Re: [osg-users] using osg::node in glut renderer

2008-06-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thank you!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 20, 2008 10:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] using osg::node in glut renderer

On Fri, Jun 20, 2008 at 4:44 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> So what do the arguments do that are passed into the
> setUpViewerAsEmbeddedInWindow() do? Are they used internally to OSG?

The window position and dimensions are passed in so it can calibrate
the viewport, the projection matrix and event handling.

> Also you made mention that you need to protect OpenGL rendering from OSG
> rendering. Are you suggesting that there's a way of doing this without
> having two separate contexts, one for OSG and one for OpenGL? It would be
> cool to ditch the overhead of context switching in a GLUT app...

glPushAttrib()/glPopAttrib() are you friend here.  You'll need it for
your own code as well as the OSGs, do it at the top level so that each
stage is protected from affect the other.

Robert.
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Re: [osg-users] using osg::node in glut renderer

2008-06-20 Thread Robert Osfield
On Fri, Jun 20, 2008 at 4:44 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> So what do the arguments do that are passed into the
> setUpViewerAsEmbeddedInWindow() do? Are they used internally to OSG?

The window position and dimensions are passed in so it can calibrate
the viewport, the projection matrix and event handling.

> Also you made mention that you need to protect OpenGL rendering from OSG
> rendering. Are you suggesting that there's a way of doing this without
> having two separate contexts, one for OSG and one for OpenGL? It would be
> cool to ditch the overhead of context switching in a GLUT app...

glPushAttrib()/glPopAttrib() are you friend here.  You'll need it for
your own code as well as the OSGs, do it at the top level so that each
stage is protected from affect the other.

Robert.
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Re: [osg-users] using osg::node in glut renderer

2008-06-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

The setViewport seems to do the trick. Thanks for the help. 

So what do the arguments do that are passed into the
setUpViewerAsEmbeddedInWindow() do? Are they used internally to OSG?

Also you made mention that you need to protect OpenGL rendering from OSG
rendering. Are you suggesting that there's a way of doing this without
having two separate contexts, one for OSG and one for OpenGL? It would be
cool to ditch the overhead of context switching in a GLUT app...

Thanks,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 20, 2008 9:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] using osg::node in glut renderer

Hi Shane,

After the setUpViewerASEmbeddedInWindow try setting the viewer's
Camera's Viewport to the size you wish. ie..

viewer.getCamera()->getViewport()->setViewport(50,50, 200,200);

Robert.

