Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-30 Thread PP CG

Hi Wang,

Don't worry about this. The title may not be able to tell the methods
used directly. In fact there are already several examples showing how
to integrate OSG and OpenGL in different ways:
[Ch2] Using draw callbacks to execute NVIDIA Cg functions: use camera
draw callbacks to call NVCG functions, can be easily extended to OGL
functions.
[Ch3] Drawing a NURBS surface: customize Drawable to execute GLU functions
[Ch6] Creating a piece of cloud: customize Drawable to render cloud particles
[Ch6] Customizing the state attribute: customize StateAttribute to call NVCG


Very nice, looking forward to this :-)


I'm also thinking of implementing a recipe in the last chapter that
make use of OSG in a GLUT program. But it depends. :-)


I would appreciate this, I'm using OpenFrameworks, which uses GLUT. 
Would be very cool to know how to combine OSG and this library. Even 
better would be to use OSGs Windowing System with OF, but I think this 
would get too complicated. However, looking forward to read cook book :-)


Regards, Peter

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Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Wang Rui
Hi Peter,

2011/9/30 PP CG :
>
> How to add and use OpenGL code within OSG. Now and then there are some
> mails on the List, but they seem already quite advanced. Could you possibly
> add few examples about this topic ?
>

Don't worry about this. The title may not be able to tell the methods
used directly. In fact there are already several examples showing how
to integrate OSG and OpenGL in different ways:
[Ch2] Using draw callbacks to execute NVIDIA Cg functions: use camera
draw callbacks to call NVCG functions, can be easily extended to OGL
functions.
[Ch3] Drawing a NURBS surface: customize Drawable to execute GLU functions
[Ch6] Creating a piece of cloud: customize Drawable to render cloud particles
[Ch6] Customizing the state attribute: customize StateAttribute to call NVCG

I'm also thinking of implementing a recipe in the last chapter that
make use of OSG in a GLUT program. But it depends. :-)

Wang Rui
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Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread PP CG

Hi Wang,

your first book was an enlightenment and answered a lot of questions 
which were not so clear, from source, doxygen, mailing list and web 
search. I would have one request for a topic, which I do not find in 
your content list: How to add and use OpenGL code within OSG. Now and 
then there are some mails on the List, but they seem already quite 
advanced. Could you possibly add few examples about this topic ?


Thank you very much.

Regards, Peter



Hi Alessandro,

I'd like to list the titles of all recipes finished until now as below.

Thanks for the support. :-)

Wang Rui

---

[Chapter 1]
Checking  out the latest version of OSG.
Configure Configuring CMake options.
Building plug-ins to support common file externsions.
Compile Compiling and package packaging OSG on different platforms.
Compile Compiling and use using OSG on mobile devices.
Compile Compiling and use using dynamic and static libraries.
Generate Generating the API documentation.
Create Creating your own project using Cmake

[Chapter 2]
Using smart and observer pointers
Sharing and cloning objects
Computing the world bounding box of any node
Creating a running car
Mirroring the scene graph
Designing a breadth-first node visitor
Implementing a background image node
Making your node always face to screen
Using draw callbacks to execute NVIDIA Cg functions
Implementing a compass node

[Chapter 3]
Creating a polygon with borderlines
Extruding a 2D shape to 3D
Drawing a NURBS surface
Drawing a dynamic clock on the screen
Drawing a ribbon following a model
Selecting and highlighting a model
Selecting a triangle face of the model
Selecting a point of the model
Using vertex displacement mapping in shaders
Using the draw instanced extension

[Chapter 4]
Setting up views on multiple screens
Using slave cameras to simulate a power-wall
Using depth partition to display huge scene
Implementing the radar map
Showing the top, front and side views of a model
Manipulating the top, front and side views
Following a moving model
Using manipulator to follow models
Designing a 2D camera manipulator
Manipulating the view with joysticks

[Chapter 5]
Opening and closing the door
Playing a movie in the 3D world
Designing scrolling texts
Implementing a morph geometry
Fading in and out
Animating a flight on fire
Dynamically lighting within shaders
Creating a simple 'Galaxian' game
Building a skeleton system
Skinning a skeleton system
Letting the physics engine be

