So I gave it a try on Ubuntu 64bit. On my linux box none werle working -
 all
  returned -1 (failure). Attached is simple code from Rui's book that
  ilustrate the problem.
 
  Any help is appreciated ! Also, the OSG version tested is 3.3.1
 
  Nick
 
  ___
  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




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


Re: [osg-users] OpenThreads, scheduling, etc ... policies

2014-05-02 Thread Trajce Nikolov NICK
Hi Robert,

I just build the latest from the trunk - revision 14188, and no changes.
Still geting failures (-1) on these calls. But on Windows it works well.
Any ideas? Could you give it a shot to the attached file, it is
selfcontained

Thanks a bunch!

Nick


On Fri, May 2, 2014 at 12:18 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 On 2 May 2014 10:12, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com
 wrote:
  Thanks Robert. I am going to try it right away. Just to clarify, this is
 the
  address of the current trunk, right?
 
  http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk

 Yep, that is correct.

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




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


[osg-users] OpenThreads, scheduling, etc ... policies

2014-05-01 Thread Trajce Nikolov NICK
Hi Community

my client found interesting behaviour on OpenThreads under 64bit OpenSuSE
linux. It seam none of the calls like setSchedulePolicy,
setProcessorAffinity and setSechedulePriority of OpenThreads::Thread are
working. After running a code, they all return 0 (success) but after
inspecting the threads in some tools, they show they are not set as
expected.

So I gave it a try on Ubuntu 64bit. On my linux box none werle working -
all returned -1 (failure). Attached is simple code from Rui's book that
ilustrate the problem.

Any help is appreciated ! Also, the OSG version tested is 3.3.1

Nick
/* -*-c++-*- Copyright (C) 2010 Wang Rui wangray84 at gmail dot com
 * OpenSceneGraph Beginners Guide
 * Using a separate thread for supplying data to a node in the main process
*/

#include osg/Geode
#include osgDB/ReadFile
#include osgText/Text
#include osgViewer/Viewer
#include iostream

class DataReceiverThread : public OpenThreads::Thread
{
public:
DataReceiverThread()
	: OpenThreads::Thread()
{
	int status = setProcessorAffinity(0);
printf(setProcessorAffinity status: %d\n, status);
}
virtual int cancel()
{
_done = true;
while( isRunning() ) YieldCurrentThread();
return 0;
}

virtual void run()
{
_done = false;
_dirty = true;
do
{
YieldCurrentThread();

char ch;
std::cin.get(ch);
printf([%c][%d] , ch, ch);

switch (ch)
{
case 0: break;  // We donĄŻt want ĄŽ\0ĄŻ to be added
case 9: _done = true; break;  // Tab = 9
default: addToContent(ch); break;
}
} while( !_done );
}

void addToContent( int ch )
{
OpenThreads::ScopedLockOpenThreads::Mutex lock(_mutex);
_content += ch;
_dirty = true;
}

bool getContent( std::string str )
{
OpenThreads::ScopedLockOpenThreads::Mutex lock(_mutex);
if ( _dirty )
{
str += _content;
_dirty = false;
return true;
}
return false;
}

protected:
OpenThreads::Mutex _mutex;
std::string _content;
bool _done;
bool _dirty;
};

class UpdateTextCallback : public osg::Drawable::UpdateCallback
{
  
public:
  UpdateTextCallback(DataReceiverThread* rcvrthrd) : rcvrthread(rcvrthrd)
  {}

  virtual void update( osg::NodeVisitor* nv, osg::Drawable* drawable )
{
osgText::Text* text = static_castosgText::Text*( drawable );
if ( text )
{
std::string str(# );
//if ( DataReceiverThread::instance()-getContent(str) )
if ( rcvrthread-getContent(str) )
text-setText( str );
}
}
   DataReceiverThread* rcvrthread; 
};

int main( int argc, char** argv )
{
int status;
	
osg::ref_ptrosgText::Text text = new osgText::Text;
text-setFont( fonts/arial.ttf );
text-setAxisAlignment( osgText::TextBase::SCREEN );
text-setDataVariance( osg::Object::DYNAMIC );
text-setInitialBound( osg::BoundingBox(osg::Vec3(), osg::Vec3(400.0f, 20.0f, 20.0f)) );
	DataReceiverThread* rcvrthread = new DataReceiverThread;
	rcvrthread-Init();
text-setUpdateCallback( new UpdateTextCallback(rcvrthread));

osg::ref_ptrosg::Geode geode = new osg::Geode;
geode-addDrawable( text.get() );
geode-getOrCreateStateSet()-setMode( GL_LIGHTING, osg::StateAttribute::OFF );

osgViewer::Viewer viewer;
viewer.setSceneData( geode.get() );
viewer.setUpViewInWindow( 50, 50, 640, 480 );
//status = rcvrthread-setProcessorAffinity(0);
//printf(setProcessorAffinity status: %d\n, status);

	status = rcvrthread-setSchedulePolicy(OpenThreads::Thread::THREAD_SCHEDULE_ROUND_ROBIN);
	printf(setSchedulePolicy status: %d\n, status);
	if(!status)
	  printf(getSchedulePolicy: %d\n,rcvrthread-getSchedulePolicy()); 
status = rcvrthread-setSchedulePriority(OpenThreads::Thread::THREAD_PRIORITY_HIGH);
	printf(setSchedulePriority status: %d\n, status);
	if(!status)
	  printf(getSchedulePriority: %d\n,rcvrthread-getSchedulePriority()); 
rcvrthread-startThread();
viewer.run();
rcvrthread-cancel();
return 0;
}
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problems with keyboard events

2014-04-29 Thread Trajce Nikolov NICK
Hi Alvaro,

your update callback is expecting PositionAttitudeTransform*, so make
circulo() function to return it. Something like*

sphere-getOrCreateStateSet()-setAttribute(rojo);
PositionAttitudeTransform* pat = new PositionAttitudeTransform;

pat-addChild(sphere);
return pat;

I think with this change it will work

NIck


On Tue, Apr 29, 2014 at 10:38 AM, alvaro ginestar rodriguez 
alvarogines...@hotmail.com wrote:

 Hi i'm learning OSG and i have some problems with keyboard events. I want
 move a sphere with the keyboard. I´m following OSG tutorial Handling
 Keyboard Input to Update a Callback:
 http://trac.openscenegraph.org/projects/osg/wiki/Support/Tutorials/BasicKeyboardInput
 And i don´t know why it dosen´t work.
 The code : https://github.com/a5rojo/CirculoOSG/blob/master/circulo.cpp
 THX

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




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


Re: [osg-users] Keyboard-callback model tranformation

2014-04-28 Thread Trajce Nikolov NICK
Hi Laura,

the osgGA library holds classes that are responsible for managing events
from mouse, keyboard etc. You would be interested in osgGA::GUIEventHandler
and its *handle* method. So You might want to inherit and override the *handle
*method that will do processing based on keypress event - the event and the
key are hidden in the first argument osgGA::GUIEventAdapter.

Once you have Your new EventHandler you simply add it to Your viewer -
there is a method for it, see the osgviewer.cpp example

The best for moving the ship in your scene is osg::MatrixTransoform - this
is a node with a matrix to spatially manipulate parts of the scenegraph.
Let this MatrixTransform be your root of the model (its child can be Your
ship model) and you modify only the matrix which is part iof the MT.

Do a research on the mentioned above, if you got stuck feel free to ask,
someone might give you some code snippets as well

Good luck!

Nick


On Mon, Apr 28, 2014 at 7:03 AM, Laura Mac 
randomweirdadventure...@yahoo.com wrote:

 Hello all,

 I am a beginner with OSG and with graphics programming in general, so
 please excuse the elementary question.

 I am interested in rendering a ship model rotating the model (through
 interpolation) whenever particular keys are pressed. As I am new to OSG, I
 have been browsing through the provided examples to find anything similar
 which I could use as my base. However, it seems most examples do not
 demonstrate on-call model translation/transformation.

 Could anyone direct me to an example of a similar implementation, or at
 least a number of classes/functions which I would find useful?

 Thank you very much!

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=59167#59167





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




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


Re: [osg-users] Best way balance tree??

2014-04-24 Thread Trajce Nikolov NICK
Hi Jaime,

what is the format of your terrain model (the file extension)?

Nick


On Thu, Apr 24, 2014 at 11:38 AM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

 Hi Jaime,

  Thanks for your response!

 I have a lot (5000 aprox) of trees in my example scene. Each tree has got
 two planes and textures. However, my terrain geometry is relatively simple.
 I think that the terrain is not the problem. And there are some buildings
 in some places. Also, there are cars and pedestrians. So, it is a complex
 scene.

 If you don't need alpha blending (or at least correctly sorted blending)
 you might want to use instancing. In combination with geometry-shader based
 LoD (e.g. displaying a billboard which is rotated in the geometry shader
 for far trees) I got pretty decent results with 1k to 16k objects. You will
 still have to split the trees into a quadtree, since instancing has its
 peak performance for certain batch sizes. But you will have to figure it
 out by experiment since this seems highly dependent on the geometry and the
 other work on the GPU.

 Also having potentially 5000 draw calls each frame will have a serious
 impact on performance. If your trees are scattered in bigger groups (e.g.
 alleys or forests) it might be a good idea to bundle a certain amount of
 trees into one drawable (e.g. a group of three or five trees).
 This can improve your performance by trading of some bigger vertex
 arrays/display lists with less drawcalls.



 Nowadays, the performance is not good (20 fps aprox). We are not using
 any LOD nodes. Because of that, I thought in that solution.

 Using LODs won't help here too much with your trees (simplifying 2 quads
 is quite hard) , but might help you with your more complex objects as
 houses etc. Take a look at the GeometrySimplifier in osgUtil it can
 generate some LODs for testing for you.



 What are your tips? How about using VisibilityGroup?

 Unfortunately I didn't try this, but since your description doesn't sound
 like you have big occluders. I'm not quite up to date on the topic, but
 using Occlusion culling is not very efficient since it requires a GPU-CPU
 roundtrip.


 Cheers
 Sebastian


 Thanks :)

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=59139#59139





 ___
 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




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


Re: [osg-users] Best way balance tree??

2014-04-23 Thread Trajce Nikolov NICK
Hi Jaime,

my last project was a car simulator for Williams F1. And I want to give you
few hints.

In theory, quad tree spatial terrain database suits best, and this is
output from known terrain tools from Presagis, TerraSim, TrianGraphics -
they do this automatically for You. So this is the first answer.

However, from my last project, and this is based on lots of experimenting
with OSG and the latest graphics hardware, I found that a flat structure -
nodes by nodes - can perform almost with double performance, if they are
meshed - by meshing I mean here preparing the geometry into large meshes
based on material, textures (state). On todays hardware you can have large
terrain models (all into memory) like this, no paging. And for this you can
use Presagis Creator or the modeler from Remo 3D - I assume you will use
the standard format for this which sits in the sim industry for decades,
like OpenFlight, which is good for modelling and you can further optimized
it with OSG for rendering into formats like .ive, .osgb etc.

If you have REALLY large terrain model then you can consider some formats
that supports paging. So far I am familiar with TerraVista and Presagis
TerraPage, which has it as quadtree and something called smart mesh - this
is here and available for decade or so and I still think it is the best and
the most lightweight LOD paging schema and supported by the native OSG
PagedLOD.

So I guess You should tell us more about your terrain model, how you build
it or you plan to build it so we might have more hints for you

Hope these helps

Cheers,
Nick


On Wed, Apr 23, 2014 at 11:00 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 HI Jamie,

 On 23 April 2014 09:58, Jaime xatp...@hotmail.com wrote:
  What about 'pools'? We have been thinking about having a pool system to
 manage trees (lamps, cars, etc.). We would render only the objects that are
 near the player.

 The nodes of the scene graph are pretty lightweight, it's the geometry
 and textures that are large so what you want to achieve is sharing of
 the geometry and textures (and other state) but you generally don't
 need to attempt to save internal nodes in the scene graph.  This means
 that when you build the scene graph build the internal nodes so it
 provides well balanced culling - via both spatial and LOD culling and
 share as much of the leaves and state as you can.  If you have a
 static scene then you probably won't need to worry about managing a
 pool of geometry and state apart from for the purposes of building the
 scene graph in the first place.

 If you are needing to page the database because it's far too big to
 fit in memory then there may be value in managing a pool that is
 shared.  The osgDB library has a cache which you can use for this
 purpose, or you could create a pseudo loader to managing the
 instances.

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




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


Re: [osg-users] request for small source change in StandardShadowMap

2014-04-17 Thread Trajce Nikolov NICK
Hi Robert,

let me do the changes then and I will send them to You so You decide. And
thanks!

Nick


On Thu, Apr 17, 2014 at 10:44 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Nick,

 There isn't any way of me judging changes I haven't seen. In general
 if there is part of the OSG that isn't able to do what a users need it
 to do but a small change that is consistent with the overall design
 can achieve this then I'll be open to considering it to be merged.
 However, I have to see the code to know.   It could also be that what
 you are trying to do can be done without any mods.

 Robert.

 On 14 April 2014 19:58, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  Hi Robert,
 
  I am not sure if you are familiar with this code ( I bet You are ;-) ). I
  have a case where I want to mix shaders with the one that are provided to
  this class and I need access through the interface to the osg::Program
 which
  holds these shaders and it is instantiated locally in the scope of some
  method - StandardShadowMap.cpp Line: 544. I would welcome something like
  getProgram() and expose this object to the interface. Are you friendly to
  such a change - it won't brake anything. Please let me know
 
  Nick
 
  --
  trajce nikolov nick
 
  ___
  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




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


Re: [osg-users] Text with border

2014-04-16 Thread Trajce Nikolov NICK
I am  not very familiar with but try searching for osgPango. It should have
various text effects

Nick


On Wed, Apr 16, 2014 at 6:53 PM, Peter Bako osgfo...@tevs.eu wrote:

 Hello!

 Does anyone have an idea, how to create osgText with border? for example
 white text with black border. I need this, because I want to make
 screenshots of scenes with texts but the background can be any color so the
 white text as I use it now, is not readable every time.

 My only idea is to create two osgText::text objects, one with normal font
 (white), one with bold (black) and put the black text a little bit behind
 the white. The problem is that the text is always facing to the camera eye
 (setAutoRotateToScreen(true)), so this wouldn't work.
 If there is no other solution, I can switch this option off.

 Thank you for your ideas.

 Cheers,
 Peter

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58966#58966





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




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


Re: [osg-users] ShadowMap + Other shaders (bump, specular, etc) example???

2014-04-15 Thread Trajce Nikolov NICK
Hi Michael,

this sounds good but I just tried and it seam without changing the OSG code
it is not possible as well. The StandardShadowMap does not holds any
instance of the StandardShadowMap::ViewData where the _stateset is kept.

Nick


On Tue, Apr 15, 2014 at 7:29 AM, michael kapelko korn...@gmail.com wrote:

 I would derive from StandardShadowMap to gain access to _stateset
 variable. Then, osg::StateSet::getAttribute can return osg::Program it
 contains.


 2014-04-14 22:44 GMT+07:00 Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com:

 I looked at the code of StandardShadowMap.cpp and I think this object at
 line: 544 osg::Program has to be exposed to the interface as well. Robert,
 will You accept such a change, it is minor but will change the interface
 with one getProgram() method and will not brake anything. This case is good
 example of such a need when you for example wants to mix the shaders of the
 ShadowMap with your own

 Nick


 On Mon, Apr 14, 2014 at 12:35 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Knowing the problem a bit I think the question is how to access the
 osg::Program of the shader technique for binding vertex attributes like the
 binormal and tangents arrays.

 Nick


 On Mon, Apr 14, 2014 at 11:07 AM, Jaime xatp...@hotmail.com wrote:

 Thanks kornerr.

 I was checking your code, but the problem is that I don't want deferred
 shading, because I need transparency too.

 I think I should use LightSpacePerspectiveShadowMap because there I can
 use setShadowVertex/FragementeShader.

 Nick helped me with his code (thanks again Nick!), but we need to pass
 the attributes (binormal and tangent) to the shader, and then it has to be
 used by osg Shadow Mapping.

 So, does anybody know how to pass attributes to this shaders??

 Thanks a lot!

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58910#58910





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick




 --
 trajce nikolov nick

 ___
 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




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


Re: [osg-users] ShadowMap + Other shaders (bump, specular, etc) example???

2014-04-14 Thread Trajce Nikolov NICK
Knowing the problem a bit I think the question is how to access the
osg::Program of the shader technique for binding vertex attributes like the
binormal and tangents arrays.