On Fri, Jun 20, 2008 at 4:08 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> Regarding the osgviewerGLUT example, is there any way to make the embedded
> window from the GraphicsWindowEmbedded feature smaller in size than the
glut
> window?
>
> I bring this up because when I change the extents on the
> viewer->setUpViewerAsEmbeddedInWindow() it has no effect. It always uses
the
> size of the GLUT window from glutInitWindowSize().
>
> -Shayne
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
> Osfield
> Sent: Friday, June 20, 2008 2:21 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] using osg::node in glut renderer
>
> Hi Mark,
>
> The GraphicsWindowEmbedded feature of osgViewer allows osgviewerGLUT
> to just use an existing context, it does realize anything, so can fit
> right inside your own code.
>
> More of an issue is keeping OpenGL in sync between the two sets of
> rendering - you'll need to protect the OSG rendering from your OpenGL
> state changes, and visa versa.  There's been lots written about this
> on osg-users so have a look through the archives.
>
> Finally I have to say bolting together two different scene graph side
> by side may well be possible, but it's unlikely to provide the great
> overall solution, it'll be a hack at best.  The OSG itself has support
> for threading, multiple graphics context etc, and as such is very
> flexible and scalable, if you're bolting the OSG into an existing
> framework you can kiss goodbye to much of what makes the OSG powerful.
>
> Robert.
>
> On Thu, Jun 19, 2008 at 8:39 PM, Mark Henderson <[EMAIL PROTECTED]>
> wrote:
>> Hi,
>>
>> I have looked at that file, it doesn't really align with what I'm trying
> to
>> do.  It is still using most of osg, with a very light glut wrapper around
>> it.
>>
>> I already have a fairly comprehensive system, with its own camera,
>> mouse/keyboard handler, scenegraph,  and so forth.  I don't actually want
> to
>> use the scenegraph part of osg if I can avoid it, as I'm trying to keep
> the
>> application lightweight.
>>
>> I would like to use some parts of osg, like the 3d models and the terrain
>> system.  Towards that end, I've been trying to find a way to draw
> osg::node
>> classes without having an osg::viewer realized
>>
>>
>> Thanks for your help,
>> -Mark
>>
>> On Thu, Jun 19, 2008 at 11:30 AM, Robert Osfield
> <[EMAIL PROTECTED]>
>> wrote:
>>>
>>> Hi Mark,
>>>
>>> Please look at the osgviewerGLUT example.
>>>
>>> On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson <[EMAIL PROTECTED]>
>>> wrote:
>>> > I want to use the terrain and model systems from OSG, but all of my
>>> > rendering is done in OpenGL and GLUT.  It's not feasible
>>> > to change the entire project to OSG rendering, so I'd like to know if
>>> > there is any way to render osg::node or osg::drawable objects when not
>>> > using osg::viewer and osg::renderer.
>>> >
>>> > The code I'd like to have would look something like this:
>>> >
>>> > glBegin(GL_LINES);
>>> >  blah
>>> >  blah
>>> > glEnd();
>>> >
>>> > osg::node* tempNode = myDatabase->getModelNodes();
>>> >
>>> > for( int i = 0; i < myDatabase->getModelNodeCount(); i++)
>>> >  tempNode[i].draw();
>>> >
>>> > glBegin(GL_LINES);
>>> >  blah
>>> >  blah
>>> > glEnd();
>>> >
>>&g

Re: [osg-users] using osg::node in glut renderer

2008-06-20 Thread Robert Osfield
Hi Shane,

After the setUpViewerASEmbeddedInWindow try setting the viewer's
Camera's Viewport to the size you wish. ie..

viewer.getCamera()->getViewport()->setViewport(50,50, 200,200);

Robert.

On Fri, Jun 20, 2008 at 4:08 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> Regarding the osgviewerGLUT example, is there any way to make the embedded