[Chapter 6]
Using the bump mapping technique
Simulating the view-dependent shadow
Implementing transparency with multiple passes
Reading and displaying the depth buffer
Implementing the night vision effect
Implementing the depth-of-field effect
Designing a skybox with the cubemap
Creating simple water effect
Creating a piece of cloud
Customizing the state attribute
Using MRT to create the G-buffer
Completing the deferred shading algorithm

[Chapter 7]
Preparing the VPB (VirtualPlanetBuilder) tool
Generating small terrain database
Generating terrain database on the earth
Working with multiple imagery and elevation data
Patching existing terrain database with newer data
Building NVTT support for device-independent generation
Using SSH to implement cluster generation
Configuring and loading terrain from the Internet
Playing with osgEarth: another way to visualize the world
Use osgEarth to display VPB generated database
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Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Jeremy Moles
On Thu, 2011-09-29 at 23:02 +0800, Wang Rui wrote:
> Hi Jeremy,
> 
> 2011/9/29 Jeremy Moles :
> >
> > BTW: It's a shame you can't add GUI stuff to your upcoming book. The
> > current osgWidget is just... not enough. :)
> >

How long do I have then to clean things up? :)

> Oh, in fact I'm think of introducing osgWidget in the 9th or the last
> chapter. Chapter 9 'Integrating with GUI' should meet its standing.
> :-)
> 
> >
> > I think Robert has looked before, but he may have decided (at least back
> > then) not to. The code has changed a lot since then, so perhaps another
> > look (later, when there's "more at stake") might be good. :)
> >
> 
> I just found that in the ReaderWriterPDF source code there is already
> one CairoImage class. So we had better implement a specialized Cairo
> plugin for reuse in the Flash plugin if it can be merged  in future.

There is, but osgCairo adds Serializer support, premultiply, and a
number of utility functions... I honestly don't imagine Robert having an
aversion to adding it eventually, there just needs to be a powerfully
convincing reason. :)

> Wang Rui
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Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Wang Rui
Hi Jeremy,

2011/9/29 Jeremy Moles :
>
> BTW: It's a shame you can't add GUI stuff to your upcoming book. The
> current osgWidget is just... not enough. :)
>

Oh, in fact I'm think of introducing osgWidget in the 9th or the last
chapter. Chapter 9 'Integrating with GUI' should meet its standing.
:-)

>
> I think Robert has looked before, but he may have decided (at least back
> then) not to. The code has changed a lot since then, so perhaps another
> look (later, when there's "more at stake") might be good. :)
>

I just found that in the ReaderWriterPDF source code there is already
one CairoImage class. So we had better implement a specialized Cairo
plugin for reuse in the Flash plugin if it can be merged  in future.

Wang Rui
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Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Jeremy Moles
On Thu, 2011-09-29 at 22:39 +0800, Wang Rui wrote:
> Hi Jeremy,
> 
> We have already done an initial flash integration (including osgFlash
> abstract layer and plugins) in osgXI using GameSWF (public domain).
> But the ActionScript support is poor. Another two implementations done
> by my partner are based on ScaleForm (commercial) and COM (Windows
> only).

It was ScaleForm that inspired me to start osgWidget wwaayy back as a
building block for getting that same kind of functionality in OSG. :)

BTW: It's a shame you can't add GUI stuff to your upcoming book. The
current osgWidget is just... not enough. :)

> At present I'm working on a new integration of OSG and Vektrix. The
> latter can support AS3, and the license is MIT. The result can be
> outputted to Cairo first and then to an osgCairo image object for
> rendering, so I'm also wondering if osgCairo can be merged as a plugin
> of core OSG and then the Flash support can be added without requiring
> extra dependence.