Nick


On Mon, Apr 14, 2014 at 11:07 AM, Jaime xatp...@hotmail.com wrote:

 Thanks kornerr.

 I was checking your code, but the problem is that I don't want deferred
 shading, because I need transparency too.

 I think I should use LightSpacePerspectiveShadowMap because there I can
 use setShadowVertex/FragementeShader.

 Nick helped me with his code (thanks again Nick!), but we need to pass the
 attributes (binormal and tangent) to the shader, and then it has to be used
 by osg Shadow Mapping.

 So, does anybody know how to pass attributes to this shaders??

 Thanks a lot!

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58910#58910





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




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


Re: [osg-users] ShadowMap + Other shaders (bump, specular, etc) example???

2014-04-14 Thread Trajce Nikolov NICK
I looked at the code of StandardShadowMap.cpp and I think this object at
line: 544 osg::Program has to be exposed to the interface as well. Robert,
will You accept such a change, it is minor but will change the interface
with one getProgram() method and will not brake anything. This case is good
example of such a need when you for example wants to mix the shaders of the
ShadowMap with your own

Nick


On Mon, Apr 14, 2014 at 12:35 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Knowing the problem a bit I think the question is how to access the
 osg::Program of the shader technique for binding vertex attributes like the
 binormal and tangents arrays.

 Nick


 On Mon, Apr 14, 2014 at 11:07 AM, Jaime xatp...@hotmail.com wrote:

 Thanks kornerr.

 I was checking your code, but the problem is that I don't want deferred
 shading, because I need transparency too.

 I think I should use LightSpacePerspectiveShadowMap because there I can
 use setShadowVertex/FragementeShader.

 Nick helped me with his code (thanks again Nick!), but we need to pass
 the attributes (binormal and tangent) to the shader, and then it has to be
 used by osg Shadow Mapping.

 So, does anybody know how to pass attributes to this shaders??

 Thanks a lot!

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58910#58910





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




 --
 trajce nikolov nick




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


[osg-users] request for small source change in StandardShadowMap

2014-04-14 Thread Trajce Nikolov NICK
Hi Robert,

I am not sure if you are familiar with this code ( I bet You are ;-) ). I
have a case where I want to mix shaders with the one that are provided to
this class and I need access through the interface to the osg::Program
which holds these shaders and it is instantiated locally in the scope of
some method - StandardShadowMap.cpp Line: 544. I would welcome something
like getProgram() and expose this object to the interface. Are you friendly
to such a change - it won't brake anything. Please let me know

Nick

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


Re: [osg-users] ShadowMap + Other shaders (bump, specular, etc) example???

2014-04-11 Thread Trajce Nikolov NICK
Hi Jaime,

yes, I have such an example. If you have the bump mapping GLSL code ready
you can mix it with the shadow map shaders and set it to your shadow
mapping technique - there are methods
like 
setShadowVertexShader/setShadowFragmentShader/setMainVertexShader/setMainFragmentShader

Nick


On Fri, Apr 11, 2014 at 10:50 AM, Jaime xatp...@hotmail.com wrote:

 Hi,

 Does anybody have any example where I could find any solution to combine
 shadow maps and other shaders, specially bump mapping??

 Thanks!

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58876#58876





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




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


Re: [osg-users] ShadowMap + Other shaders (bump, specular, etc) example???

2014-04-11 Thread Trajce Nikolov NICK
yes. I will ping you on email

Nick


On Fri, Apr 11, 2014 at 11:05 AM, Jaime xatp...@hotmail.com wrote:

 Thanks for your response Nick.

 Yes, I have my bump shader. But I don't know how to combine.

 Please, could you give me an example with code??

 Thanks!

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58878#58878





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




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


Re: [osg-users] Artefact and jitter effects using osgShadows

2014-04-10 Thread Trajce Nikolov NICK
Hi Yann,

from my experience with different shadow maps techniques the best results I
am getting with open terrain and models is
with LightSpacePerspectiveShadowMapDB.

To answer your question: probably you have found the masks for shadow
casting and recieval with setReceivesShadowTraversalMask
and setCastsShadowTraversalMask methods of ShadowedScene. Then you set
these masks in the node-setNodeMask. For the terrain you set the nodemask
to terrain-setNodeMask(CastsShadowTraversalMask |
ReceivesShadowTraversalMask) and for the truck you do
truck-setNodeMask(ReceivesShadowTraversalMask)

I have some code I can share if you wish that works well with huge terrains
and models. Ping me on my email if you want

Nick


On Thu, Apr 10, 2014 at 4:27 PM, Yann Takvorian
ytakvor...@virtualsim.comwrote:

 Hi,

 I have tried to use osgShadow on a terrain database to make it more
 reallistic but could not get what I want.

 I started with the osgShadow sample (v3.1.5) and noticed on the island
 demo (-4) that the shadows where jittering when the light was moving.

 Then, I replaced the island with an OSG database onto which I added one
 truck.

 So, my shadowedScene contains 2 nodes, the osg database node and the truck
 node.

 On the final result, I tried several shadow techniques. The ShadowMap is
 the one I like the most but the result with the moving truck is not
 satisfactory.

 I believe that the selfshadowing is the problem because, when the terrain
 is receving only and the truck is casting, the shadow of the truck is nice,
 BUT, there is no shadow for all buildings and trees of the database !

 Is is possible to remove the selfshadowing effect ?

 Could it be possible to make the terrain apply the shadow on itself,
 without the truck node, then cast the truck node on the terrain only ? (so
 that to prevent the terrain from casting shadows on the truck)

 Any hint would help me.
 Thanks in advance.
 ...

 Thank you!

 Cheers,
 Yann

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58872#58872





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




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


Re: [osg-users] Artefact and jitter effects using osgShadows

2014-04-10 Thread Trajce Nikolov NICK
wops, your truck has to be set to  truck-setNodeMask(
CastsShadowTraversalMask ) only .. was a typo

Nick


On Thu, Apr 10, 2014 at 7:46 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Yann,

 from my experience with different shadow maps techniques the best results
 I am getting with open terrain and models is
 with LightSpacePerspectiveShadowMapDB.

 To answer your question: probably you have found the masks for shadow
 casting and recieval with setReceivesShadowTraversalMask
 and setCastsShadowTraversalMask methods of ShadowedScene. Then you set
 these masks in the node-setNodeMask. For the terrain you set the nodemask
 to terrain-setNodeMask(CastsShadowTraversalMask |
 ReceivesShadowTraversalMask) and for the truck you do
 truck-setNodeMask(ReceivesShadowTraversalMask)

 I have some code I can share if you wish that works well with huge
 terrains and models. Ping me on my email if you want

 Nick


 On Thu, Apr 10, 2014 at 4:27 PM, Yann Takvorian ytakvor...@virtualsim.com
  wrote:

 Hi,

 I have tried to use osgShadow on a terrain database to make it more
 reallistic but could not get what I want.

 I started with the osgShadow sample (v3.1.5) and noticed on the island
 demo (-4) that the shadows where jittering when the light was moving.

 Then, I replaced the island with an OSG database onto which I added one
 truck.

 So, my shadowedScene contains 2 nodes, the osg database node and the
 truck node.

 On the final result, I tried several shadow techniques. The ShadowMap is
 the one I like the most but the result with the moving truck is not
 satisfactory.

 I believe that the selfshadowing is the problem because, when the terrain
 is receving only and the truck is casting, the shadow of the truck is nice,
 BUT, there is no shadow for all buildings and trees of the database !

 Is is possible to remove the selfshadowing effect ?

 Could it be possible to make the terrain apply the shadow on itself,
 without the truck node, then cast the truck node on the terrain only ? (so
 that to prevent the terrain from casting shadows on the truck)

 Any hint would help me.
 Thanks in advance.
 ...

 Thank you!

 Cheers,
 Yann

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58872#58872





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




 --
 trajce nikolov nick




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


Re: [osg-users] Bigger bounding box to make picking (intersection) easier?

2014-03-28 Thread Trajce Nikolov NICK
Ahoj Petr,

you can override the bound volume calculation with your own code via
callback. Have a look in the Node class

/** Callback to allow users to override the default computation of bounding
volume.*/
struct ComputeBoundingSphereCallback : public osg::Object
{

   virtual BoundingSphere computeBound(const osg::Node) const {
return BoundingSphere(); }
};

so here you do the default Node::computeBound and adjust the radius by
something small (like radius *= 1.1)

Hope this helps

Nick


On Fri, Mar 28, 2014 at 10:00 PM, Petr Svoboda upd...@seznam.cz wrote:

 Hi,

 I would like to ask if there is some way how to create bigger bounding box
 over some model to make it easier to pick it/ intersect with.
 For example if there is a cow.osg model and I want to pick it then how do
 it in a way that I dont need to click with my mouse exactly on that model
 but a bit next to it.
 Is that was is osg::BoundingBox made for? Or the purpose of BoundingBox is
 just for culling etc.?
 I would like to use osg::LineSegmentIntersector + osg::IntersectVisitor.

 Thank you!

 Cheers,
 Petr

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58760#58760





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




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


Re: [osg-users] Bug in Collada reader

2014-03-27 Thread Trajce Nikolov NICK
from what you are stating if the color array is Vec4Array in creation you
should cast to the same in the reading portion - I guess the 4th component
is alpha of the color which is the proper way to have the colors stored. So
the fix would be casting to Vec4array in the reading part to get valid
array object

Nick


On Thu, Mar 27, 2014 at 3:35 PM, Bolstad, Mark bolst...@janelia.hhmi.orgwrote:

 While trying to map some functionality to color per vertex, I came across
 a bug in that colors aren't loaded properly.

 At daeReader::resolveMeshArrays:931 (daeRGeometry.cpp) it calls out to
 createGeometryArrays with types of Vec4Array. If you trace this down into
 the daeSourceReader call to getArray, you'll find that it reads the data
 into a Vec3Array, then returns the Vec4Array resulting in no colors.

 Anyone have a quick fix? (I'm currently attempting to change the array to
 Vec3, then convert it to a Vec4 in resolve MeshArrays).

 Attached is a small collada file created in Blender that shows the problem.

 Mark

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




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


Re: [osg-users] Bug in Collada reader

2014-03-27 Thread Trajce Nikolov NICK
I read the code fast, actually it is the other way around I think. In the
reader it should read Vec4Array. Can you point me to the reading part
(file:line) where to look?

Nick


On Thu, Mar 27, 2014 at 4:21 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 from what you are stating if the color array is Vec4Array in creation you
 should cast to the same in the reading portion - I guess the 4th component
 is alpha of the color which is the proper way to have the colors stored. So
 the fix would be casting to Vec4array in the reading part to get valid
 array object

 Nick


 On Thu, Mar 27, 2014 at 3:35 PM, Bolstad, Mark 
 bolst...@janelia.hhmi.orgwrote:

 While trying to map some functionality to color per vertex, I came across
 a bug in that colors aren't loaded properly.

 At daeReader::resolveMeshArrays:931 (daeRGeometry.cpp) it calls out to
 createGeometryArrays with types of Vec4Array. If you trace this down into
 the daeSourceReader call to getArray, you'll find that it reads the data
 into a Vec3Array, then returns the Vec4Array resulting in no colors.

 Anyone have a quick fix? (I'm currently attempting to change the array to
 Vec3, then convert it to a Vec4 in resolve MeshArrays).

 Attached is a small collada file created in Blender that shows the
 problem.

 Mark

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




 --
 trajce nikolov nick




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


Re: [osg-users] lighting flickering

2014-03-12 Thread Trajce Nikolov NICK
Thanks Kostantin! I will try to do that

Nick


On Wed, Mar 12, 2014 at 8:24 AM, Konstantin lalakos...@gmail.com wrote:

 Hello Trajce!!!

 LightSource may be traversed after some Drawables. This may be the problem!
 Try to move LightSource node upper to be traversed first.


 KOS



 2014-02-25 0:44 GMT+04:00 Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com:

 Hi Community,

 I have a scene where I use light lobes (shader based) which seam to work
 well. The lights are attached through osg::LightSource and are moved by
 osg::MatrixTransforms. All works well. Part of the scene is rendered by a
 third party rendering engine and I see the lights flicker there, this part
 is litten when I zoom in or pan, when the eye is static it does not. The
 software allows me to inject my own shaders for the lighting so I use the
 same shader that is proven to work. It is somewhat as losing or changing
 the gl_LightSource (ehm, I know I could use uniforms for this, but it is
 bit of old code) positions on the fly.

 Any clue what this zoom in flicker could be? Any idea is welcome

 --
 trajce nikolov nick

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




 --
 --
 С уважением,
 Матвеев Константин
 Руководитель проекта
 +7 (917) 554 44 64
 konstantin.matve...@eligovision.ru

 EligoVision. Интерактивные Технологии
 http://www.eligovision.ru

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




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


Re: [osg-users] Painting terrain

2014-02-26 Thread Trajce Nikolov NICK
Hi Srikanth,

I have some time now these days to help you. If you could post your code
and the terrain model I can look at it. Feel free to use my email

Nick


On Wed, Feb 26, 2014 at 6:41 AM, Srikanth Prahlad osgfo...@tevs.eu wrote:

 Hi,

 The screen shot has been taken from a far off pint to show entire terrain.
 ...

 Thank you!

 Cheers,
 Srikanth

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58381#58381





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




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


[osg-users] lighting flickering

2014-02-24 Thread Trajce Nikolov NICK
Hi Community,

I have a scene where I use light lobes (shader based) which seam to work
well. The lights are attached through osg::LightSource and are moved by
osg::MatrixTransforms. All works well. Part of the scene is rendered by a
third party rendering engine and I see the lights flicker there, this part
is litten when I zoom in or pan, when the eye is static it does not. The
software allows me to inject my own shaders for the lighting so I use the
same shader that is proven to work. It is somewhat as losing or changing
the gl_LightSource (ehm, I know I could use uniforms for this, but it is
bit of old code) positions on the fly.

Any clue what this zoom in flicker could be? Any idea is welcome

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


[osg-users] osg::CullSettings::ClampProjectionMatrixCallback

2014-02-11 Thread Trajce Nikolov NICK
Hi Community,

Any insights how this works? I have inherited from this class and tried to
set my computation of the znear/zfar but it seam it is not called. The code
is like this:

class MyClass : public osg::CullSettings::ClampProjectionMatrixCallback
{
...
 bool clampProjectionMatrixImplementation(osg::Matrixf projection,
double znear, double zfar) const
{
znear = 1.0;
zfar = 1000;
return true;
}
// same for the double implementation

then this callback is attached to the main camera, but it is not called ever

Any clue? Thanks a bunch

Nick

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


Re: [osg-users] osg::CullSettings::ClampProjectionMatrixCallback

2014-02-11 Thread Trajce Nikolov NICK
yeah, I have
set setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); for
the camera. Removing it did the work. Thanks for the hint Robert

Nick


On Tue, Feb 11, 2014 at 9:02 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 The callback is only called when you have enable the compute near far
 mode.  I don't recall the details off the top of my head, but I'd guess if
 you have slave Camera's in action you'll need to attach to the Slave Camera.

 Robert.


 On 11 February 2014 17:56, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 Any insights how this works? I have inherited from this class and tried
 to set my computation of the znear/zfar but it seam it is not called. The
 code is like this:

 class MyClass : public osg::CullSettings::ClampProjectionMatrixCallback
 {
 ...
  bool clampProjectionMatrixImplementation(osg::Matrixf projection,
 double znear, double zfar) const
 {
 znear = 1.0;
 zfar = 1000;
 return true;
 }
 // same for the double implementation

 then this callback is attached to the main camera, but it is not called
 ever

 Any clue? Thanks a bunch

 Nick

 --
 trajce nikolov nick

 ___
 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




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


Re: [osg-users] force fixed function pipeline

2014-02-07 Thread Trajce Nikolov NICK
HI Daniel,

you can set an empty Program in the stateset instead of disabling it. This
way the subgraph will be rendered using the fixed pipe-line. Like

stateset-setAttributeAndModes( new osg::Program, on, override, whatever
 )

Nick


On Fri, Feb 7, 2014 at 1:14 PM, Daniel Schmid daniel.sch...@swiss-simtec.ch
 wrote:

  Hi Robert and all



 I have a main shader for my scene graph. Then I have some parts of my
 loaded models that I want to explicitely render with the
 fixed-function-pipeline (FFP).

 In osg 3.1.5 I was able to modify a particular stateset by writing



 a_node.getOrCreateStateSet()-setAttributeAndModes(new osg::Program,
 osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED);



 Like this, the main shader was ignored for the the node and underlying
 children and the FFP was used.



 I don't know why but in OSG 3.2.0 this doesn't work anymore. I tried with
 osg::StateAttribute::OFF/ON etc. I just cant switch back to FFP .