> window from the GraphicsWindowEmbedded feature smaller in size than the glut
> window?
>
> I bring this up because when I change the extents on the
> viewer->setUpViewerAsEmbeddedInWindow() it has no effect. It always uses the
> size of the GLUT window from glutInitWindowSize().
>
> -Shayne
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
> Osfield
> Sent: Friday, June 20, 2008 2:21 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] using osg::node in glut renderer
>
> Hi Mark,
>
> The GraphicsWindowEmbedded feature of osgViewer allows osgviewerGLUT
> to just use an existing context, it does realize anything, so can fit
> right inside your own code.
>
> More of an issue is keeping OpenGL in sync between the two sets of
> rendering - you'll need to protect the OSG rendering from your OpenGL
> state changes, and visa versa.  There's been lots written about this
> on osg-users so have a look through the archives.
>
> Finally I have to say bolting together two different scene graph side
> by side may well be possible, but it's unlikely to provide the great
> overall solution, it'll be a hack at best.  The OSG itself has support
> for threading, multiple graphics context etc, and as such is very
> flexible and scalable, if you're bolting the OSG into an existing
> framework you can kiss goodbye to much of what makes the OSG powerful.
>
> Robert.
>
> On Thu, Jun 19, 2008 at 8:39 PM, Mark Henderson <[EMAIL PROTECTED]>
> wrote:
>> Hi,
>>
>> I have looked at that file, it doesn't really align with what I'm trying
> to
>> do.  It is still using most of osg, with a very light glut wrapper around
>> it.
>>
>> I already have a fairly comprehensive system, with its own camera,
>> mouse/keyboard handler, scenegraph,  and so forth.  I don't actually want
> to
>> use the scenegraph part of osg if I can avoid it, as I'm trying to keep
> the
>> application lightweight.
>>
>> I would like to use some parts of osg, like the 3d models and the terrain
>> system.  Towards that end, I've been trying to find a way to draw
> osg::node
>> classes without having an osg::viewer realized
>>
>>
>> Thanks for your help,
>> -Mark
>>
>> On Thu, Jun 19, 2008 at 11:30 AM, Robert Osfield
> <[EMAIL PROTECTED]>
>> wrote:
>>>
>>> Hi Mark,
>>>
>>> Please look at the osgviewerGLUT example.
>>>
>>> On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson <[EMAIL PROTECTED]>
>>> wrote:
>>> > I want to use the terrain and model systems from OSG, but all of my
>>> > rendering is done in OpenGL and GLUT.  It's not feasible
>>> > to change the entire project to OSG rendering, so I'd like to know if
>>> > there is any way to render osg::node or osg::drawable objects when not
>>> > using osg::viewer and osg::renderer.
>>> >
>>> > The code I'd like to have would look something like this:
>>> >
>>> > glBegin(GL_LINES);
>>> >  blah
>>> >  blah
>>> > glEnd();
>>> >
>>> > osg::node* tempNode = myDatabase->getModelNodes();
>>> >
>>> > for( int i = 0; i < myDatabase->getModelNodeCount(); i++)
>>> >  tempNode[i].draw();
>>> >
>>> > glBegin(GL_LINES);
>>> >  blah
>>> >  blah
>>> > glEnd();
>>> >
>>> > (The code is a little simplified, since I'm keeping track of
>>> > transformation matrices for each model, but it gets the point across.)
>>> >
>>> > I can't seem to find anything like a draw function.  I can't even
>>> > figure out where in ViewerBase::renderingTraversals() it actually
>>> > renders the nodes.
>>> > ___
>>> > osg-users mailing list
>>> > osg-users@lists.openscenegraph.org
>>> >
>>> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>> >
>>> 