I think Robert has looked before, but he may have decided (at least back
then) not to. The code has changed a lot since then, so perhaps another
look (later, when there's "more at stake") might be good. :)

> Wang Rui
> 
> 
> 2011/9/29 Jeremy Moles :
> > On Thu, 2011-09-29 at 20:48 +0800, Wang Rui wrote:
> >> Hi Alessandro,
> >>
> >> I'd like to list the titles of all recipes finished until now as below.
> >>
> >> Thanks for the support. :-)
> >>
> >> Wang Rui
> >>
> >> ---
> >>
> >> [Chapter 1]
> >> Checking  out the latest version of OSG.
> >> Configure Configuring CMake options.
> >> Building plug-ins to support common file externsions.
> >> Compile Compiling and package packaging OSG on different platforms.
> >> Compile Compiling and use using OSG on mobile devices.
> >> Compile Compiling and use using dynamic and static libraries.
> >> Generate Generating the API documentation.
> >> Create Creating your own project using Cmake
> >>
> >> [Chapter 2]
> >> Using smart and observer pointers
> >> Sharing and cloning objects
> >> Computing the world bounding box of any node
> >> Creating a running car
> >> Mirroring the scene graph
> >> Designing a breadth-first node visitor
> >> Implementing a background image node
> >> Making your node always face to screen
> >> Using draw callbacks to execute NVIDIA Cg functions
> >> Implementing a compass node
> >>
> >> [Chapter 3]
> >> Creating a polygon with borderlines
> >> Extruding a 2D shape to 3D
> >> Drawing a NURBS surface
> >> Drawing a dynamic clock on the screen
> >> Drawing a ribbon following a model
> >> Selecting and highlighting a model
> >> Selecting a triangle face of the model
> >> Selecting a point of the model
> >> Using vertex displacement mapping in shaders
> >> Using the draw instanced extension
> >>
> >> [Chapter 4]
> >> Setting up views on multiple screens
> >> Using slave cameras to simulate a power-wall
> >> Using depth partition to display huge scene
> >> Implementing the radar map
> >> Showing the top, front and side views of a model
> >> Manipulating the top, front and side views
> >> Following a moving model
> >> Using manipulator to follow models
> >> Designing a 2D camera manipulator
> >> Manipulating the view with joysticks
> >>
> >> [Chapter 5]
> >> Opening and closing the door
> >> Playing a movie in the 3D world
> >> Designing scrolling texts
> >> Implementing a morph geometry
> >> Fading in and out
> >> Animating a flight on fire
> >> Dynamically lighting within shaders
> >> Creating a simple 'Galaxian' game
> >> Building a skeleton system
> >> Skinning a skeleton system
> >> Letting the physics engine be
> >>
> >> [Chapter 6]
> >> Using the bump mapping technique
> >> Simulating the view-dependent shadow
> >> Implementing transparency with multiple passes
> >> Reading and displaying the depth buffer
> >> Implementing the night vision effect
> >> Implementing the depth-of-field effect
> >> Designing a skybox with the cubemap
> >> Creating simple water effect
> >> Creating a piece of cloud
> >> Customizing the state attribute
> >> Using MRT to create the G-buffer
> >> Completing the deferred shading algorithm
> >>
> >> [Chapter 7]
> >> Preparing the VPB (VirtualPlanetBuilder) tool
> >> Generating small terrain database
> >> Generating terrain database on the earth
> >> Working with multiple imagery and elevation data
> >> Patching existing terrain database with newer data
> >> Building NVTT support for device-independent generation
> >> Using SSH to implement cluster generation
> >> Configuring and loading terrain from the Internet
> >> Playing with osgEarth: another way to visualize the world
> >> Use osgEarth to display VPB generated database
> >
> > A lot of those look really cool; quite exciting!
> >
> > You're working on Flash support in OSG? Are there licensing issues?
> >
> >> ___
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >> http://lists.openscenegraph.org/li

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Wang Rui
Hi Jeremy,

We have already done an initial flash integration (including osgFlash
abstract layer and plugins) in osgXI using GameSWF (public domain).
But the ActionScript support is poor. Another two implementations done
by my partner are based on ScaleForm (commercial) and COM (Windows
only).
At present I'm working on a new integration of OSG and Vektrix. The
latter can support AS3, and the license is MIT. The result can be
outputted to Cairo first and then to an osgCairo image object for
rendering, so I'm also wondering if osgCairo can be merged as a plugin
of core OSG and then the Flash support can be added without requiring
extra dependence.