 1.   What is the reason this behaviour changed?

 2.   What is the correct way to bypass/disable a shader at some
 particular point in the scene-graph?



 Thanks for help!



 Daniel

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




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


Re: [osg-users] Saving a Named Group in Optimize

2014-02-04 Thread Trajce Nikolov NICK
also if you put comment attributes it will not be removed on optimize

Nick


On Wed, Feb 5, 2014 at 12:54 AM, Farshid Lashkari fla...@gmail.com wrote:

 Hi Karl,

 Setting the data variance of a node to DYNAMIC should prevent the
 optimizer from removing it:

 group-setDataVariance(osg::Object::DYNAMIC);

 Cheers,
 Farshid


 On Tue, Feb 4, 2014 at 1:49 PM, Cary, Karl A. karl.a.c...@leidos.comwrote:

  Is there a way to save a named group from being optimized away by
 setting either some type of option or flag before running the optimizer? I
 can always write a custom optimize visitor to handle it, but it just seemed
 like it might be a common case that is handled and I haven't known about.
 Thanks.



 Karl



 ___
 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




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


Re: [osg-users] space partitioning

2014-01-31 Thread Trajce Nikolov NICK
Hi Deniz,

I have a terrain model built in Creator (OpenFlight) and I want to make a
quad tree like structure to optimize it since it is done really bad - roads
and other linear features as one large mesh that can be decomposed and
tiled and things like that, buildings far away from eachother in one mesh
etc. The author I guess has meshed based on the attributes (texture), but
to make it tiled it can be better I think. There is a tool for this (DART
from Presagis) but I don't have it and I don't want to do it in Creator
manually (btw, is there a way to do it in Creator ?). Can someone give
insides in the KdTree implementation in OSG? And thanks for the hint!

Cheers,
Nick


On Fri, Jan 31, 2014 at 7:52 PM, deniz diktas denizdik...@gmail.com wrote:

 Hi Nick,

 There is the osg::KdTree, but I have never used it before.
 What do you want to use the space partitioning for?

 -deniz


 Trajce Nikolov NICK wrote:
  Hi Community,
 
  is there a way to do this with osg (not with engineering) maybe
 something built in
 
 
  Thanks a bunch!
 
 
  Nick
 
  --
  trajce nikolov nick
 
   --
  Post generated by Mail2Forum


 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58117#58117





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




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


Re: [osg-users] space partitioning

2014-01-31 Thread Trajce Nikolov NICK
No, the model was actually modeled without sense for real-time (or maybe I
am too old school). But the rendering performance on the latest NVIDIA
board are really bad. Can you tell more about your work on the space
partitioning you have done? If this is not osg related we can go off-line
from the list. Please let me know.

Nick


On Fri, Jan 31, 2014 at 8:16 PM, deniz diktas denizdik...@gmail.com wrote:

 Hi Nick,

 ok, I see. Where is this thing being done bad? Inside OSG?
 My main line of previous work was space partitioning. Let me know if I can
 be of any help there.

 Best,
 -deniz


 Trajce Nikolov NICK wrote:
  Hi Deniz,
 
  I have a terrain model built in Creator (OpenFlight) and I want to make
 a quad tree like structure to optimize it since it is done really bad -
 roads and other linear features as one large mesh that can be decomposed
 and tiled and things like that, buildings far away from eachother in one
 mesh etc. The author I guess has meshed based on the attributes (texture),
 but to make it tiled it can be better I think. There is a tool for this
 (DART from Presagis) but I don't have it and I don't want to do it in
 Creator manually (btw, is there a way to do it in Creator ?). Can someone
 give insides in the KdTree implementation in OSG? And thanks for the hint!
 
 
  Cheers,
  Nick
 
 
 
  On Fri, Jan 31, 2014 at 7:52 PM, deniz diktas  () wrote:
 
   Hi Nick,
  
   There is the osg::KdTree, but I have never used it before.
   What do you want to use the space partitioning for?
  
   -deniz
  
  
   Trajce Nikolov NICK wrote:
  
Hi Community,
   
is there a way to do this with osg (not with engineering) maybe
 something built in
   
   
Thanks a bunch!
   
   
Nick
   
--
trajce nikolov nick
   
 --
Post generated by Mail2Forum
   
  
  
   --
   Read this topic online here:
   http://forum.openscenegraph.org/viewtopic.php?p=58117#58117 (
 http://forum.openscenegraph.org/viewtopic.php?p=58117#58117)
  
  
  
  
  
   ___
   osg-users mailing list
()
  
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org(
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
  
 
 
 
 
  --
  trajce nikolov nick
 
   --
  Post generated by Mail2Forum


 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=58119#58119





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




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


Re: [osg-users] Blending and hiding/showing a triangle face of the model

2014-01-24 Thread Trajce Nikolov NICK
Hi Emeric,

although they are right in the book about colors being vertex attributes I
think You can achieve the effect You are after by using osg::Material and
adjusting the alpha and then use a proper Blending Function. Have a look at
osghud example it has blended quad on top of the screen.

If You want to show/hide then probably the best is to use setNodeMask on
Your osg::Geode containing the osg::Geometry
Hope this helps

Cheers,
Nick


On Fri, Jan 24, 2014 at 9:10 PM, Émeric MASCHINO
emeric.masch...@gmail.comwrote:

 Hi,

 In the OpenSceneGraph 3 Cookbook is explained how to highlight the
 selected triangle face of a model.
 This is performed by creating a new triangle Geode that overlaps the
 selected triangle face.
 As outlined in the book: Maybe you are still looking for a way to
 change the face's color to highlight it. Unfortunately it is
 impossible to modify the face color in OpenGL because color is in fact
 a vertex attribute. Shaders may help represent a specified face with a
 different color or transparency, but it seems to make a mountain out
 of a molehill in this recipe.
 Now, this is what I'm looking for, so I need to make this mountain in
 order to display the selected triangle face as a transparent surface.
 Are there any pointers on how to achieve this with a shader as
 anticipated in the book? Or is there yet another solution?
 Rather than blending the selected triangle face, suppose that I want
 to hide/show it, would I use the same technique than for blending it
 or not?

 Thanks,

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




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


[osg-users] space partitioning

2014-01-23 Thread Trajce Nikolov NICK
Hi Community,

is there a way to do this with osg (not with engineering) maybe something
built in

Thanks a bunch!

Nick

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


Re: [osg-users] CompositeViewer with multiple RTT camera views

2014-01-23 Thread Trajce Nikolov NICK
 );
 hudCamera-getOrCreateStateSet()-setTextureAttributeAndModes( 0,
 tex2D.get() );

 rightView-addSlave(hudCamera, osg::Matrixd(), osg::Matrixd());

 viewer.addView(rightView);


 return viewer.run();








 robertosfield wrote:
  Hi Conan,
  On 23 January 2014 12:58, Conan  () wrote:
 
   I thought the prefered method to handle multiple independent views was
 with a composite viewer.  Can I add slave cameras to a composite viewer
  
 
 
  Yes, this is why I was referring to View rather than View(er) in my
 previous reply.  osgViewer is deliberately designed so that each View has
 a master Camera that controls the overall view, and an optional set of
 slave Camera's that are used to render that view.  The
 osgViewer::CompsoiteViewer composes a set of View objects, while
 osgViewer::Viewer for ease of use just inherits from View but can't handle
 multiple views obvious as it's just a single View under the hood.
 
 
  You can mix and match multiple View, multiple Scenes, multiple Contexts,
 multiple slave Camera in any way that you choose.
 
 
  Robert.
 
   --
  Post generated by Mail2Forum

 Code:




 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=57974#57974





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




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


Re: [osg-users] Bug in initial renderer compile?

2014-01-22 Thread Trajce Nikolov NICK
Hi,

I have the same issue on my ATI laptop but it is not happening on NVIDIA
machines

Nick


On Wed, Jan 22, 2014 at 1:58 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Micahel,

 It could be a big with the GLCompileVisitor not cleaning up on the state
 it's compiling.  Could you create a small example that illustrates this
 problem - such as modifiying one the OSG examples such as osgshape so it
 can reproduce the error.  With such an example I can then step through what
 is being set and work out what might be going on, and what needs to be done
 to address the issue.

 Robert.


 On 22 January 2014 10:33, Michael Bach Jensen mich...@ifad.dk wrote:

 Hi,

 During development of a new shader-based point-rendering system I started
 getting INVALID_OPERATION at start of State::apply(StateSet*) for the
 first rendered frame (subsequent frames are OK).

 The scene consists of a geode, shapedrawable box (no stateset/fixed
 function pipeline) and the point rendering node (shader pipeline) both
 under the same parent group. When rendering, the box is drawn before the
 points.

 It turned out to be due to my point shader being active for the box. The
 shader becomes active (by mistake?) as a result of the renderer calling
 compile().

 Adding a stateset to the box node with an empty program fixes the issue
 since it forces fixed function into effect before drawing the box.

 It would be nice to avoid this initial INVALID_OPERATION message.

 Has anyone else encountered this or something similar? It looks like a
 bug to me. What do you think?

 Thank you!

 Cheers,
 Michael

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=57951#57951





 ___
 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




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


Re: [osg-users] Simple demo freezes on touchpad disable/enable (bug?)

2014-01-13 Thread Trajce Nikolov NICK
Hmm  I don't think by default the osgViewer::Viewer class provides
CameraManipulator. Just give it a try. something like
viewer.setCameraManipulator( new TrackballManipulator ). Also, the app
should exit when you press ESC.

Nick


On Mon, Jan 13, 2014 at 1:09 PM, Ivan Nikolaev void...@develer.com wrote:

 Well, just following OpenSceneGraph 3.0 Beginners Guide book, and since
 it's a Viewer instance, everything should work out of the box, at least on
 my Ubuntu 12.04 machine with Unity shell it *seems* that it never
 manifested similiar problems.

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




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


Re: [osg-users] Simple demo freezes on touchpad disable/enable (bug?)

2014-01-13 Thread Trajce Nikolov NICK
  the viewer will automatically attach a TrackballManipulator when you
call Viewer::run() as a fallback

Sorry :-), Didn't knew that

Nick


On Mon, Jan 13, 2014 at 1:22 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Ivan,

 You example is fine, the viewer will automatically attach a
 TrackballManipulator when you call Viewer::run() as a fallback.  In
 principle it's better to explicitly add the camera manipulator you want as
 it's clearer what is being set up.

 As for the demo freezing, I don't know why this might be happening, I
 haven't heard others having an issue.  I would strongly suspect an issue
 with the window manager as the OSG has nothing to do with the touchpad
 itself.

 One experiment you could do is attach the StatsHandler and then bring up
 on screen stats to see if the viewer is still running then do the touchpad
 re-enable.  Another would be to look at different window managers.

 Robert.



 On 13 January 2014 10:09, Ivan Nikolaev void...@develer.com wrote:

 Well, just following OpenSceneGraph 3.0 Beginners Guide book, and since
 it's a Viewer instance, everything should work out of the box, at least on
 my Ubuntu 12.04 machine with Unity shell it *seems* that it never
 manifested similiar problems.

 ___
 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




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


Re: [osg-users] Simple demo freezes on touchpad disable/enable (bug?)

2014-01-11 Thread Trajce Nikolov NICK
Is this your whole code? I would add CameraMainpulator , like
TrackballManipulator. That is what I am seeing missing

Nick


On Sat, Jan 11, 2014 at 2:20 PM, Ivan Nikolaev void...@develer.com wrote:

  Hi,

 I've just started programming 3D stuff with OpenSceneGraph, and noticed
 that if during a full-screen rendering I try to disable and then re-enable
 my laptop's touchpad (with a Fn+F9 combination, in my case), everything
 freezes and the viewer doesn't react to any input, both from keyboard or
 mouse/touchpad, so the only way to close it is by killing it.

 Using Fedora 20 with Gnome 3 on ASUS Zenbook with integrated Intel GPU,
 the dedicated nVidia is disabled.
 OpenSceneGraph v 3.2.0

 Here's the code of my simple demo application:

 ---
 #include osgViewer/Viewer
 #include osg/Geode
 #include osg/ShapeDrawable

 int main(int argc, char** argv)
 {
 osg::ref_ptrosg::ShapeDrawable box = new osg::ShapeDrawable;
 box-setShape(new osg::Box(osg::Vec3(3.0f, 0.0f, 0.0f), 2.0f, 2.0f,
1.0f));

 osg::ref_ptrosg::Geode root = new osg::Geode;
 root-addDrawable(box.get());

 osgViewer::Viewer viewer;
 viewer.setSceneData(root.get());

 return viewer.run();
 }
 ---

 Is this a bug?

 Thank you!

 Cheers,
 Ivan

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




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


Re: [osg-users] osg rain effect on multiple channels

2013-12-24 Thread Trajce Nikolov NICK
Hi Robert,

after examining all the options it turned to be the visual system (which is
a commercial black box OSG based) doing this somehow. When I attach the
osgParticle::PrecipitationEffecte somewhere else in the scenegraph it show
to work. So sorry for the false report again. And thanks!

Happy Holidays

Nick


On Mon, Dec 23, 2013 at 4:46 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi again Robert,

 It has to do something with the ClipNode (mimiced code from the
 osgprecipitation example). On one of the channels the rain is less dense
 then on the other two, I managed to get some rain visible by reducing the
 clip distance on the ClipPlane.

 Nick


 On Mon, Dec 23, 2013 at 1:43 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Robert,

 machine per channel, the view matrices are set to blend on the edges. I
 will try your hint and let you know

 Nick


 On Mon, Dec 23, 2013 at 12:47 PM, Robert Osfield 
 robert.osfi...@gmail.com wrote:

 Hi Nick,

 On 23 December 2013 07:41, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 I tried the default osgParticle::PrecipitationEffect accross three
 channels (left,center,right) with the default settings and the observation
 is that is shows ok on the center and right channels, however there is no
 effect on the left channels - same code only the view and projection matrix
 different. Any clue why?


 I don't have any ideas why this might happen.  How are you setting up
 the different channels?  Different machines?  Sample machine different
 graphics contexts?

  What happens if you change the view matrix of the left channel to be
 nearer to the centre direction?

 Robert.




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




 --
 trajce nikolov nick




 --
 trajce nikolov nick




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


Re: [osg-users] osg::MatrixTransform delays

2013-12-24 Thread Trajce Nikolov NICK
Hi Sebastian,

when the particle system is frozen, then it is moving without delays.
Otherwise I see still delays. Robert, any comment on this issue. It is sort
of big for me

Thanks a bunch!

Nick


On Fri, Dec 20, 2013 at 1:30 PM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Hi Nick,

 just one idea: Can you replace the particle system with something else. So
 maybe it is strictly particle system related. (I'm assuming, that you use
 osgParticle here)

 Hi Sebastian,

  You are right, that is the structure and the first thing I tried was to
 attach it directly to the body but then I saw this artifact like the
 particles following the model with delay. So I tried the update callback.
 Now I am thinking to have the particles attached to the main camera so they
 move with the view but here is again update callbacks and such.

  Thanks anyway !

  Nick


 On Thu, Dec 19, 2013 at 9:35 PM, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  Am 19.12.2013 12:09, schrieb Trajce Nikolov NICK:

 Sebastian, it was too early to be happy. Changing it to traverse first
 then update didn't helped actually. On the windshield model I have attached
 ParticleSystem that is actually delayed with the windshield. Any other
 ideas?

  I also tried to attach this directly to parts of the model but same
 results.

  It is about rain effect. This particle system is firing rain drops on
 the windshield geometry and it suppose to move with the car model, however
 it is delayed as it moves.

  Sorry, I'm out of ideas here too. If I got you correctly you have some
 group which represents a body and another one representing the windshield
 with the particlesystem attached.
 And you are updating the later with the update-callback.
 I don't understand why the two groups must be disjoint. Can you explain
 the reason for this? Are those two different render passes?
 If you explain your structure a bit more in depth I maybe can point to an
 alternative solution.

 cheers
 Sebastian


  Thanks

  Nick


 On Thu, Dec 19, 2013 at 12:02 PM, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  You're welcome

 Thanks Sebastian. That was it. It did helped!

  Nick


 On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Sebastian,

  that is actually a good idea to do the traversal first. Let me try it
 first. Thanks !

  Nick


  On Thu, Dec 19, 2013 at 11:51 AM, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  Am 19.12.2013 09:26, schrieb Trajce Nikolov NICK:

 Hi Nick,

 My first question would be: Why don't you simply attach the windshield
 to the model ;-)
 No seriously, I had those effects too, when retrieving e.g. the
 ModelView matrix in callbacks. The problem usually was gone whe doing the
 traverse first and the get the matrices.
 Maybe you can give it a try, or paste some of your update-callback
 code here, so we can help.

