Re: [osg-users] Rendering From First Person

2011-10-12 Thread Jeremy Moles
On Sun, 2011-10-09 at 04:53 +0200, Rishabh Taneja wrote:
 Hi Jeremy,
 
 I am a newbie in osg. I am working on a project to build a virtual 
 environment.After trying a lot, I am not able to create first person 
 experience in my environment. Can you help me out in this regard.

Sure, do you have any sample code? What OS are you on? I may be able to
provide a very simple example...

 ... 
 
 Thank you!
 
 Cheers,
 Rishabh
  (ryshabtaneja@gmail)
 
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Re: [osg-users] Rendering From First Person

2011-10-09 Thread Rishabh Taneja
Hi Jeremy,

I am a newbie in osg. I am working on a project to build a virtual 
environment.After trying a lot, I am not able to create first person experience 
in my environment. Can you help me out in this regard.

... 

Thank you!

Cheers,
Rishabh
 (ryshabtaneja@gmail)

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43276#43276





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Re: [osg-users] Rendering From First Person

2011-09-29 Thread Alberto Luaces
Paul Martz writes:

 On 9/28/2011 9:22 AM, Jean-Sébastien Guay wrote:
 Hi Jeremy,

 My question is how do I render these objects? Should I treat them
 specially (for example, adding them in a post render camera) or should I
 simply position them properly to be rendered in the main frame? I'm
 looking for some gotchas from other people who have done something
 similar.

 I'd render them as a separate camera, simply because they're very
 close to the eye and so might affect your depth range and precision
 pretty drastically. If you render them as a separate camera, you'll
 then have a main camera with a z range starting at over 1m (probably
 the ground will be the closest object most of the time) and a
 post-render camera with a very small near distance but a very close
 far distance too, so that's ideal. You can even keep automatic
 near-far calculation on for both, and it will likely work really
 well. 

 I agree with J-S. If you use ABSOLUTE_RF and an identity view matrix,
 you should be able to draw these scene elements directly in eye space
 (you're looking down the -z axis with +y up). In OSG parlance, it's
 effectively a HUD.

 In OpenGL, the pattern looks like: push the modelview matrix, set it
 to identity, draw, then pop. Whenever  rendering calls for this OpenGL
 pattern, in OSG you should immediately think Camera.

Hi all,

Just a question about this: shouldn't you clear the depth buffer also?
If the near and far planes are different between cameras, aren't the
contents of the depth buffer nonsense for the other camera? Or is it
possible to make some assumption for this particular case?

-- 
Alberto

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Re: [osg-users] Rendering From First Person

2011-09-29 Thread Jeremy Moles
On Wed, 2011-09-28 at 11:37 -0600, Paul Martz wrote:
 On 9/28/2011 9:22 AM, Jean-Sébastien Guay wrote:
  Hi Jeremy,
 
  My question is how do I render these objects? Should I treat them
  specially (for example, adding them in a post render camera) or should I
  simply position them properly to be rendered in the main frame? I'm
  looking for some gotchas from other people who have done something
  similar.
 
  I'd render them as a separate camera, simply because they're very close to 
  the 
  eye and so might affect your depth range and precision pretty drastically. 
  If 
  you render them as a separate camera, you'll then have a main camera with a 
  z 
  range starting at over 1m (probably the ground will be the closest object 
  most 
  of the time) and a post-render camera with a very small near distance but a 
  very close far distance too, so that's ideal. You can even keep automatic 
  near-far calculation on for both, and it will likely work really well. 
 
 I agree with J-S. If you use ABSOLUTE_RF and an identity view matrix, you 
 should 
 be able to draw these scene elements directly in eye space (you're looking 
 down 
 the -z axis with +y up). In OSG parlance, it's effectively a HUD.
 
 In OpenGL, the pattern looks like: push the modelview matrix, set it to 
 identity, draw, then pop. Whenever  rendering calls for this OpenGL pattern, 
 in 
 OSG you should immediately think Camera.
 -Paul

Rendering directly into the framebuffer from a 2nd camera (like a HUD,
as you said) turned out to really simplify things, but it does--of
course--change how I need to handle lighting. Since the gun never
technically moves (though it appears to because of the first camera)
I'll have to come up with a way of updating this second camera with the
proper lighting variables...

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Re: [osg-users] Rendering From First Person

2011-09-28 Thread Jean-Sébastien Guay

Hi Jeremy,


My question is how do I render these objects? Should I treat them
specially (for example, adding them in a post render camera) or should I
simply position them properly to be rendered in the main frame? I'm
looking for some gotchas from other people who have done something
similar.


I'd render them as a separate camera, simply because they're very close 
to the eye and so might affect your depth range and precision pretty 
drastically. If you render them as a separate camera, you'll then have a 
main camera with a z range starting at over 1m (probably the ground will 
be the closest object most of the time) and a post-render camera with a 
very small near distance but a very close far distance too, so that's 
ideal. You can even keep automatic near-far calculation on for both, and 
it will likely work really well.


Hope this helps,

J-S
--
__
Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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Re: [osg-users] Rendering From First Person

2011-09-28 Thread Paul Martz

On 9/28/2011 9:22 AM, Jean-Sébastien Guay wrote:

Hi Jeremy,


My question is how do I render these objects? Should I treat them
specially (for example, adding them in a post render camera) or should I
simply position them properly to be rendered in the main frame? I'm
looking for some gotchas from other people who have done something
similar.


I'd render them as a separate camera, simply because they're very close to the 
eye and so might affect your depth range and precision pretty drastically. If 
you render them as a separate camera, you'll then have a main camera with a z 
range starting at over 1m (probably the ground will be the closest object most 
of the time) and a post-render camera with a very small near distance but a 
very close far distance too, so that's ideal. You can even keep automatic 
near-far calculation on for both, and it will likely work really well. 


I agree with J-S. If you use ABSOLUTE_RF and an identity view matrix, you should 
be able to draw these scene elements directly in eye space (you're looking down 
the -z axis with +y up). In OSG parlance, it's effectively a HUD.


In OpenGL, the pattern looks like: push the modelview matrix, set it to 
identity, draw, then pop. Whenever  rendering calls for this OpenGL pattern, in 
OSG you should immediately think Camera.

   -Paul


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