Wang Rui


2011/9/29 Jeremy Moles :
> On Thu, 2011-09-29 at 20:48 +0800, Wang Rui wrote:
>> Hi Alessandro,
>>
>> I'd like to list the titles of all recipes finished until now as below.
>>
>> Thanks for the support. :-)
>>
>> Wang Rui
>>
>> ---
>>
>> [Chapter 1]
>> Checking  out the latest version of OSG.
>> Configure Configuring CMake options.
>> Building plug-ins to support common file externsions.
>> Compile Compiling and package packaging OSG on different platforms.
>> Compile Compiling and use using OSG on mobile devices.
>> Compile Compiling and use using dynamic and static libraries.
>> Generate Generating the API documentation.
>> Create Creating your own project using Cmake
>>
>> [Chapter 2]
>> Using smart and observer pointers
>> Sharing and cloning objects
>> Computing the world bounding box of any node
>> Creating a running car
>> Mirroring the scene graph
>> Designing a breadth-first node visitor
>> Implementing a background image node
>> Making your node always face to screen
>> Using draw callbacks to execute NVIDIA Cg functions
>> Implementing a compass node
>>
>> [Chapter 3]
>> Creating a polygon with borderlines
>> Extruding a 2D shape to 3D
>> Drawing a NURBS surface
>> Drawing a dynamic clock on the screen
>> Drawing a ribbon following a model
>> Selecting and highlighting a model
>> Selecting a triangle face of the model
>> Selecting a point of the model
>> Using vertex displacement mapping in shaders
>> Using the draw instanced extension
>>
>> [Chapter 4]
>> Setting up views on multiple screens
>> Using slave cameras to simulate a power-wall
>> Using depth partition to display huge scene
>> Implementing the radar map
>> Showing the top, front and side views of a model
>> Manipulating the top, front and side views
>> Following a moving model
>> Using manipulator to follow models
>> Designing a 2D camera manipulator
>> Manipulating the view with joysticks
>>
>> [Chapter 5]
>> Opening and closing the door
>> Playing a movie in the 3D world
>> Designing scrolling texts
>> Implementing a morph geometry
>> Fading in and out
>> Animating a flight on fire
>> Dynamically lighting within shaders
>> Creating a simple 'Galaxian' game
>> Building a skeleton system
>> Skinning a skeleton system
>> Letting the physics engine be
>>
>> [Chapter 6]
>> Using the bump mapping technique
>> Simulating the view-dependent shadow
>> Implementing transparency with multiple passes
>> Reading and displaying the depth buffer
>> Implementing the night vision effect
>> Implementing the depth-of-field effect
>> Designing a skybox with the cubemap
>> Creating simple water effect
>> Creating a piece of cloud
>> Customizing the state attribute
>> Using MRT to create the G-buffer
>> Completing the deferred shading algorithm
>>
>> [Chapter 7]
>> Preparing the VPB (VirtualPlanetBuilder) tool
>> Generating small terrain database
>> Generating terrain database on the earth
>> Working with multiple imagery and elevation data
>> Patching existing terrain database with newer data
>> Building NVTT support for device-independent generation
>> Using SSH to implement cluster generation
>> Configuring and loading terrain from the Internet
>> Playing with osgEarth: another way to visualize the world
>> Use osgEarth to display VPB generated database
>
> A lot of those look really cool; quite exciting!
>
> You're working on Flash support in OSG? Are there licensing issues?
>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
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Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Jeremy Moles
On Thu, 2011-09-29 at 20:48 +0800, Wang Rui wrote:
> Hi Alessandro,
> 
> I'd like to list the titles of all recipes finished until now as below.
> 
> Thanks for the support. :-)
> 
> Wang Rui
> 
> ---
> 
> [Chapter 1]
> Checking  out the latest version of OSG.
> Configure Configuring CMake options.
> Building plug-ins to support common file externsions.
> Compile Compiling and package packaging OSG on different platforms.
> Compile Compiling and use using OSG on mobile devices.
> Compile Compiling and use using dynamic and static libraries.
> Generate Generating the API documentation.
> Create Creating your own project using Cmake
> 
> [Chapter 2]
> Using smart and observer pointers
> Sharing and cloning objects
> Computing the world bounding box of any node
> Creating a running car
> Mirroring the scene graph
> Designing a breadth-first node visitor
> Implementing a background image node
> Making your node always face to screen
> Using draw callbacks to execute NVIDIA Cg functions
> Implementing a compass node
> 
> [Chapter 3]
> Creating a polygon with borderlines
> Extruding a 2D shape to 3D
> Drawing a NURBS surface
> Drawing a dynamic clock on the screen
> Drawing a ribbon following a model
> Selecting and highlighting a model
> Selecting a triangle face of the model
> Selecting a point of the model
> Using vertex displacement mapping in shaders
> Using the draw instanced extension
> 
> [Chapter 4]
> Setting up views on multiple screens
> Using slave cameras to simulate a power-wall
> Using depth partition to display huge scene
> Implementing the radar map
> Showing the top, front and side views of a model
> Manipulating the top, front and side views
> Following a moving model
> Using manipulator to follow models
> Designing a 2D camera manipulator
> Manipulating the view with joysticks
> 
> [Chapter 5]
> Opening and closing the door
> Playing a movie in the 3D world
> Designing scrolling texts
> Implementing a morph geometry
> Fading in and out
> Animating a flight on fire
> Dynamically lighting within shaders
> Creating a simple 'Galaxian' game
> Building a skeleton system
> Skinning a skeleton system
> Letting the physics engine be
> 
> [Chapter 6]
> Using the bump mapping technique
> Simulating the view-dependent shadow
> Implementing transparency with multiple passes
> Reading and displaying the depth buffer
> Implementing the night vision effect
> Implementing the depth-of-field effect
> Designing a skybox with the cubemap
> Creating simple water effect
> Creating a piece of cloud
> Customizing the state attribute
> Using MRT to create the G-buffer
> Completing the deferred shading algorithm
> 
> [Chapter 7]
> Preparing the VPB (VirtualPlanetBuilder) tool
> Generating small terrain database
> Generating terrain database on the earth
> Working with multiple imagery and elevation data
> Patching existing terrain database with newer data
> Building NVTT support for device-independent generation
> Using SSH to implement cluster generation
> Configuring and loading terrain from the Internet
> Playing with osgEarth: another way to visualize the world
> Use osgEarth to display VPB generated database