 So basically this:
 void CameraUpdateCallback::operator()( osg::Node* node,
 osg::NodeVisitor* nv )
 {
 osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
 if (!cv)
 {
 return;
 }
 traverse(node,nv);

 osg::Camera camera = *cv-getRenderInfo().getView()-getCamera();
 camera.getViewMatrix() 
 }

 will yield different results than this:

 void CameraUpdateCallback::operator()( osg::Node* node,
 osg::NodeVisitor* nv )
 {
 osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
 if (!cv)
 {
 return;
 }


 osg::Camera camera = *cv-getRenderInfo().getView()-getCamera();
 camera.getViewMatrix() 

 traverse(node,nv);
 }

 This at least solved problems in multipass-rendering, where multiple
 cameras had to be synced relative to each other.

 Hope this helps.

 cheers
 Sebastian

  Hi Community,

  I have a simple scene of a car model with a windshield (two separate
 models combined in runtime). There is osg::MatrixTransform node on top of
 the car that moves it around, and the windshield is attached to the scene
 that also has osg::MatrixTransform on top of it with an UpdateCallback 
 that
 copies the car's matrix.

  ( the real scene is a bit different but this is the concept)

  I am seeing the windshild has some delay in following the car model
 while moving and at lower framerates. I think I just tried everything but
 always this is the same case

  Any clue and hints?

  Thanks a bunch!

  Nick

  --
 trajce nikolov nick


  ___
 osg-users mailing 
 listosg-users@lists.openscenegraph.orghttp://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




   --
 trajce nikolov nick




  --
 trajce nikolov nick


 ___
 osg

Re: [osg-users] osg::MatrixTransform delays

2013-12-24 Thread Trajce Nikolov NICK
ok. thanks. as I mentioned in my other post, it is a black box with plugin
architecture allowing to plug osg code here and there, so it is not
flexible. I tried everything and I think the particles are updated prior to
the matrix that moves the entity, so it is always a bit ahead when it
moves. I got confirmed by their support people that they have their own
schema on updating models, so it is definitely not happening in the update
traversal.

Merry Christmas to you as well :-)

Nick


On Tue, Dec 24, 2013 at 3:24 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 On 24 December 2013 11:54, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 when the particle system is frozen, then it is moving without delays.
 Otherwise I see still delays. Robert, any comment on this issue. It is sort
 of big for me


 It is almost certainly an order of operations issue, but can't say what
 exactly you are doing wrong or what to do about it. I would have commented
 already if I had any constructive ideas.


 Merry Christmas :-)
 Robert.

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




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


Re: [osg-users] osg rain effect on multiple channels

2013-12-23 Thread Trajce Nikolov NICK
Hi Robert,

machine per channel, the view matrices are set to blend on the edges. I
will try your hint and let you know

Nick


On Mon, Dec 23, 2013 at 12:47 PM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Nick,

 On 23 December 2013 07:41, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 I tried the default osgParticle::PrecipitationEffect accross three
 channels (left,center,right) with the default settings and the observation
 is that is shows ok on the center and right channels, however there is no
 effect on the left channels - same code only the view and projection matrix
 different. Any clue why?


 I don't have any ideas why this might happen.  How are you setting up the
 different channels?  Different machines?  Sample machine different graphics
 contexts?

 What happens if you change the view matrix of the left channel to be
 nearer to the centre direction?

 Robert.




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




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


Re: [osg-users] osg rain effect on multiple channels

2013-12-23 Thread Trajce Nikolov NICK
Hi again Robert,

It has to do something with the ClipNode (mimiced code from the
osgprecipitation example). On one of the channels the rain is less dense
then on the other two, I managed to get some rain visible by reducing the
clip distance on the ClipPlane.

Nick


On Mon, Dec 23, 2013 at 1:43 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Robert,

 machine per channel, the view matrices are set to blend on the edges. I
 will try your hint and let you know

 Nick


 On Mon, Dec 23, 2013 at 12:47 PM, Robert Osfield robert.osfi...@gmail.com
  wrote:

 Hi Nick,

 On 23 December 2013 07:41, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 I tried the default osgParticle::PrecipitationEffect accross three
 channels (left,center,right) with the default settings and the observation
 is that is shows ok on the center and right channels, however there is no
 effect on the left channels - same code only the view and projection matrix
 different. Any clue why?


 I don't have any ideas why this might happen.  How are you setting up the
 different channels?  Different machines?  Sample machine different graphics
 contexts?

  What happens if you change the view matrix of the left channel to be
 nearer to the centre direction?

 Robert.




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




 --
 trajce nikolov nick




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


[osg-users] osg rain effect on multiple channels

2013-12-22 Thread Trajce Nikolov NICK
Hi Community,

I tried the default osgParticle::PrecipitationEffect accross three channels
(left,center,right) with the default settings and the observation is that
is shows ok on the center and right channels, however there is no effect on
the left channels - same code only the view and projection matrix
different. Any clue why?

Thanks

Nick

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


[osg-users] osg::MatrixTransform delays

2013-12-19 Thread Trajce Nikolov NICK
Hi Community,

I have a simple scene of a car model with a windshield (two separate models
combined in runtime). There is osg::MatrixTransform node on top of the car
that moves it around, and the windshield is attached to the scene that also
has osg::MatrixTransform on top of it with an UpdateCallback that copies
the car's matrix.

( the real scene is a bit different but this is the concept)

I am seeing the windshild has some delay in following the car model while
moving and at lower framerates. I think I just tried everything but always
this is the same case

Any clue and hints?

Thanks a bunch!

Nick

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


Re: [osg-users] osg::MatrixTransform delays

2013-12-19 Thread Trajce Nikolov NICK
Hi Sebastian,

that is actually a good idea to do the traversal first. Let me try it
first. Thanks !

Nick


On Thu, Dec 19, 2013 at 11:51 AM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Am 19.12.2013 09:26, schrieb Trajce Nikolov NICK:

 Hi Nick,

 My first question would be: Why don't you simply attach the windshield to
 the model ;-)
 No seriously, I had those effects too, when retrieving e.g. the ModelView
 matrix in callbacks. The problem usually was gone whe doing the traverse
 first and the get the matrices.
 Maybe you can give it a try, or paste some of your update-callback code
 here, so we can help.

 So basically this:
 void CameraUpdateCallback::operator()( osg::Node* node, osg::NodeVisitor*
 nv )
 {
 osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
 if (!cv)
 {
 return;
 }
 traverse(node,nv);

 osg::Camera camera = *cv-getRenderInfo().getView()-getCamera();
 camera.getViewMatrix() 
 }

 will yield different results than this:

 void CameraUpdateCallback::operator()( osg::Node* node, osg::NodeVisitor*
 nv )
 {
 osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
 if (!cv)
 {
 return;
 }


 osg::Camera camera = *cv-getRenderInfo().getView()-getCamera();
 camera.getViewMatrix() 

 traverse(node,nv);
 }

 This at least solved problems in multipass-rendering, where multiple
 cameras had to be synced relative to each other.

 Hope this helps.

 cheers
 Sebastian

 Hi Community,

  I have a simple scene of a car model with a windshield (two separate
 models combined in runtime). There is osg::MatrixTransform node on top of
 the car that moves it around, and the windshield is attached to the scene
 that also has osg::MatrixTransform on top of it with an UpdateCallback that
 copies the car's matrix.

  ( the real scene is a bit different but this is the concept)

  I am seeing the windshild has some delay in following the car model
 while moving and at lower framerates. I think I just tried everything but
 always this is the same case

  Any clue and hints?

  Thanks a bunch!

  Nick

  --
 trajce nikolov nick


 ___
 osg-users mailing 
 listosg-users@lists.openscenegraph.orghttp://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




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


Re: [osg-users] osg::MatrixTransform delays

2013-12-19 Thread Trajce Nikolov NICK
Thanks Sebastian. That was it. It did helped!

Nick


On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Sebastian,

 that is actually a good idea to do the traversal first. Let me try it
 first. Thanks !

 Nick


 On Thu, Dec 19, 2013 at 11:51 AM, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  Am 19.12.2013 09:26, schrieb Trajce Nikolov NICK:

 Hi Nick,

 My first question would be: Why don't you simply attach the windshield to
 the model ;-)
 No seriously, I had those effects too, when retrieving e.g. the ModelView
 matrix in callbacks. The problem usually was gone whe doing the traverse
 first and the get the matrices.
 Maybe you can give it a try, or paste some of your update-callback code
 here, so we can help.

 So basically this:
 void CameraUpdateCallback::operator()( osg::Node* node, osg::NodeVisitor*
 nv )
 {
 osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
 if (!cv)
 {
 return;
 }
 traverse(node,nv);

 osg::Camera camera = *cv-getRenderInfo().getView()-getCamera();
 camera.getViewMatrix() 
 }

 will yield different results than this:

 void CameraUpdateCallback::operator()( osg::Node* node, osg::NodeVisitor*
 nv )
 {
 osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
 if (!cv)
 {
 return;
 }


 osg::Camera camera = *cv-getRenderInfo().getView()-getCamera();
 camera.getViewMatrix() 

 traverse(node,nv);
 }

 This at least solved problems in multipass-rendering, where multiple
 cameras had to be synced relative to each other.

 Hope this helps.

 cheers
 Sebastian

 Hi Community,

  I have a simple scene of a car model with a windshield (two separate
 models combined in runtime). There is osg::MatrixTransform node on top of
 the car that moves it around, and the windshield is attached to the scene
 that also has osg::MatrixTransform on top of it with an UpdateCallback that
 copies the car's matrix.

  ( the real scene is a bit different but this is the concept)

  I am seeing the windshild has some delay in following the car model
 while moving and at lower framerates. I think I just tried everything but
 always this is the same case

  Any clue and hints?

  Thanks a bunch!

  Nick

  --
 trajce nikolov nick


 ___
 osg-users mailing 
 listosg-users@lists.openscenegraph.orghttp://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




 --
 trajce nikolov nick




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


Re: [osg-users] osg::MatrixTransform delays

2013-12-19 Thread Trajce Nikolov NICK
Sebastian, it was too early to be happy. Changing it to traverse first then
update didn't helped actually. On the windshield model I have attached
ParticleSystem that is actually delayed with the windshield. Any other
ideas?

I also tried to attach this directly to parts of the model but same results.

It is about rain effect. This particle system is firing rain drops on the
windshield geometry and it suppose to move with the car model, however it
is delayed as it moves.

Thanks

Nick


On Thu, Dec 19, 2013 at 12:02 PM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  You're welcome

 Thanks Sebastian. That was it. It did helped!

  Nick


 On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Sebastian,

  that is actually a good idea to do the traversal first. Let me try it
 first. Thanks !

  Nick


  On Thu, Dec 19, 2013 at 11:51 AM, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  Am 19.12.2013 09:26, schrieb Trajce Nikolov NICK:

 Hi Nick,

 My first question would be: Why don't you simply attach the windshield
 to the model ;-)
 No seriously, I had those effects too, when retrieving e.g. the
 ModelView matrix in callbacks. The problem usually was gone whe doing the
 traverse first and the get the matrices.
 Maybe you can give it a try, or paste some of your update-callback code
 here, so we can help.

 So basically this:
 void CameraUpdateCallback::operator()( osg::Node* node,
 osg::NodeVisitor* nv )
 {
 osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
 if (!cv)
 {
 return;
 }
 traverse(node,nv);

 osg::Camera camera = *cv-getRenderInfo().getView()-getCamera();
 camera.getViewMatrix() 
 }

 will yield different results than this:

 void CameraUpdateCallback::operator()( osg::Node* node,
 osg::NodeVisitor* nv )
 {
 osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
 if (!cv)
 {
 return;
 }


 osg::Camera camera = *cv-getRenderInfo().getView()-getCamera();
 camera.getViewMatrix() 

 traverse(node,nv);
 }

 This at least solved problems in multipass-rendering, where multiple
 cameras had to be synced relative to each other.

 Hope this helps.

 cheers
 Sebastian

  Hi Community,

  I have a simple scene of a car model with a windshield (two separate
 models combined in runtime). There is osg::MatrixTransform node on top of
 the car that moves it around, and the windshield is attached to the scene
 that also has osg::MatrixTransform on top of it with an UpdateCallback that
 copies the car's matrix.

  ( the real scene is a bit different but this is the concept)

  I am seeing the windshild has some delay in following the car model
 while moving and at lower framerates. I think I just tried everything but
 always this is the same case

  Any clue and hints?

  Thanks a bunch!

  Nick

  --
 trajce nikolov nick


  ___
 osg-users mailing 
 listosg-users@lists.openscenegraph.orghttp://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




   --
 trajce nikolov nick




  --
 trajce nikolov nick


 ___
 osg-users mailing 
 listosg-users@lists.openscenegraph.orghttp://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




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


Re: [osg-users] osg::MatrixTransform delays

2013-12-19 Thread Trajce Nikolov NICK
Hi Sebastian,

You are right, that is the structure and the first thing I tried was to
attach it directly to the body but then I saw this artifact like the
particles following the model with delay. So I tried the update callback.
Now I am thinking to have the particles attached to the main camera so they
move with the view but here is again update callbacks and such.

Thanks anyway !

Nick


On Thu, Dec 19, 2013 at 9:35 PM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Am 19.12.2013 12:09, schrieb Trajce Nikolov NICK:

 Sebastian, it was too early to be happy. Changing it to traverse first
 then update didn't helped actually. On the windshield model I have attached
 ParticleSystem that is actually delayed with the windshield. Any other
 ideas?

  I also tried to attach this directly to parts of the model but same
 results.

  It is about rain effect. This particle system is firing rain drops on
 the windshield geometry and it suppose to move with the car model, however
 it is delayed as it moves.

 Sorry, I'm out of ideas here too. If I got you correctly you have some
 group which represents a body and another one representing the windshield
 with the particlesystem attached.
 And you are updating the later with the update-callback.
 I don't understand why the two groups must be disjoint. Can you explain
 the reason for this? Are those two different render passes?
 If you explain your structure a bit more in depth I maybe can point to an
 alternative solution.

 cheers
 Sebastian


  Thanks

  Nick


 On Thu, Dec 19, 2013 at 12:02 PM, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  You're welcome

 Thanks Sebastian. That was it. It did helped!

  Nick


 On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Sebastian,

  that is actually a good idea to do the traversal first. Let me try it
 first. Thanks !

  Nick


  On Thu, Dec 19, 2013 at 11:51 AM, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  Am 19.12.2013 09:26, schrieb Trajce Nikolov NICK:

 Hi Nick,

 My first question would be: Why don't you simply attach the windshield
 to the model ;-)
 No seriously, I had those effects too, when retrieving e.g. the
 ModelView matrix in callbacks. The problem usually was gone whe doing the
 traverse first and the get the matrices.
 Maybe you can give it a try, or paste some of your update-callback code
 here, so we can help.

 So basically this:
 void CameraUpdateCallback::operator()( osg::Node* node,
 osg::NodeVisitor* nv )
 {
 osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
 if (!cv)
 {
 return;
 }
 traverse(node,nv);

 osg::Camera camera = *cv-getRenderInfo().getView()-getCamera();
 camera.getViewMatrix() 
 }

 will yield different results than this:

 void CameraUpdateCallback::operator()( osg::Node* node,
 osg::NodeVisitor* nv )
 {
 osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
 if (!cv)
 {
 return;
 }


 osg::Camera camera = *cv-getRenderInfo().getView()-getCamera();
 camera.getViewMatrix() 

 traverse(node,nv);
 }

 This at least solved problems in multipass-rendering, where multiple
 cameras had to be synced relative to each other.

 Hope this helps.

 cheers
 Sebastian

  Hi Community,

  I have a simple scene of a car model with a windshield (two separate
 models combined in runtime). There is osg::MatrixTransform node on top of
 the car that moves it around, and the windshield is attached to the scene
 that also has osg::MatrixTransform on top of it with an UpdateCallback that
 copies the car's matrix.

  ( the real scene is a bit different but this is the concept)

  I am seeing the windshild has some delay in following the car model
 while moving and at lower framerates. I think I just tried everything but
 always this is the same case

  Any clue and hints?

  Thanks a bunch!

  Nick

  --
 trajce nikolov nick


  ___
 osg-users mailing 
 listosg-users@lists.openscenegraph.orghttp://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




   --
 trajce nikolov nick




  --
 trajce nikolov nick


 ___
 osg-users mailing 
 listosg-users@lists.openscenegraph.orghttp://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




  --
 trajce nikolov nick


 ___
 osg-users mailing 
 listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi

[osg-users] Point Particle system with variable Point Size

2013-12-16 Thread Trajce Nikolov NICK
Hello Community,

I am trying to achieve this and started with the osgparticle sample. I am
using Particle template where I have set the proper Size Range for the
particles and made this default template. The particles displayed are very
small and same in size.