Re: [osg-users] using osg::node in glut renderer

2008-06-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Regarding the osgviewerGLUT example, is there any way to make the embedded
window from the GraphicsWindowEmbedded feature smaller in size than the glut
window? 

I bring this up because when I change the extents on the
viewer->setUpViewerAsEmbeddedInWindow() it has no effect. It always uses the
size of the GLUT window from glutInitWindowSize(). 

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 20, 2008 2:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] using osg::node in glut renderer

Hi Mark,

The GraphicsWindowEmbedded feature of osgViewer allows osgviewerGLUT
to just use an existing context, it does realize anything, so can fit
right inside your own code.

More of an issue is keeping OpenGL in sync between the two sets of
rendering - you'll need to protect the OSG rendering from your OpenGL
state changes, and visa versa.  There's been lots written about this
on osg-users so have a look through the archives.

Finally I have to say bolting together two different scene graph side
by side may well be possible, but it's unlikely to provide the great
overall solution, it'll be a hack at best.  The OSG itself has support
for threading, multiple graphics context etc, and as such is very
flexible and scalable, if you're bolting the OSG into an existing
framework you can kiss goodbye to much of what makes the OSG powerful.

Robert.

On Thu, Jun 19, 2008 at 8:39 PM, Mark Henderson <[EMAIL PROTECTED]>
wrote:
> Hi,
>
> I have looked at that file, it doesn't really align with what I'm trying
to
> do.  It is still using most of osg, with a very light glut wrapper around
> it.
>
> I already have a fairly comprehensive system, with its own camera,
> mouse/keyboard handler, scenegraph,  and so forth.  I don't actually want
to
> use the scenegraph part of osg if I can avoid it, as I'm trying to keep
the
> application lightweight.
>
> I would like to use some parts of osg, like the 3d models and the terrain
> system.  Towards that end, I've been trying to find a way to draw
osg::node
> classes without having an osg::viewer realized
>
>
> Thanks for your help,
> -Mark
>
> On Thu, Jun 19, 2008 at 11:30 AM, Robert Osfield
<[EMAIL PROTECTED]>
> wrote:
>>
>> Hi Mark,
>>
>> Please look at the osgviewerGLUT example.
>>
>> On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson <[EMAIL PROTECTED]>
>> wrote:
>> > I want to use the terrain and model systems from OSG, but all of my
>> > rendering is done in OpenGL and GLUT.  It's not feasible
>> > to change the entire project to OSG rendering, so I'd like to know if
>> > there is any way to render osg::node or osg::drawable objects when not
>> > using osg::viewer and osg::renderer.
>> >
>> > The code I'd like to have would look something like this:
>> >
>> > glBegin(GL_LINES);
>> >  blah
>> >  blah
>> > glEnd();
>> >
>> > osg::node* tempNode = myDatabase->getModelNodes();
>> >
>> > for( int i = 0; i < myDatabase->getModelNodeCount(); i++)
>> >  tempNode[i].draw();
>> >
>> > glBegin(GL_LINES);
>> >  blah
>> >  blah
>> > glEnd();
>> >
>> > (The code is a little simplified, since I'm keeping track of
>> > transformation matrices for each model, but it gets the point across.)
>> >
>> > I can't seem to find anything like a draw function.  I can't even
>> > figure out where in ViewerBase::renderingTraversals() it actually
>> > renders the nodes.
>> > ___
>> > 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
>
>
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Re: [osg-users] using osg::node in glut renderer

2008-06-20 Thread Robert Osfield
Hi Mark,

The GraphicsWindowEmbedded feature of osgViewer allows osgviewerGLUT
to just use an existing context, it does realize anything, so can fit
right inside your own code.

More of an issue is keeping OpenGL in sync between the two sets of
rendering - you'll need to protect the OSG rendering from your OpenGL
state changes, and visa versa.  There's been lots written about this
on osg-users so have a look through the archives.

Finally I have to say bolting together two different scene graph side
by side may well be possible, but it's unlikely to provide the great
overall solution, it'll be a hack at best.  The OSG itself has support
for threading, multiple graphics context etc, and as such is very
flexible and scalable, if you're bolting the OSG into an existing
framework you can kiss goodbye to much of what makes the OSG powerful.

Robert.

On Thu, Jun 19, 2008 at 8:39 PM, Mark Henderson <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I have looked at that file, it doesn't really align with what I'm trying to
> do.  It is still using most of osg, with a very light glut wrapper around
> it.
>
> I already have a fairly comprehensive system, with its own camera,
> mouse/keyboard handler, scenegraph,  and so forth.  I don't actually want to
> use the scenegraph part of osg if I can avoid it, as I'm trying to keep the
> application lightweight.
>
> I would like to use some parts of osg, like the 3d models and the terrain
> system.  Towards that end, I've been trying to find a way to draw osg::node
> classes without having an osg::viewer realized
>
>
> Thanks for your help,
> -Mark
>
> On Thu, Jun 19, 2008 at 11:30 AM, Robert Osfield <[EMAIL PROTECTED]>
> wrote:
>>
>> Hi Mark,
>>
>> Please look at the osgviewerGLUT example.
>>
>> On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson <[EMAIL PROTECTED]>
>> wrote:
>> > I want to use the terrain and model systems from OSG, but all of my
>> > rendering is done in OpenGL and GLUT.  It's not feasible
>> > to change the entire project to OSG rendering, so I'd like to know if
>> > there is any way to render osg::node or osg::drawable objects when not
>> > using osg::viewer and osg::renderer.
>> >
>> > The code I'd like to have would look something like this:
>> >
>> > glBegin(GL_LINES);
>> >  blah
>> >  blah
>> > glEnd();
>> >
>> > osg::node* tempNode = myDatabase->getModelNodes();
>> >
>> > for( int i = 0; i < myDatabase->getModelNodeCount(); i++)
>> >  tempNode[i].draw();
>> >
>> > glBegin(GL_LINES);
>> >  blah
>> >  blah
>> > glEnd();
>> >
>> > (The code is a little simplified, since I'm keeping track of
>> > transformation matrices for each model, but it gets the point across.)
>> >
>> > I can't seem to find anything like a draw function.  I can't even
>> > figure out where in ViewerBase::renderingTraversals() it actually
>> > renders the nodes.
>> > ___
>> > 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
>
>
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Re: [osg-users] using osg::node in glut renderer

2008-06-19 Thread Mark Henderson
Hi,

I have looked at that file, it doesn't really align with what I'm trying to
do.  It is still using most of osg, with a very light glut wrapper around
it.