A lot of those look really cool; quite exciting! 

You're working on Flash support in OSG? Are there licensing issues?

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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Wang Rui
Hi Alessandro,

I'd like to list the titles of all recipes finished until now as below.

Thanks for the support. :-)

Wang Rui

---

[Chapter 1]
Checking  out the latest version of OSG.
Configure Configuring CMake options.
Building plug-ins to support common file externsions.
Compile Compiling and package packaging OSG on different platforms.
Compile Compiling and use using OSG on mobile devices.
Compile Compiling and use using dynamic and static libraries.
Generate Generating the API documentation.
Create Creating your own project using Cmake

[Chapter 2]
Using smart and observer pointers
Sharing and cloning objects
Computing the world bounding box of any node
Creating a running car
Mirroring the scene graph
Designing a breadth-first node visitor
Implementing a background image node
Making your node always face to screen
Using draw callbacks to execute NVIDIA Cg functions
Implementing a compass node

[Chapter 3]
Creating a polygon with borderlines
Extruding a 2D shape to 3D
Drawing a NURBS surface
Drawing a dynamic clock on the screen
Drawing a ribbon following a model
Selecting and highlighting a model
Selecting a triangle face of the model
Selecting a point of the model
Using vertex displacement mapping in shaders
Using the draw instanced extension

[Chapter 4]
Setting up views on multiple screens
Using slave cameras to simulate a power-wall
Using depth partition to display huge scene
Implementing the radar map
Showing the top, front and side views of a model
Manipulating the top, front and side views
Following a moving model
Using manipulator to follow models
Designing a 2D camera manipulator
Manipulating the view with joysticks

[Chapter 5]
Opening and closing the door
Playing a movie in the 3D world
Designing scrolling texts
Implementing a morph geometry
Fading in and out
Animating a flight on fire
Dynamically lighting within shaders
Creating a simple 'Galaxian' game
Building a skeleton system
Skinning a skeleton system
Letting the physics engine be