I tried to add to the StateSet osg::Point with min/max point size but still
no luck, getting them same in size.

Any hints? What is the trick behind?

Thank You
Nick

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


Re: [osg-users] Curious compiler behavior

2013-12-13 Thread Trajce Nikolov NICK
Hi Lionel,

this topic was discussed before as I can recall and there was a neat
solution (with #ifdefs) posted to avoid the conflict. Have a look in the
archive, can not remember the author

Nick


On Fri, Dec 13, 2013 at 1:41 PM, Lionel Lagarde
lionel.laga...@oktal-se.frwrote:

 My problem looks like the osgDB::fstream / std::fstream conflict which was
 resolved using the /FORCE:MULTIPLE linker flag.
 Does anyone has more information on this ?


 On 12/12/2013 18:39, Lionel Lagarde wrote:

 It seems that osg80-osgd.dll contains the symbols of scalar integer
 (char, uchar, short, ushort, int, uint) specializations of the
 MixinVector.

 The vector and floating point specializations are not defined.

 On 12/12/2013 18:19, Lionel Lagarde wrote:

 Hi,

 I use Visual Express C++ 2010.

 The following code works very well:
 osg::FloatArray *array = ...
 (*array)[i] = 10.0;

 I decided to add integer support:
 osg::IntArray *array = ...
 (*array)[i] = 10;

 And the linker says:
 osgd.lib(osg80-osgd.dll) : error LNK2005: public: int  __cdecl
 osg::MixinVector::operator[](unsigned __int64) already defined in
 libseFastOsgCored.lib(OsgUniform.obj)

 Any idea ?

 ___
 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


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




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


Re: [osg-users] Curious compiler behavior

2013-12-13 Thread Trajce Nikolov NICK
yes, that was what I saw earlier in one post. But good you made it work :-)

Nick


On Fri, Dec 13, 2013 at 3:00 PM, Lionel Lagarde
lionel.laga...@oktal-se.frwrote:

  Hi Nick,

 The solution involving the #ifdefs is to use the osgDB::fstream classes
 instead of the std ones using #defines:

 #ifdef WIN32

 // Replace STL fstream with OSG fstream
 #include osgDB/fstream
 #define ifstream osgDB::ifstream
 #define ofstream osgDB::ofstream

 #else

 #include fstream
 #define ifstream std::ifstream
 #define ofstream std::ofstream

 #endif


 It doesn't apply in my case.

 But I manage to make the it works using directly the vector implementation
 of the MixinVector:

 osg::IntArray *array = ...
 std::vectorint v = array-asVector();
 v[0] = 10;





 On 13/12/2013 11:50, Trajce Nikolov NICK wrote:

 Hi Lionel,

  this topic was discussed before as I can recall and there was a neat
 solution (with #ifdefs) posted to avoid the conflict. Have a look in the
 archive, can not remember the author

  Nick


 On Fri, Dec 13, 2013 at 1:41 PM, Lionel Lagarde 
 lionel.laga...@oktal-se.fr wrote:

 My problem looks like the osgDB::fstream / std::fstream conflict which
 was resolved using the /FORCE:MULTIPLE linker flag.
 Does anyone has more information on this ?


 On 12/12/2013 18:39, Lionel Lagarde wrote:

 It seems that osg80-osgd.dll contains the symbols of scalar integer
 (char, uchar, short, ushort, int, uint) specializations of the
 MixinVector.

 The vector and floating point specializations are not defined.

 On 12/12/2013 18:19, Lionel Lagarde wrote:

 Hi,

 I use Visual Express C++ 2010.

 The following code works very well:
 osg::FloatArray *array = ...
 (*array)[i] = 10.0;

 I decided to add integer support:
 osg::IntArray *array = ...
 (*array)[i] = 10;

 And the linker says:
 osgd.lib(osg80-osgd.dll) : error LNK2005: public: int  __cdecl
 osg::MixinVector::operator[](unsigned __int64) already defined in
 libseFastOsgCored.lib(OsgUniform.obj)

 Any idea ?

 ___
 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


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




  --
 trajce nikolov nick


 ___
 osg-users mailing 
 listosg-users@lists.openscenegraph.orghttp://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




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


[osg-users] disabling lighting in RTT scene

2013-12-09 Thread Trajce Nikolov NICK
Hi Community,

for some reason I can not disable lighting in the RTT scene. The scene is
being rendered with the main scene lighting ON. I tried the basics things
like

geode-getOrCreateStateSet()-setMode( GL_LIGHTING,
osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE );

I even tried to override it with a shader still lighting is applied to the
whole scene. I see changes when pressing 'l' in the osgviewer (extended
sample)

Any clue, hints?

Thanks a bunch!

Nick

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


Re: [osg-users] disabling lighting in RTT scene

2013-12-09 Thread Trajce Nikolov NICK
I tried that Robert as well. I have PROTECTED on the RTT camera but the
lighting is still active from the main view. I can make a sample to
demonstrate this

Nick


On Mon, Dec 9, 2013 at 1:14 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 You use OVERRIDE when you want to override the state below that StateSet
 in the scene graph, and you use PROTECTED when you want to avoid a subgraph
 being overridden from above.  So for your usage case I think PROTECTED
 would be appropriate rather than OVERRIDE.

 Robert.


 On 9 December 2013 09:17, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 for some reason I can not disable lighting in the RTT scene. The scene is
 being rendered with the main scene lighting ON. I tried the basics things
 like

 geode-getOrCreateStateSet()-setMode( GL_LIGHTING,
 osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE );

 I even tried to override it with a shader still lighting is applied to
 the whole scene. I see changes when pressing 'l' in the osgviewer (extended
 sample)

 Any clue, hints?

 Thanks a bunch!

 Nick

 --
 trajce nikolov nick

 ___
 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




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


Re: [osg-users] disabling lighting in RTT scene

2013-12-09 Thread Trajce Nikolov NICK
Hi Robert, I tried this in osgprerender to disable the lighting on the
camera with PROTECTED and I can confirm it doesn't it. Can you try on your
end and confirm, seam like a bug somewhere

Thank You.

Nick


On Mon, Dec 9, 2013 at 1:18 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 I tried that Robert as well. I have PROTECTED on the RTT camera but the
 lighting is still active from the main view. I can make a sample to
 demonstrate this

 Nick


 On Mon, Dec 9, 2013 at 1:14 PM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 Hi Nick,

 You use OVERRIDE when you want to override the state below that StateSet
 in the scene graph, and you use PROTECTED when you want to avoid a subgraph
 being overridden from above.  So for your usage case I think PROTECTED
 would be appropriate rather than OVERRIDE.

 Robert.


 On 9 December 2013 09:17, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 for some reason I can not disable lighting in the RTT scene. The scene
 is being rendered with the main scene lighting ON. I tried the basics
 things like

 geode-getOrCreateStateSet()-setMode( GL_LIGHTING,
 osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE );

 I even tried to override it with a shader still lighting is applied to
 the whole scene. I see changes when pressing 'l' in the osgviewer (extended
 sample)

 Any clue, hints?

 Thanks a bunch!

 Nick

 --
 trajce nikolov nick

 ___
 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




 --
 trajce nikolov nick




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


Re: [osg-users] disabling lighting in RTT scene

2013-12-09 Thread Trajce Nikolov NICK
Actually, it is the on screen quad that was causing the lighting issue.
Works fine after setting the mode to the quad itself. Sorry for the false
bug report

Nick


On Mon, Dec 9, 2013 at 2:00 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Robert, I tried this in osgprerender to disable the lighting on the
 camera with PROTECTED and I can confirm it doesn't it. Can you try on your
 end and confirm, seam like a bug somewhere

 Thank You.

 Nick


 On Mon, Dec 9, 2013 at 1:18 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 I tried that Robert as well. I have PROTECTED on the RTT camera but the
 lighting is still active from the main view. I can make a sample to
 demonstrate this

 Nick


 On Mon, Dec 9, 2013 at 1:14 PM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 Hi Nick,

 You use OVERRIDE when you want to override the state below that StateSet
 in the scene graph, and you use PROTECTED when you want to avoid a subgraph
 being overridden from above.  So for your usage case I think PROTECTED
 would be appropriate rather than OVERRIDE.

 Robert.


 On 9 December 2013 09:17, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 for some reason I can not disable lighting in the RTT scene. The scene
 is being rendered with the main scene lighting ON. I tried the basics
 things like

 geode-getOrCreateStateSet()-setMode( GL_LIGHTING,
 osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE );

 I even tried to override it with a shader still lighting is applied to
 the whole scene. I see changes when pressing 'l' in the osgviewer (extended
 sample)

 Any clue, hints?

 Thanks a bunch!

 Nick

 --
 trajce nikolov nick

 ___
 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




 --
 trajce nikolov nick




 --
 trajce nikolov nick




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


Re: [osg-users] [osgDEM] calculate height above ellipsoid in vertex shader

2013-12-05 Thread Trajce Nikolov NICK
@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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


[osg-users] list of random Particle templates

2013-12-04 Thread Trajce Nikolov NICK
Hi Community,

I went through the osgParticle code and I am wondering if some of its parts
can be extended to support list of templates instead of single one for the
Particles. I think it shouldn't be very hard to implement. Any thoughts?

Nick

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


Re: [osg-users] Help with callbacks and cameras

2013-12-03 Thread Trajce Nikolov NICK
Hi Sebastian,

I struggled with the same problem. The way how I resolved this was by
keeping reference to the camera and working with the NodeMask (the camera
was turned on at each N-th frame, otherwise was off). And the framebuffer
was kept this way

Hope this helps

Nick


On Tue, Dec 3, 2013 at 1:57 PM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

 Hi folks,

 I have  a camera responsible for updating some texture by rendering to it.
 What is the preferred way/callback to let the camera run only every 10th
 frame or so.
 I know I can use the the nodevisitor to get the framenumber, but I'm
 puzzled which callback to use to skip the camera all together for a frame.
 By skipping I also mean that the attached texture/FBO is not cleared and
 so on.
 Can this be done with the event callback (like skipping the frame event?)

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




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


[osg-users] rendering millions of spheres

2013-12-02 Thread Trajce Nikolov NICK
Hi Community,

I remember someone has faced this problem and I think with some solution.
Anyone knowing some pointers willing to share some hints, techniques?

Thanks a bunch

Nick

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


Re: [osg-users] rendering millions of spheres

2013-12-02 Thread Trajce Nikolov NICK
Thanks Robert, and Alistair for the detailed info. I have done this in the
past as you mentioned with geometry shaders by passing the centers and
radiuses as vertex array and attribs and expanding them into spheres in a
geometry shader. Can not use it now though. So your another hint was the
sample from the osg repo. I will have a look at it.

I have to model rain drops on wind shield, and not aligned to screen but in
3d. I have set of rain drop models from Modo and looking around for the
best approach to get these models randomly placed in 3D on a geometry (the
wind shield) as many as possible.

Thanks a bunch again for the hints.

Nick


On Mon, Dec 2, 2013 at 5:44 PM, Alistair Baxter alist...@mve.com wrote:

  In order to render a large amount of identical primitives, you probably
 want to use either instancing or geometry shaders. If your target hardware
 supports OpenGl 3.x features, then the latter is better. You can use arrays
 of per-vertex data to specify the differences between your spheres (radius,
 colour etc), create your osg::geometry as a list of points and have your
 geometry shader expand that into spheres.



 For the spheres themselves, it’s far quicker to create them as
 camera-facing impostors, and have your fragment shader just draw spheres
 for each of them (various examples are available on the web), which can be
 lit as needs be. The trouble is that they will be flat, which might not be
 ideal if many of your spheres intersect. You could at least save some
 triangles by generating camera-facing hemispheres. I’m not sure what the
 effect would be if you changed the z-values in the fragment shader, but I
 am advised that’s not a good idea, because it means z-buffer-testing can’t
 be done before your fragment shader is run.



 If you’re stuck with older or mobile hardware, then (extensions
 permitting) you can use shader instancing to do the same thing. Create a
 single sphere (or hemisphere or quad, for an impostor) , put your
 per-instance data into a texture, and sample that texture in your vertex
 shader (ensure you set your texture filtering modes appropriately).  There
 is an example osgdrawinstanced supplied with the OpenSceneGraph
 distribution that shows you basically how that is done.



 If you don’t have the instancing extension available (MESA software
 rendering, some older mobile OpenGLES 2 chipsets, VERY old desktop
 hardware) you need to just make sure you render them in large batches of
 vertices, which means making 1, or only a few Geometries containing
 multiple spheres (or quads if you can still use a vertex shader to orient
 them).



 Quite a lot of ideas there for things to try, I think, apologies if any of
 that is a bit confusing.





 Alistair Baxter
 Software Engineer
 
 Have you downloaded your FREE copy of
 *FieldMove Clino? *Find out more about our app for iPhone and Android
 smartphones:  http://news.mve.com/fieldmoveclino

 Midland Valley Exploration Ltd.
 144 West George Street
 Glasgow G2 2HG
 United Kingdom

 Tel: +44 (0) 141 332 2681
 Fax:+44 (0) 141 332 6792

 The structural geology experts



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce Nikolov
 NICK
 *Sent:* 02 December 2013 13:50
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] rendering millions of spheres



 Hi Community,



 I remember someone has faced this problem and I think with some solution.
 Anyone knowing some pointers willing to share some hints, techniques?



 Thanks a bunch



 Nick



 --
 trajce nikolov nick

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




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


Re: [osg-users] rendering millions of spheres

2013-12-02 Thread Trajce Nikolov NICK
Hi Robert,

you are right, and probably that is the best approach. How would you
approach the coalescing of drops? I am aware of papers of properly doing
it as well. However, I took the fastest approach :-) ... Tried that in Modo
based on some modeling tutorial and now trying to mimic it into real-time.
Don't care about the physic that much, and to make it accurate, just to
make it as soon as possible with some good visual.

In Modo it works in a way you model few drops and you morph them as they
run across the screen, and also the models are fired on the screen with
particle effect choosing random models and positions. This is what I am
trying to mimic. The results visually are great, and I can agree with you
it is not the best approach, but let see how far I get. At the moment I am
worrying only about performance. So for the first run I am to learn about
the techniques of instancing etc. that's why I have asked for the simple
case of rendering spheres, At the end I am not going to have spheres but
some other geometries, maybe even your suggested textured quads.

also want to ask the community, specially those with advanced GLSL skills,
if someone can rewrite the vertex program into GLSL example, please email me

Nick


On Mon, Dec 2, 2013 at 7:02 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 On 2 December 2013 15:18, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 I have to model rain drops on wind shield, and not aligned to screen but
 in 3d. I have set of rain drop models from Modo and looking around for
 the best approach to get these models randomly placed in 3D on a geometry
 (the wind shield) as many as possible.


 I wouldn't personally render rain drops with traditional geometry, rather
 I'd try and create quads that are textured and using pixel shaders that do
 motion blur and refraction effects that are required.  On the wind shield
 rain drops are only briefly round and will quickly coalesce with other
 drops and then run across the screen with gravity and wind effects, here
 sphere's wouldn't appropriate at all.

 Robert.

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




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


Re: [osg-users] rendering millions of spheres

2013-12-02 Thread Trajce Nikolov NICK
the vertex program from osgvertexprogram sample ;-) .. forgot to mention

Nick


On Mon, Dec 2, 2013 at 7:21 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Robert,

 you are right, and probably that is the best approach. How would you
 approach the coalescing of drops? I am aware of papers of properly doing
 it as well. However, I took the fastest approach :-) ... Tried that in Modo
 based on some modeling tutorial and now trying to mimic it into real-time.
 Don't care about the physic that much, and to make it accurate, just to
 make it as soon as possible with some good visual.

 In Modo it works in a way you model few drops and you morph them as they
 run across the screen, and also the models are fired on the screen with
 particle effect choosing random models and positions. This is what I am
 trying to mimic. The results visually are great, and I can agree with you
 it is not the best approach, but let see how far I get. At the moment I am
 worrying only about performance. So for the first run I am to learn about
 the techniques of instancing etc. that's why I have asked for the simple
 case of rendering spheres, At the end I am not going to have spheres but
 some other geometries, maybe even your suggested textured quads.

 also want to ask the community, specially those with advanced GLSL skills,
 if someone can rewrite the vertex program into GLSL example, please email me

 Nick


 On Mon, Dec 2, 2013 at 7:02 PM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 Hi Nick,

 On 2 December 2013 15:18, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 I have to model rain drops on wind shield, and not aligned to screen but
 in 3d. I have set of rain drop models from Modo and looking around for
 the best approach to get these models randomly placed in 3D on a geometry
 (the wind shield) as many as possible.