I already have a fairly comprehensive system, with its own camera,
mouse/keyboard handler, scenegraph,  and so forth.  I don't actually want to
use the scenegraph part of osg if I can avoid it, as I'm trying to keep the
application lightweight.

I would like to use some parts of osg, like the 3d models and the terrain
system.  Towards that end, I've been trying to find a way to draw osg::node
classes without having an osg::viewer realized


Thanks for your help,
-Mark

On Thu, Jun 19, 2008 at 11:30 AM, Robert Osfield <[EMAIL PROTECTED]>
wrote:

> Hi Mark,
>
> Please look at the osgviewerGLUT example.
>
> On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson <[EMAIL PROTECTED]>
> wrote:
> > I want to use the terrain and model systems from OSG, but all of my
> > rendering is done in OpenGL and GLUT.  It's not feasible
> > to change the entire project to OSG rendering, so I'd like to know if
> > there is any way to render osg::node or osg::drawable objects when not
> > using osg::viewer and osg::renderer.
> >
> > The code I'd like to have would look something like this:
> >
> > glBegin(GL_LINES);
> >  blah
> >  blah
> > glEnd();
> >
> > osg::node* tempNode = myDatabase->getModelNodes();
> >
> > for( int i = 0; i < myDatabase->getModelNodeCount(); i++)
> >  tempNode[i].draw();
> >
> > glBegin(GL_LINES);
> >  blah
> >  blah
> > glEnd();
> >
> > (The code is a little simplified, since I'm keeping track of
> > transformation matrices for each model, but it gets the point across.)
> >
> > I can't seem to find anything like a draw function.  I can't even
> > figure out where in ViewerBase::renderingTraversals() it actually
> > renders the nodes.
> > ___
> > 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
>
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Re: [osg-users] using osg::node in glut renderer

2008-06-19 Thread Robert Osfield
Hi Mark,

Please look at the osgviewerGLUT example.

On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson <[EMAIL PROTECTED]> wrote:
> I want to use the terrain and model systems from OSG, but all of my
> rendering is done in OpenGL and GLUT.  It's not feasible
> to change the entire project to OSG rendering, so I'd like to know if
> there is any way to render osg::node or osg::drawable objects when not
> using osg::viewer and osg::renderer.
>
> The code I'd like to have would look something like this:
>
> glBegin(GL_LINES);
>  blah
>  blah
> glEnd();
>
> osg::node* tempNode = myDatabase->getModelNodes();
>
> for( int i = 0; i < myDatabase->getModelNodeCount(); i++)
>  tempNode[i].draw();
>
> glBegin(GL_LINES);
>  blah
>  blah
> glEnd();
>
> (The code is a little simplified, since I'm keeping track of
> transformation matrices for each model, but it gets the point across.)
>
> I can't seem to find anything like a draw function.  I can't even
> figure out where in ViewerBase::renderingTraversals() it actually
> renders the nodes.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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[osg-users] using osg::node in glut renderer

2008-06-19 Thread Mark Henderson
I want to use the terrain and model systems from OSG, but all of my
rendering is done in OpenGL and GLUT.  It's not feasible
to change the entire project to OSG rendering, so I'd like to know if
there is any way to render osg::node or osg::drawable objects when not
using osg::viewer and osg::renderer.

The code I'd like to have would look something like this:

glBegin(GL_LINES);
 blah
 blah
glEnd();

osg::node* tempNode = myDatabase->getModelNodes();

for( int i = 0; i < myDatabase->getModelNodeCount(); i++)
 tempNode[i].draw();

glBegin(GL_LINES);
 blah
 blah
glEnd();

(The code is a little simplified, since I'm keeping track of
transformation matrices for each model, but it gets the point across.)

I can't seem to find anything like a draw function.  I can't even
figure out where in ViewerBase::renderingTraversals() it actually
renders the nodes.
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