[Chapter 6]
Using the bump mapping technique
Simulating the view-dependent shadow
Implementing transparency with multiple passes
Reading and displaying the depth buffer
Implementing the night vision effect
Implementing the depth-of-field effect
Designing a skybox with the cubemap
Creating simple water effect
Creating a piece of cloud
Customizing the state attribute
Using MRT to create the G-buffer
Completing the deferred shading algorithm

[Chapter 7]
Preparing the VPB (VirtualPlanetBuilder) tool
Generating small terrain database
Generating terrain database on the earth
Working with multiple imagery and elevation data
Patching existing terrain database with newer data
Building NVTT support for device-independent generation
Using SSH to implement cluster generation
Configuring and loading terrain from the Internet
Playing with osgEarth: another way to visualize the world
Use osgEarth to display VPB generated database
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Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Alessandro Terenzi
Your first book 'OpenSceneGraph 3.0: Beginner's Guide' has been really
useful for me (I'd recommend it to anyone interested in OSG and
computer graphics), I'm sure the cookbook will fulfill my expectations
as well. Looking forward to buy it.

By the way would you share a table of content? I'm really interested
in what will be covered in the book.

Cheers and best wishes for your wedding! :)
Alessandro

On Thu, Sep 29, 2011 at 9:31 AM, Torben Dannhauer  wrote:
> Hi Wang,
>
> this idea is great, I would like to contribute a detailed recipe how to use 
> osgVisual :)
>
> best regards,
>
> Torben
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=43087#43087
>
>
>
>
>
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Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Torben Dannhauer
Hi Wang,

this idea is great, I would like to contribute a detailed recipe how to use 
osgVisual :)

best regards,

Torben

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43087#43087





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[osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Wang Rui
Hi all,

During the last few months, I'm busy writing a new book for the Packt
Publishing with Xuelei Qian. The book is named OpenSceneGraph 3.0
Cookbook, with exactly 100 recipes to try to show how OSG can be used
in practical applications. This book is required to be written for
users who are already familiar with the basic concepts of OSG and want
to make use of this powerful 3D API toolkit in their own projects and
studies. It will be finished at the end of this year and released
before Match, 2012.

The book is divided into 10 chapters, and includes some (maybe)
practical and interesting examples, like the compass, skybox, cloud,
night-vision, depth-of-field, character animation, four view mode,
using VPB, quick integrations with NVCG, PhysX, DirectInput and NPAPI,
and basic code of implementing post effects, G-buffer, deferred
shading, custom camera manipulator, and even a light-weighted 2D
'Galaxian' game. The most valuable part of it should be the source
code, and the book itself will mainly explain how these code work, as
well as a lot of nonsense word :-P

You can visit Packt's official website for this book at:
http://www.packtpub.com/openscenegrap-3-for-advanced-3d-programming-using-api-cookbook/book

It is my fault not to prompt the whole community to contribute to such
a 'recipes' book. But as this is a commercial publication which
requires contract with authors, and I must provide the example list as
soon as possible and submit each chapter before the dead-line, it may
not be comfortable for any public domain team to work on.

But it raises my interest of starting (or joining, if there's already
one) a new open source 'recipes' project after the book. The project
will make and collect all kinds of small or medium OSG examples and
plugins that can be executed independently and are *useful in
practical*. It could even reconstruct and put some obsolete projects
in, like osgCal2, osgNV, etc., under the LGPL/OSGPL license. This
project had better be different from current examples in the OSG
trunk. For example, it may have modules focusing on designing small
components for a certain field of developments (e.g., GIS, or RTS
Game), integrating OSG with various APIs, or providing easy code as
teaching materials.

I know there are some similar discussions here before, and I've also
created a project named osgXI (X-interface) on sourceforge to test
some initial ideas. Now I'd like to call for people interested in to
give me advices, join me and contribute your small work in future. :-)

As the current book still need time to be finished and my wedding in
October, I might be free to start such a project after about a month,
and I'll also continue my paused work of improvement of
LinesegmentIntersector, Flash integration, and implementing
osgPhysics. :-)

Any ideas and suggestions are welcome.

Wang Rui
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