 I wouldn't personally render rain drops with traditional geometry, rather
 I'd try and create quads that are textured and using pixel shaders that do
 motion blur and refraction effects that are required.  On the wind shield
 rain drops are only briefly round and will quickly coalesce with other
 drops and then run across the screen with gravity and wind effects, here
 sphere's wouldn't appropriate at all.

 Robert.

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




 --
 trajce nikolov nick




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


Re: [osg-users] How to getting the number of vertices

2013-12-01 Thread Trajce Nikolov NICK
Hi,

maybe you write a NodeVisitor and collect these informations on Geode and
Geometry level by getting the vertex arrays and their count. If you want to
see how many are in the current view you traverse only the active children
(setting in the NodeVisitor)

Nick


On Mon, Dec 2, 2013 at 9:49 AM, Kim JongBum osgfo...@tevs.eu wrote:

 Hi,

 i would like to know the number of vertices in the scene.

 i know how to see the value of vertices as i press 's'button.

 but i wanna know how can i get the value
 (ex_for storing into variable)

 Thank you!

 Cheers,
 Kim

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=57508#57508





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




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


[osg-users] osgcluster small fix

2013-11-21 Thread Trajce Nikolov NICK
Hi Robert,

just a note, I have tested the osgcluster example and I found a missing
setup, just a line of code. You have to set at ln 530

if (viewerMod != SLAVE) viewer.setCameraManipulator(...)

Otherwise it doesn't work

Cheers,

Nick

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


Re: [osg-users] osgcluster small fix

2013-11-21 Thread Trajce Nikolov NICK
Hi Robert,

it makes sense what you just wrote. When I ran the sample, I was able to
control the model with the camera manipulator in slave mode, so I just look
fast in the sample and come up with this fix. For some reason, the camera
view matrix gets valid from the camera manipulator, no idea why. If I find
some time today I might investigate this further, but it is welcome if the
community test it as well

Thanks

Nick


On Thu, Nov 21, 2013 at 2:15 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 This code hasn't changed and used to work.  Could you example Otherwise
 it doesn't work as I'd like to get to the bottom of when and where it does
 and doesn't work and why.

 The slave viewer camera's view matrix is overwritten on each new frame
 just before renderingTraversals(), this will be any setting from the camera
 manipulator will be overridden so functionally should be fine.  Ideally one
 wouldn't have any camera manipulators on the slave so you suggested change
 is good practice, but why it's actually required when you've tested needs
 to be explained as something else must be going on.

 Robert.


 On 21 November 2013 08:28, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Robert,

 just a note, I have tested the osgcluster example and I found a missing
 setup, just a line of code. You have to set at ln 530

 if (viewerMod != SLAVE) viewer.setCameraManipulator(...)

 Otherwise it doesn't work

 Cheers,

 Nick

 --
 trajce nikolov nick

 ___
 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




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


Re: [osg-users] Pivot point in osgViewer

2013-11-20 Thread Trajce Nikolov NICK
Hi Jason,

very easy to do this. You control the view matrix manually. Something like

viewer.getCamera()-setViewMatrixAsLookAt(eye,center, up)

probably you would want to do an UpdateCallback for the camera that gets
the new pivot point and change only the center



Nick


On Thu, Nov 21, 2013 at 8:01 AM, Jason Anderssen janders...@exactal.comwrote:

 Hi all,

 Im experimenting with osgViewer, and would like to know how I would go
 about changing the pivot point of the scene if the user clicks on an object
 and I want to use the scenes object's centre point as the new pivot point?
 Is this possible with the current manipulators?
 So ultimately I am trying to implement dynamic pivot point selection by
 the user but still maintaining the current view position.

 Thank you in advance.

 Cheers
 Jason

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




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


Re: [osg-users] Pivot point in osgViewer

2013-11-20 Thread Trajce Nikolov NICK
Hi Jason,

I guess you have to have a look at the CameraManipulators available and
probably inherit and override some code. There is some OrbitManipulator
maybe you can start with.

Nick


On Thu, Nov 21, 2013 at 9:17 AM, Jason Anderssen janders...@exactal.comwrote:

 Hi Trajce,

 Thank you for your response, so will this still allow the user to be
 looking at one location, while the scene itself rotates around a different
 location?
 I did think I tried this, and I thought the whole view changed to the new
 centre, I will try again all the same.

 Cheers
 Jason

 From: Trajce Nikolov NICK trajce.nikolov.n...@gmail.com
 Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Date: Thu, 21 Nov 2013 15:19:42 +1000
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Pivot point in osgViewer

 Hi Jason,

 very easy to do this. You control the view matrix manually. Something like

 viewer.getCamera()-setViewMatrixAsLookAt(eye,center, up)

 probably you would want to do an UpdateCallback for the camera that gets
 the new pivot point and change only the center



 Nick


 On Thu, Nov 21, 2013 at 8:01 AM, Jason Anderssen 
 janders...@exactal.comwrote:

 Hi all,

 Im experimenting with osgViewer, and would like to know how I would go
 about changing the pivot point of the scene if the user clicks on an object
 and I want to use the scenes object's centre point as the new pivot point?
 Is this possible with the current manipulators?
 So ultimately I am trying to implement dynamic pivot point selection by
 the user but still maintaining the current view position.

 Thank you in advance.

 Cheers
 Jason

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




 --
 trajce nikolov nick

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




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


[osg-users] obtain osgViewer::Viewer handle from the scenegraph

2013-11-18 Thread Trajce Nikolov NICK
Hi Community,

I am working with OSG based application that has plug-in based
architecture. So I wrote plugins that has to deal with the scene, and these
are dlls with some interface. The only available data structure in the
interface is the scene root.

Is there a way to get a pointer to the Viewer from the scene? I was hoping
to find something like

osg::Camera* camera = ...
camera-getView()-getViewer() but there is nothing like this in the API.
Any hints?

Thanks a bunch

Nick

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


Re: [osg-users] obtain osgViewer::Viewer handle from the scenegraph

2013-11-18 Thread Trajce Nikolov NICK
yeah .. I saw it too a bit late. My intellisense was dropping osg::View
methods so I totally missed osgViewer::View. Works now. Thanks Mattias

Cheers,
Nick


On Mon, Nov 18, 2013 at 12:54 PM, Mattias Helsing helsin...@gmail.comwrote:

 ...sorry, the last should be:

 osgViewer::Viewer* viewer =
 dynamic_castosgViewer::CompositeViewer*(view-getViewerBase());

 Mattias

 On Mon, Nov 18, 2013 at 10:52 AM, Mattias Helsing helsin...@gmail.com
 wrote:
  Hi Nick,
  try one of:
 
  osgViewer::Viewer* viewer =
 dynamic_castosgViewer::Viewer*(camera-getView());
 
  or
 
  osgViewer::View* view =
 dynamic_castosgViewer::View*(camera-getView());
  osgViewer::Viewer* viewer =
 dynamic_castosgViewer::CompositeViewer*(view);
 
  ...from top of head :)
  Mattias
 
  On Mon, Nov 18, 2013 at 10:27 AM, Trajce Nikolov NICK
  trajce.nikolov.n...@gmail.com wrote:
  Hi Community,
 
  I am working with OSG based application that has plug-in based
 architecture.
  So I wrote plugins that has to deal with the scene, and these are dlls
 with
  some interface. The only available data structure in the interface is
 the
  scene root.
 
  Is there a way to get a pointer to the Viewer from the scene? I was
 hoping
  to find something like
 
  osg::Camera* camera = ...
  camera-getView()-getViewer() but there is nothing like this in the
 API.
  Any hints?
 
  Thanks a bunch
 
  Nick
 
  --
  trajce nikolov nick
 
  ___
  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




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


[osg-users] Model attached to Camera

2013-11-14 Thread Trajce Nikolov NICK
Hi Community,

I would like to do this mentioned in the subject and I am facing issues.
Sounds pretty simple but need help.

The model is attached to osg::MatrixTransform and I have
osg::UpdateCallback attached to it that sets the Matrix based on the
camera. So here is the snippet from the callback:

osg::MatrixTransform* mxt = dynamic_castosg::MatrixTransform*(node);

osg::Vec3 pos = camera-getInverseViewMatrix().getTrans();
osg::Quat rot = camera-getInverseViewMatrix().getRotate();

mxt-setMatrix(osg::Matrix::rotate(rot)*osg::Matrix::translate(pos)).

It doesn't look right. What is wrong with this code? Also, there is some
delay (when I don't apply the orientation just for debug), the model when
attached is sort of delayed following the camera. Any hints?

Thanks a bunch

Nick

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


Re: [osg-users] Model attached to Camera

2013-11-14 Thread Trajce Nikolov NICK
I gave up on this approach. Used another Camera that mimic HUD but with
Prespective projection. Works now. Have to learn to stress less when
looking for answers :-)

Cheers,

Nick


On Thu, Nov 14, 2013 at 1:32 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I would like to do this mentioned in the subject and I am facing issues.
 Sounds pretty simple but need help.

 The model is attached to osg::MatrixTransform and I have
 osg::UpdateCallback attached to it that sets the Matrix based on the
 camera. So here is the snippet from the callback:

 osg::MatrixTransform* mxt = dynamic_castosg::MatrixTransform*(node);

 osg::Vec3 pos = camera-getInverseViewMatrix().getTrans();
 osg::Quat rot = camera-getInverseViewMatrix().getRotate();

 mxt-setMatrix(osg::Matrix::rotate(rot)*osg::Matrix::translate(pos)).

 It doesn't look right. What is wrong with this code? Also, there is some
 delay (when I don't apply the orientation just for debug), the model when
 attached is sort of delayed following the camera. Any hints?

 Thanks a bunch

 Nick

 --
 trajce nikolov nick




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


Re: [osg-users] Model attached to Camera

2013-11-14 Thread Trajce Nikolov NICK
Hi Robert,

thanks for the hint. I don't have CameraManipulator. Anyway I made it work
with HUD like approach.

Thanks again

Nick


On Thu, Nov 14, 2013 at 2:55 PM, Robert Milharcic 
robert.milhar...@ib-caddy.si wrote:

 On 14.11.2013 11:32, Trajce Nikolov NICK wrote:

 It doesn't look right. What is wrong with this code? Also, there is some
 delay (when I don't apply the orientation just for debug), the model when
 attached is sort of delayed following the camera. Any hints?


 Hi Nick,

 I'm just guessing here, but if model is delayed, it probably means that
 camera's view matrix wasn't updated yet. If I remember correctly, Viewer
 will update its camera by calling cameraManipulator-updateCamera()
 somewhere in the update traversal too... so, maybe node callback is called
 before updateCamera()? Maybe you could cast camera-getView() to
 osg::Viewer::View and then call getViewerBase(), cast it to proper Viewer
 and call viewer-getCameraManipulator()-updateCamera() ...

 Robert Milharcic

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




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


Re: [osg-users] composite viewer: fixed view size on resize event

2013-11-11 Thread Trajce Nikolov NICK
Hi Gianni,

I ve been following your posts about this issue and I think you are chasing
features of CompositeViewer beyond it's implementation. I found myself in a
similar position while back when working on a project and I ended up with a
HUD. Just a hint

Nick


On Mon, Nov 11, 2013 at 1:07 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Hi All,
 I have a osgViewer::CompositeViewer. Then I add another osgViewer::View
 with viewer-addView() method.

 Now, when I resize the main window the added view resizes accordingly. I
 would like the view I add to the composite viewer does not change on resize
 event. Is it possible?

 I'm working with Qt so I got osgviewerQT as starting example.

 Regards,
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=57170#57170





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




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


Re: [osg-users] OSG Qt integration and thread safety

2013-11-07 Thread Trajce Nikolov NICK
Hi Jan,

 Your approach isn't safe. OSG is *not threadsafe*. Or, rather, it is
not threadsafe from arbitrary modifications. If you want to be safe,
the only time when modifications to the scene graph may happen is
before or after the frame() is invoked, not while frame() is running.



On Wed, Nov 6, 2013 at 9:19 PM, Jan Ciger jan.ci...@gmail.com wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Hello Deniz,

 On 11/06/2013 07:07 PM, Deniz Koçak wrote:
  This is already a long mail, still I have more to say, many code to
  post, but I am not sure where should I begin. I can provide as
  much as possible. However, before ending my e-mail, I would like to
  ask if this approach is safe or not? I mean, I call frame() method
  within a Qt slot and again update related datas within another Qt
  slot. Qt has a main loop (GUI thread) of course, and is it possible
  to cause a race-condition with OSG, because it has its own
  threading model? Please ask if you need more information and of
  course you will, I would be glad to tell more.

 Your approach isn't safe. OSG is *not threadsafe*. Or, rather, it is
 not threadsafe from arbitrary modifications. If you want to be safe,
 the only time when modifications to the scene graph may happen is
 before or after the frame() is invoked, not while frame() is running.

 If your GUI is modifying the vertex array from the Qt slot, that is,
 by definition, asynchronous - you have no idea when the user presses
 that button. Which may well be during the rendering when OSG is using
 that data structure. If you are clearing the vertex array while the
 size of the array is still set, it will go boom.

 One way to solve this is to use the slot to only modify a buffer/set a
 flag and then use e.g. an update callback on the affected OSG node to
 pick up the changes and implement them in the scene graph when it is
 safe (during update traversal).

 Regards,

 J.
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.14 (GNU/Linux)
 Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/

 iD8DBQFSeqRWn11XseNj94gRAuBdAKDuE2rxjaXltXEWg4g2Mka1ZBqVIgCfbKju
 vGG9MllrwxlDZjkUd1HHg+8=
 =S3At
 -END PGP SIGNATURE-
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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


Re: [osg-users] OSG Qt integration and thread safety

2013-11-07 Thread Trajce Nikolov NICK
Hi Jan,

You can modify the scenegraph in the update traversal as well. Like I did
in the TerraPage (txp) loader. In the Cull traversall I collect info for
what is to be modified and then in the update traversal I update the
scenegraph safely.

Just a note

Nick


On Thu, Nov 7, 2013 at 9:33 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

  Your approach isn't safe. OSG is *not threadsafe*. Or, rather, it is
 not threadsafe from arbitrary modifications. If you want to be safe,
 the only time when modifications to the scene graph may happen is
 before or after the frame() is invoked, not while frame() is running.



 On Wed, Nov 6, 2013 at 9:19 PM, Jan Ciger jan.ci...@gmail.com wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Hello Deniz,

 On 11/06/2013 07:07 PM, Deniz Koçak wrote:
  This is already a long mail, still I have more to say, many code to
  post, but I am not sure where should I begin. I can provide as
  much as possible. However, before ending my e-mail, I would like to
  ask if this approach is safe or not? I mean, I call frame() method
  within a Qt slot and again update related datas within another Qt
  slot. Qt has a main loop (GUI thread) of course, and is it possible
  to cause a race-condition with OSG, because it has its own
  threading model? Please ask if you need more information and of
  course you will, I would be glad to tell more.

 Your approach isn't safe. OSG is *not threadsafe*. Or, rather, it is
 not threadsafe from arbitrary modifications. If you want to be safe,
 the only time when modifications to the scene graph may happen is
 before or after the frame() is invoked, not while frame() is running.

 If your GUI is modifying the vertex array from the Qt slot, that is,
 by definition, asynchronous - you have no idea when the user presses
 that button. Which may well be during the rendering when OSG is using
 that data structure. If you are clearing the vertex array while the
 size of the array is still set, it will go boom.

 One way to solve this is to use the slot to only modify a buffer/set a
 flag and then use e.g. an update callback on the affected OSG node to
 pick up the changes and implement them in the scene graph when it is
 safe (during update traversal).

 Regards,

 J.
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.14 (GNU/Linux)
 Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/

 iD8DBQFSeqRWn11XseNj94gRAuBdAKDuE2rxjaXltXEWg4g2Mka1ZBqVIgCfbKju
 vGG9MllrwxlDZjkUd1HHg+8=
 =S3At
 -END PGP SIGNATURE-
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick




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


Re: [osg-users] OSG Qt integration and thread safety

2013-11-07 Thread Trajce Nikolov NICK
Hi Deniz,

yes I read Jan has mentioned this. Have a look in the osgdb_txp loader in
TXPNode::traverse() for inspiration if helps a bit

Nick


On Thu, Nov 7, 2013 at 9:40 AM, Deniz Koçak lend...@gmail.com wrote:

 Hi Trajce,

 I think Jan's answer [1] in the first mail mentions a similar
 solution. Setting a flag (by using userdata of the drawable may be)
 and updating the drawable in the osg::Drawable::UpdateCallback (of
 course by checking the flag) MAY solve the problem. It seems that,
 thrusting the Qt's Signal/Slot mechanism is not a good option as Jan
 pointed.

 Cheers,
 Deniz



 [1] One way to solve this is to use the slot to only modify a buffer/set a
 flag and then use e.g. an update callback on the affected OSG node to
 pick up the changes and implement them in the scene graph when it is
 safe (during update traversal).

 On Thu, Nov 7, 2013 at 10:35 AM, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  Hi Jan,
 
  You can modify the scenegraph in the update traversal as well. Like I
 did in
  the TerraPage (txp) loader. In the Cull traversall I collect info for
 what
  is to be modified and then in the update traversal I update the
 scenegraph
  safely.
 
  Just a note
 
  Nick
 
 
  On Thu, Nov 7, 2013 at 9:33 AM, Trajce Nikolov NICK
  trajce.nikolov.n...@gmail.com wrote:
 
  Hi Jan,
 
   Your approach isn't safe. OSG is *not threadsafe*. Or, rather, it is
  not threadsafe from arbitrary modifications. If you want to be safe,
  the only time when modifications to the scene graph may happen is
  before or after the frame() is invoked, not while frame() is running.
 
 
 
  On Wed, Nov 6, 2013 at 9:19 PM, Jan Ciger jan.ci...@gmail.com wrote:
 
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1
 
  Hello Deniz,
 
  On 11/06/2013 07:07 PM, Deniz Koçak wrote:
   This is already a long mail, still I have more to say, many code to
   post, but I am not sure where should I begin. I can provide as
   much as possible. However, before ending my e-mail, I would like to
   ask if this approach is safe or not? I mean, I call frame() method
   within a Qt slot and again update related datas within another Qt
   slot. Qt has a main loop (GUI thread) of course, and is it possible
   to cause a race-condition with OSG, because it has its own
   threading model? Please ask if you need more information and of
   course you will, I would be glad to tell more.
 
  Your approach isn't safe. OSG is *not threadsafe*. Or, rather, it is
  not threadsafe from arbitrary modifications. If you want to be safe,
  the only time when modifications to the scene graph may happen is
  before or after the frame() is invoked, not while frame() is running.
 
  If your GUI is modifying the vertex array from the Qt slot, that is,
  by definition, asynchronous - you have no idea when the user presses
  that button. Which may well be during the rendering when OSG is using
  that data structure. If you are clearing the vertex array while the
  size of the array is still set, it will go boom.
 
  One way to solve this is to use the slot to only modify a buffer/set a
  flag and then use e.g. an update callback on the affected OSG node to
  pick up the changes and implement them in the scene graph when it is
  safe (during update traversal).
 
  Regards,
 
  J.
  -BEGIN PGP SIGNATURE-
  Version: GnuPG v1.4.14 (GNU/Linux)
  Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/
 
  iD8DBQFSeqRWn11XseNj94gRAuBdAKDuE2rxjaXltXEWg4g2Mka1ZBqVIgCfbKju
  vGG9MllrwxlDZjkUd1HHg+8=
  =S3At
  -END PGP SIGNATURE-
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 
  --
  trajce nikolov nick
 
 
 
 
  --
  trajce nikolov nick
 
  ___
  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




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


Re: [osg-users] Track map on a 3D view

2013-11-04 Thread Trajce Nikolov NICK
Hi Gianni,

since you dont need manipulator for the map view you can only set the
viewmatrix. Something like

view-getCamera()-setViewMatrixAsLookAt() and you make a top down view

Nick


On Mon, Nov 4, 2013 at 3:24 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Hi All,
 to disable mouse intaraction I used:

 view-getCamera()-setAllowEventFocus(false);

 Does it make sense? Is there a better way?

 In case this another option I have to set manually in my track map object
 copy constructor since a clone method is not available for a view.

 Moreover, I set a camera manipulator to the track map view just to call
 home() method to fit the track. In fact the home() implementation works
 only if a manipulator is set. Since I really don't need a manipulator fot
 that view, what should I do get the same behavior without a manipulator?

 Regards,
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=57061#57061





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




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


Re: [osg-users] question about black-out(BO) of airport runway(light control)

2013-11-01 Thread Trajce Nikolov NICK
Hi Kim,

yes, it is possible. One way is to write a NodeVisitor and to launch it on
each loaded tile (in readCallback). This NodeVisitor shell collect the
lightPoint structures - have a look in osgSim project what is the
representation of the OpenFlight lightpoints. Then you have a handle of it
and you control it in a way you want

Nick


On Fri, Nov 1, 2013 at 7:38 AM, Kim JongBum osgfo...@tevs.eu wrote:

 Hi, guys

 i m trying to develop flight simulation with osg.

 for the airport, i load .txp(terrain) with .flt(airport).
 and there are black-out(BO) at the airport runway.
 for more information, i attached the pciture of black-out(BO) of airport
 runway.

 so my question is
 is it possible to control the black-out(BO) of airport runway(light
 control)?
 i want to turn on(or off) the light.

 Thanks in advance guys ; )

 Cheers,
 Kim

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=57036#57036




 Attachments:
 http://forum.openscenegraph.org//files/blackout_airport_runway_211.jpg


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




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


Re: [osg-users] Disabling shadows for text

2013-10-31 Thread Trajce Nikolov NICK
Hi Anders,

Try putting an empty osg::Program in the stateset for the text geodes

Nick


On Thu, Oct 31, 2013 at 11:24 AM, Anders Backman ande...@cs.umu.se wrote:

 Hi all.

 Assume I want to add text following an object in the scenegraph, so I
 create a geode with text below a MatrixTransform in the scene.

 Now assume I want to disable shadows (when ShadowMap) for the text
 (obviously).
 Is the only way to do that, to have a separate graph for the text (without
 a ShadowedScene node above)?

 The setReceivesShadowTraversalMask does not apply for ShadowMap (which I
 noticed after some testing).
 But is there any other way?

 /Anders


 --
 __
 Anders Backman, HPC2N
 90187 Umeå University, Sweden
 and...@cs.umu.se http://www.hpc2n.umu.se
 Cell: +46-70-392 64 67

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




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


Re: [osg-users] Track map on a 3D view

2013-10-30 Thread Trajce Nikolov NICK
Hi Gianni,

so as I understand you you have one scene but you want to have a different
representationsof the objects from the main scene into the map scene. I
would do it with updateCallback. Let say you have a car that
MatrixTransfrom is moving in the main scene. And you want icon in the map
scene but following an object from the main scene. So let say:

main view:
MatrixTransform * mainSceneObject = 

map view:
MatrixTransofrm* mapSceneObject (this one with scale but following an
object from the main scene).

you do updateCallback on the mapSceneObject where you simply copy the
matrix from the main scene for translation and use a scale, like

class FollowNodeFromMainSceneNodeCallback : public osg::NodeCallback
{
public:
FollowNodeFromMainSceneNodeCallback(osg::MatrixTransform* mxt)
: _mainSceneObject(mxt) {}

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform* mapSceneObject =
dynamic_castosg::MatrixTransform*(node);
mapSceneObject-setMatrix(osg::Matrix::scale(x,y,z)*_mainSceneObject-getMatrix().getTrans());
}
protected:
osg::MatrixTransform* _mainSceneObject;
};

and you do then mapSceneObject-setUpdateCallback( new
FollowNodeFromMainSceneNodeCallback(mainSceneObject);

this way you have two MatrixTransoform for the same object across the
scenes, one following the other plus scale.



On Wed, Oct 30, 2013 at 10:36 AM, Gianni Ambrosio ga...@vi-grade.comwrote:

 Hi Nick,
 I'm not sure the point is the type of node used. I try to explain in
 detail.

 Basically I would like to use the same sub-scene that represents my moving
 object both on the main 3D view and on the track map.

 A moving object is insert in the scene of the main view. It can be scaled
 and its transformation matrix changes during animation. The transformation
 is a PositionAttitudeTransform but a MatrixTransform should work the same.
 The problem is now related to the fact I would like to add the root node of
 the sub-scene also to the root node of the track map view. That is useful
 since updated transformations for the moving objects are automatically
 reflected on the track map. That means the moving object moves correctly on
 the track. But the track map view is much smaller than the main view. So
 that, if the track graphics is fine, the moving objects on the track are
 too small to be seen. So I need to scale the moving object on the track map
 view, but without changing the scale on the 3D main view nor on the
 transformation that must move correctly also on the track map view.

 Regards
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=57003#57003





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




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


Re: [osg-users] Track map on a 3D view

2013-10-29 Thread Trajce Nikolov NICK
Hi Gianni,

I never used PositionAttitudeTransform. Try MatrixTransform instead. You
can combine different transformation in the final Matrix. Something like:

osg::MatrixTransform* mxt = new osg::MatrixTransform;
mxt-setMatrix(osg::Matrix::scale(x,y,z)*osg::Matrix::translate(x,y,z))

Nick


On Tue, Oct 29, 2013 at 3:50 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Here I am again ...

 Every moving object is something like this:

 osg::PositionAttitudeTransform (for trasnformations wrt global)
 osg::PositionAttitudeTransform (for scaling underlying graphics, not
 transformations)
 osg::Group (that contains real graphics)

 As suggested, the track map is basically an osgViewer::View with a
 osg::PositionAttitudeTransform as scene data. As child of that
 PositionAttitudeTransform I add a node with the track graphics and the
 PositionAttitudeTransform (i.e. transfirmation node) of each moving object.
 In this way I can see objects moving correctly on the track but they are
 too small to be seen. Adding a PositionAttitudeTransform for scaling each
 moving object does not work since also the PositionAttitudeTransform (i.e.
 transformation node) is scaled accordingly.

 Now, is there a way (and does it make sense) to apply a scale for each
 moving object only in the track map view so that transformations are
 preserved?
 Would it be a better solution to add a sphere with proper radius for each
 moving object so that it can be rendered just in the track map view?

 Thanks for help
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56997#56997





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




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


Re: [osg-users] Track map on a 3D view

2013-10-25 Thread Trajce Nikolov NICK
Hi Gianni,

what do you mean by cloning a View? Clone the View structure or clone what
is in it displayed? If later you just share the scene across multiple
views, put the same node in setSceneData()

Nick


On Fri, Oct 25, 2013 at 10:08 AM, Gianni Ambrosio ga...@vi-grade.comwrote:

 Hi,
 since my track objcts are now osgViewer::View, what should I do to clone a
 View? I didn't found a clone method so I used the copy constructor but in
 this way the camera manipulator is not copied. A camera manipulator itself
 doesn't have a clone method and since a view can have a camera manipulator
 of any type I can't clone it exactly.

 Any idea?

 Regards
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56970#56970





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




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


[osg-users] deferred shading in osg explained

2013-10-21 Thread Trajce Nikolov NICK
Hi Community,

is there some materials on this topic available somewhere? I know Wang Rui
pointed to some code in osgRecipes for this, I am more into books, papers
etc.

Thanks,
Nick

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


Re: [osg-users] Track map on a 3D view

2013-10-16 Thread Trajce Nikolov NICK
I have solved this in the past with composite viewer. It's up to you what
you put in your views, like, the 2D view can have ortho and rendering
totaly different stuff then the 3D rendering complex graphics. Maybe try
what Jordi suggested with hud display

Nick


On Wed, Oct 16, 2013 at 2:48 PM, Gianni Ambrosio ga...@vi-grade.com wrote:


 Trajce Nikolov NICK wrote:
  Hi Gianni,
 
  have a look at osgcompositeviewer example. You can add another view in
 the corner (no need of osgWidget::Window). There is a class
 osgViewer::CompositeViewer and osgViewer::View. The example demonstrated
 how to have multiple views each with separate renderings.
 

 Hi Nick,
 I'm not sure the composite viewer is what I need.
 I would like something that the user can move around. More over the scene
 is not the same: I have a real and complex road graphics shown in the 3d
 viewer, while the 2D track should show just the centerline of the road (so
 a different graphic).

 Regards
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56801#56801





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




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


Re: [osg-users] Track map on a 3D view

2013-10-16 Thread Trajce Nikolov NICK
You can use HUD for this. It will work better with resizing then the
comosite viewer with views. In any case you will have a separate
osg::Camera that for the HUD case will render to texture and apply to
osg::Geometry. This is very simple task. Have a look at the hud sample,
osgprerender for render to texture. If got stuck I can help you with some
code

Nick


On Wed, Oct 16, 2013 at 4:06 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Thanks Jordi and Nick for the replay.
 I thought of a HUD but I didn't investigate if a hud can be dragged or
 resized. If so then that's will be fine.

 I'm attaching an image to show what I need. Just consider that the 2D
 track and 3D scene can be overlapped.

 Hope this is clearer.

 Regards
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56805#56805




 Attachments:
 http://forum.openscenegraph.org//files/example_467.png


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




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


Re: [osg-users] Track map on a 3D view

2013-10-15 Thread Trajce Nikolov NICK
Hi Gianni,

have a look at osgcompositeviewer example. You can add another view in the
corner (no need of osgWidget::Window). There is a class
osgViewer::CompositeViewer and osgViewer::View. The example demonstrated
how to have multiple views each with separate renderings.

Nick


On Tue, Oct 15, 2013 at 2:56 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Hi All,
 I have a scene with moving objects (basically cars) in a 3D view and a
 fixed object (i.e. the track). Now I need to show a simplified track (just
 the centerline of the track, coming from a separate graphic file, if
 needed) in one corner of the 3D viewer with runnig cars as simple colored
 points.

 I thought of an object derived from osgWidget::Window, or simply a Camera,
 or both? Anything else is more appropriated?

 Thank you!

 Regads,
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56786#56786





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




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


Re: [osg-users] File reading and node traversal problem.

2013-10-13 Thread Trajce Nikolov NICK
Hi Murat,

maybe you post your code snippet of the traversal so we see what might be
wrong there

Cheers,
Nick


On Sun, Oct 13, 2013 at 5:16 PM, Murat KIRTAY muratk...@gmail.com wrote:

 Dear All,

 I am getting my hands dirty with osg, and I have faced below problem
 and could not find a solution on the previous posts, forums etc.

 *Problem:* when reading a osg file via osgDB::readNodeFile( fileNameStr )
 in order to create
 a node (osg::Node), while traversing this node with visitor, in first
 traversing apply method
 were performed to all child nodes, yet when we performed for same node
 again, it does not
 call the apply method for the child nodes. In addition, no joy for cloning
 the node as well.

 Why I can not visit child nodes in the 2nd traversal?

 Any clue or references to fade away this problem.

 Best.
 --
 Murat.

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




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


Re: [osg-users] mixing OpenGL with OSG - textures

2013-10-12 Thread Trajce Nikolov NICK
Hi Aurelien,

I am seeing you are using custom API for the textures. My case was pure
OpenGL (which I don;t think it makes any difference). I found the way to
reuse the texture I am creating and only installing new
Texture::TextureObject from my initial attempt. The not implemented
release is still present when app exits but no longer bugged with the
warnings in real-time. Thanks again for sharing. This email was more for
the archive if someone ends up in similar situation

Nick


On Thu, Oct 10, 2013 at 12:39 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 thanks !

 Nick


 On Thu, Oct 10, 2013 at 12:13 PM, Aurelien Albert 
 aurelien.alb...@alyotech.fr wrote:

 Hi,

 Here it is :


 Code:
 #include RenderBox/GLBoxWrappers/GLBoxOsgTexture.h
 #include GLBox/Texture/Texture.h
 //
 MyTexture::MyTexture()
 : osg::StateAttribute   ()
 , p_CustomerTexture (NULL)
 {
 }
 //
 MyTexture::MyTexture(CustomerTexture* pCustomerTexture)
 : osg::StateAttribute   ()
 , p_CustomerTexture (NULL)
 {
 setCustomerTexture(pCustomerTexture);
 }
 //
 MyTexture::MyTexture(const MyTexture texture, const osg::CopyOp copyop)
 : osg::StateAttribute   (texture, copyop)
 , p_CustomerTexture (NULL)
 {
 setCustomerTexture(texture.customerTexture());
 }
 //
 osg::Object* MyTexture::cloneType() const
 {
 return new MyTexture ();
 }
 //
 osg::Object* MyTexture::clone(const osg::CopyOp copyop) const
 {
 return new MyTexture (*this, copyop);
 }
 //
 bool MyTexture::isSameKindAs(const osg::Object* pObj) const
 {
 return dynamic_castconst MyTexture *(pObj)!=NULL;
 }
 //
 const char* MyTexture::libraryName() const
 {
 return MyLibrary;
 }
 //
 const char* MyTexture::className() const
 {
 return MyTexture;
 }
 //
 MyTexture::~Texture()
 {
 }
 //
 CustomerTexture* MyTexture::customerTexture() const
 {
 return p_CustomerTexture;
 }
 //
 void MyTexture::setCustomerTexture(CustomerTexture* pCustomerTexture)
 {
 p_CustomerTexture = pCustomerTexture;
 }
 //
 osg::StateAttribute::Type MyTexture::getType() const
 {
 return osg::StateAttribute::TEXTURE;
 }
 //
 bool MyTexture::isTextureAttribute() const
 {
 return true;
 }
 //
 int MyTexture::compare(const osg::StateAttribute stateAttribute) const
 {
 MyTexture  const* pOther = dynamic_castMyTexture
  const*(stateAttribute);

 if (pOther != NULL)
 {
 if (p_CustomerTexture == pOther-GLBoxTexture())
 {
 return 0;
 }

 return 1;
 }

 return -1;
 }
 //
 bool MyTexture::getModeUsage(osg::StateAttribute::ModeUsage modeUsage)
 const
 {
 if (p_CustomerTexture != NULL)
 {
 modeUsage.usesTextureMode(p_CustomerTexture-target());
 return true;
 }

 return false;
 }
 //
 void MyTexture::apply(osg::State /*state*/) const
 {
 if (p_CustomerTexture != NULL)
 {
 // Execute a glBind using the pre-allocated customer
 texure id
 // Take care of mulitple context/sharing contexts
 p_CustomerTexture-bindYourCustomerTexture();
 }
 }
 //
 void MyTexture::compileGLObjects(osg::State /*state*/) const
 {
 // Nothing to do : the OpenGL texture should be managed by the
 CustomerTexture class
 }
 //
 void MyTexture::resizeGLObjectBuffers(unsigned int /*maxSize*/)
 {
 // Nothing to do : the OpenGL texture should be managed by the
 CustomerTexture class
 }
 //
 void MyTexture::releaseGLObjects(osg::State* /*pState*/) const
 {
 // Nothing to do : the OpenGL texture should be managed by the
 CustomerTexture class
 }





 Cheers,
 Aurelien

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56708#56708





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




 --
 trajce nikolov nick




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


Re: [osg-users] mixing OpenGL with OSG - textures

2013-10-10 Thread Trajce Nikolov NICK
Hi Aurlien,

Are you willing and free to share the GL Texture wrapper code?

Nick


On Tue, Oct 8, 2013 at 10:43 PM, Aurelien Albert 
aurelien.alb...@alyotech.fr wrote:

 Hi,

 At first, I was playing with Texture::TextureObject, but I found difficult
 to make OSG to delegate the control on ressource allocation / release
 (which are managed by my customer's library) so I've switched to a subclass.

 Cheers,
 Aurelien

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56679#56679





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




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


Re: [osg-users] mixing OpenGL with OSG - textures

2013-10-10 Thread Trajce Nikolov NICK
thanks !

Nick


On Thu, Oct 10, 2013 at 12:13 PM, Aurelien Albert 
aurelien.alb...@alyotech.fr wrote:

 Hi,

 Here it is :


 Code:
 #include RenderBox/GLBoxWrappers/GLBoxOsgTexture.h
 #include GLBox/Texture/Texture.h
 //
 MyTexture::MyTexture()
 : osg::StateAttribute   ()
 , p_CustomerTexture (NULL)
 {
 }
 //
 MyTexture::MyTexture(CustomerTexture* pCustomerTexture)
 : osg::StateAttribute   ()
 , p_CustomerTexture (NULL)
 {
 setCustomerTexture(pCustomerTexture);
 }
 //
 MyTexture::MyTexture(const MyTexture texture, const osg::CopyOp copyop)
 : osg::StateAttribute   (texture, copyop)
 , p_CustomerTexture (NULL)
 {
 setCustomerTexture(texture.customerTexture());
 }
 //
 osg::Object* MyTexture::cloneType() const
 {
 return new MyTexture ();
 }
 //
 osg::Object* MyTexture::clone(const osg::CopyOp copyop) const
 {
 return new MyTexture (*this, copyop);
 }
 //
 bool MyTexture::isSameKindAs(const osg::Object* pObj) const
 {
 return dynamic_castconst MyTexture *(pObj)!=NULL;
 }
 //
 const char* MyTexture::libraryName() const
 {
 return MyLibrary;
 }
 //
 const char* MyTexture::className() const
 {
 return MyTexture;
 }
 //
 MyTexture::~Texture()
 {
 }
 //
 CustomerTexture* MyTexture::customerTexture() const
 {
 return p_CustomerTexture;
 }
 //
 void MyTexture::setCustomerTexture(CustomerTexture* pCustomerTexture)
 {
 p_CustomerTexture = pCustomerTexture;
 }
 //
 osg::StateAttribute::Type MyTexture::getType() const
 {
 return osg::StateAttribute::TEXTURE;
 }
 //
 bool MyTexture::isTextureAttribute() const
 {
 return true;
 }
 //
 int MyTexture::compare(const osg::StateAttribute stateAttribute) const
 {
 MyTexture  const* pOther = dynamic_castMyTexture
  const*(stateAttribute);

 if (pOther != NULL)
 {
 if (p_CustomerTexture == pOther-GLBoxTexture())
 {
 return 0;
 }

 return 1;
 }

 return -1;
 }
 //
 bool MyTexture::getModeUsage(osg::StateAttribute::ModeUsage modeUsage)
 const
 {
 if (p_CustomerTexture != NULL)
 {
 modeUsage.usesTextureMode(p_CustomerTexture-target());
 return true;
 }

 return false;
 }
 //
 void MyTexture::apply(osg::State /*state*/) const
 {
 if (p_CustomerTexture != NULL)
 {
 // Execute a glBind using the pre-allocated customer
 texure id
 // Take care of mulitple context/sharing contexts
 p_CustomerTexture-bindYourCustomerTexture();
 }
 }
 //
 void MyTexture::compileGLObjects(osg::State /*state*/) const
 {
 // Nothing to do : the OpenGL texture should be managed by the
 CustomerTexture class
 }
 //
 void MyTexture::resizeGLObjectBuffers(unsigned int /*maxSize*/)
 {
 // Nothing to do : the OpenGL texture should be managed by the
 CustomerTexture class
 }
 //
 void MyTexture::releaseGLObjects(osg::State* /*pState*/) const
 {
 // Nothing to do : the OpenGL texture should be managed by the
 CustomerTexture class
 }





 Cheers,
 Aurelien

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56708#56708





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




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


Re: [osg-users] mixing OpenGL with OSG - textures

2013-10-08 Thread Trajce Nikolov NICK
Hi Community,

me again on this issue. As I mentioned in my previous post, I figured out a
way how to wrap a OpejnGL texture created externaly with OpenGL calls into
osg::Texture. Following is the code snippet for that and it seam to be
working. However when I run the app I am getting this warning. Any clue?

TextureObjectManager::releaseTextureObject(Texture::TextureObject* to) Not
implemented yet

GLuint textureHandle = (GLuint)texHandle;

_texture = new osg::Texture2D;

osg::ref_ptrosg::Texture::TextureObject textureObject = new
osg::Texture::TextureObject(_texture.get(),textureHandle,GL_TEXTURE_2D);
textureObject-setAllocated();

_texture-setTextureObject(renderInfo.getContextID(),textureObject.get());
state.setActiveTextureUnit(_textureStage);
_texture-apply( state );

// Tell state about our changes
state.haveAppliedTextureAttribute(_textureStage, _texture.get());

Thanks a bunch!

Nick


On Sat, Oct 5, 2013 at 5:10 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Found the way, it is possible. Thanks anyway ! :-)

 Nick


 On Sat, Oct 5, 2013 at 4:16 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I ran into a topic of this mentioned in the subject. I am using 3rd party
 SDK (OpenGL) with OSG and I get a texture created by this SDK. Is there a
 way to wrap it into osg TextureObject and have it all osg-ish without
 mixing with GL calls?

 Thanks a bunch!

 Nick

 --
 trajce nikolov nick




 --
 trajce nikolov nick




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


Re: [osg-users] mixing OpenGL with OSG - textures

2013-10-08 Thread Trajce Nikolov NICK
Hi Aurelien,

thanks for the hints. I was also suggested by someone else to either
subclass or do what you have done, but I found it working with this
Texture::TextureObject trick, and it works well, so I am not to leave this
method only was curious if there is something else to be set to get rid of
the warning. Thanks again

Nick


On Tue, Oct 8, 2013 at 4:30 PM, Aurelien Albert aurelien.alb...@alyotech.fr
 wrote:

 Hi,

 I've done the same a few weeks ago :

 - a customer low-level OpenGL API is creating some ressources (like
 textures)
 - my OSG applicatino have to use these ressources

 So I created a MyTexture class :


 Code:
 class MyTexture : public osg::StateAttribute
 {
 private:
 CustomerGL::Texture
   p_CustomerTexture;

 public:
 Texture();
 Texture(CustomerGL::Texture* p_CustomerTexture);
 Texture(const MyTexture texture,const
 osg::CopyOp copyop=osg::CopyOp::SHALLOW_COPY);

 virtual osg::Object*
  cloneType() const;
 virtual osg::Object*
  clone(const osg::CopyOp copyop) const;
 virtual bool
  isSameKindAs(const osg::Object* pObj) const;
 virtual const char*
   libraryName() const;
 virtual const char*
   className() const;

 private:
 Texture operator=(constMyTexture other);  // No
 copy

 protected:
 virtual ~Texture();

 public:
 CustomerGL::Texture*
  CustomerGLTexture() const;
 void
  setCustomerGLTexture(CustomerGL*
 pGLBoxTexture);

 virtual osg::StateAttribute::Type
   getType() const;
 virtual bool
  isTextureAttribute() const;
 virtual int
   compare(const osg::StateAttribute
 stateAttribute) const;
 virtual bool
  getModeUsage(osg::StateAttribute::ModeUsage
 modeUsage) const;
 virtual void
  apply(osg::State state) const;
 virtual void
  compileGLObjects(osg::State state) const;
 virtual void
  resizeGLObjectBuffers(unsigned int maxSize);
 virtual void
  releaseGLObjects(osg::State* pState=NULL)
 const;
 };




 The virtual methods are pretty simple to implement : have a look to
 osg::Texture2D implementations.
 By subclassing osg::StateAttribute and not osg::Texture, I'm sure that
 all OSG algorithms (such as texture resizing) will not be applied to
 MyTexture class.


 Cheers,
 Aurelien

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56673#56673





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




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


[osg-users] mixing OpenGL with OSG - textures

2013-10-05 Thread Trajce Nikolov NICK
Hi Community,

I ran into a topic of this mentioned in the subject. I am using 3rd party
SDK (OpenGL) with OSG and I get a texture created by this SDK. Is there a
way to wrap it into osg TextureObject and have it all osg-ish without
mixing with GL calls?

Thanks a bunch!

Nick

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


Re: [osg-users] mixing OpenGL with OSG - textures

2013-10-05 Thread Trajce Nikolov NICK
Found the way, it is possible. Thanks anyway ! :-)

Nick


On Sat, Oct 5, 2013 at 4:16 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I ran into a topic of this mentioned in the subject. I am using 3rd party
 SDK (OpenGL) with OSG and I get a texture created by this SDK. Is there a
 way to wrap it into osg TextureObject and have it all osg-ish without
 mixing with GL calls?

 Thanks a bunch!

 Nick

 --
 trajce nikolov nick




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


Re: [osg-users] question about culling (z-fighting)

2013-10-03 Thread Trajce Nikolov NICK
I thought that. This can be more like TerraVista issue. In TerraVista, in
the Page Compiler settings set the TileOrigin to LocalTile (something like
that). It should help for large coordinates in a way that each tile will be
built in Local Coordinates and a matrix will be placed on top. having it
built the archive this way should avoid any z-fighting

Cheers,

Nick


On Thu, Oct 3, 2013 at 8:12 AM, Kim JongBum osgfo...@tevs.eu wrote:

 hi, Nick

 our terrain format is .txp files.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56595#56595





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




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


Re: [osg-users] question about culling (z-fighting)

2013-10-02 Thread Trajce Nikolov NICK
What is your terrain format?

Nick


On Wed, Oct 2, 2013 at 8:34 AM, Kim JongBum osgfo...@tevs.eu wrote:

 Hi, guys

 i m doing with culling to my application

 because my end of terrain is blinking when i move
 (i guess this is called z-fighting problem)

 could u tell me the the meaning of function and its parameters.

 setCullingActive(true);
 -meaning : ?

 setNearFarRatio(0.1f);
 -meaning : ?
 -parameters : ?


 setComputeNearFarMode(osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES);
 -meaning : ?
 -parameters : ?

 setSmallFeatureCullingPixelSize(-1.0f);
 -meaning : ?
 -parameters : ?

 Thank you!

 Cheers,
 Kim

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56572#56572





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




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


[osg-users] 32 bit depth buffer

2013-10-02 Thread Trajce Nikolov NICK
Hi Community,

any hint how to setup this for the main viewer camera?

Thanks a lot

nick

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


Re: [osg-users] 32 bit depth buffer

2013-10-02 Thread Trajce Nikolov NICK
Thanks Robert!

nick


On Wed, Oct 2, 2013 at 3:29 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 You should be able to set the number of bits for the depth buffer via
 the GraphicsContext::Traits when creating your graphics context.

 Robert.

 On 2 October 2013 13:12, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  Hi Community,
 
  any hint how to setup this for the main viewer camera?
 
  Thanks a lot
 
  nick
 
  --
  trajce nikolov nick
 
  ___
  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




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


Re: [osg-users] default OSG InverseViewMatrix uniform

2013-09-27 Thread Trajce Nikolov NICK
Robert, osg_ViewMatrixInverse seam to not be set properly in case of nested
cameras

nick


On Wed, Sep 25, 2013 at 7:23 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Thanks Robert. Didn't know where to search for it eaither. Thanks !

 Nick


 On Wed, Sep 25, 2013 at 7:19 PM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 A grep of src/osgUtil/SceneView.cpp reveals:

 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_FrameNumber,osg::Uniform::UNSIGNED_INT);
 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_FrameTime,osg::Uniform::FLOAT);
 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_DeltaFrameTime,osg::Uniform::FLOAT);
 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_SimulationTime,osg::Uniform::FLOAT);
 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_DeltaSimulationTime,osg::Uniform::FLOAT);
 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_ViewMatrix,osg::Uniform::FLOAT_MAT4);
 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_ViewMatrixInverse,osg::Uniform::FLOAT_MAT4);

 So I guess you want the last one :-)

 Robert.



 On 25 September 2013 16:21, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I recall there was a uniform set by osg doing this but can not recall
 the correct name. Any hints?

 Thanks a bunch!

 Nick

 --
 trajce nikolov nick

 ___
 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




 --
 trajce nikolov nick




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


Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Trajce Nikolov NICK
3  -for the sea I use osgOcean,

Nothing against osgOcean. I have used it as well in a project, but switched
over to Triton (check it out, same coming from sundog-soft as SilverLining )

Nick


On Fri, Sep 27, 2013 at 8:56 PM, Chris Hanson xe...@alphapixel.com wrote:

 4-for the sky I am trying with Silverlight(the demo),


   I think you mean Silver Lining.

   Good luck and you're welcome!

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
 Training • Consulting • Contracting
 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
 Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry •
 Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile •
 iPhone/iPad/iOS • Android
 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
 623-PIXL [7495]

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




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


Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Trajce Nikolov NICK
and if you are really after fully opensource you can look for osgEphemeris,
a work I think done by Don Burns years ago, but that was my initial step
before figuring out SilverLining as well

Nick


On Fri, Sep 27, 2013 at 9:00 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 3  -for the sea I use osgOcean,

 Nothing against osgOcean. I have used it as well in a project, but
 switched over to Triton (check it out, same coming from sundog-soft as
 SilverLining )

 Nick


 On Fri, Sep 27, 2013 at 8:56 PM, Chris Hanson xe...@alphapixel.comwrote:

 4-for the sky I am trying with Silverlight(the demo),


   I think you mean Silver Lining.

   Good luck and you're welcome!

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
 Training • Consulting • Contracting
 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
 Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry •
 Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile •
 iPhone/iPad/iOS • Android
 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
 623-PIXL [7495]

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




 --
 trajce nikolov nick




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


<    2   3   4   5   6   7   8   9   >