Re: [osg-users] osg Node kits
You seem to be making this more complicated than it is. osgFX is a library containing classes that derive from Group. These classes, when used in your scene graph as parents of subgraphs, enforce new rendering effects on the subgraph. If you want to use the classes in osgFX in your application, you must link your application with the osgFX library. This is all just really basic C++, so don't let the term NodeKit confuse you. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae Marino Sent: Friday, June 13, 2008 12:10 AM To: OpenSceneGraph Users Subject: Re: [osg-users] osg Node kits Hi Paul, That's basically what it states in that link I supplied. words like derives new Nodes would make me think I would have to derive from something else than osg:Node?? and you mentioned link the NodeKit library? which library? is in the osg project or another repositorary¨? When I look at osgFX i.e. the Cartoon effect it derives from osgFX::Effect which in turn derives from osg::Group - which makes me think what is the difference? there is no nodekit involved? or is there? You said that I need to link with a nodekit libaray and does this mean I have to use certain functions in that library? and if so,,.. which? Confused, Peter On Thu, Jun 12, 2008 at 10:22 PM, Paul Martz [EMAIL PROTECTED] wrote: The OSG Quick Start Guide (www.osgbooks.com http://www.osgbooks.com/ ) defines a NodeKit as a library that derives new Nodes, Drawables, or StateAttributes from core OSG classes, and provides support for the .osg file format for these new objects. But I'd like to hear Robert's definition. Use them just like any core OSG Node, Drawable or StateAttribute, but note that your app will now have to link with the NodeKit library. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae Marino Sent: Thursday, June 12, 2008 12:36 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] osg Node kits Hi users, I'm trying to understand the concept of a node kit, but the documentation is very limited: http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/NodeKi t I believe that the osgFX is a node kit? what is it that defines a node kit? and how does one use them? perhaps someone can give an example how to apply the cartoon effect? I can see that they register themselves, does this mean I can apply them to any object runtime? anyone? Peter ___ 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
Re: [osg-users] osg Node kits
Hi Paul, That's basically what it states in that link I supplied. words like derives new Nodes would make me think I would have to derive from something else than osg:Node?? and you mentioned link the NodeKit library? which library? is in the osg project or another repositorary¨? When I look at osgFX i.e. the Cartoon effect it derives from osgFX::Effect which in turn derives from osg::Group - which makes me think what is the difference? there is no nodekit involved? or is there? You said that I need to link with a nodekit libaray and does this mean I have to use certain functions in that library? and if so,,.. which? Confused, Peter On Thu, Jun 12, 2008 at 10:22 PM, Paul Martz [EMAIL PROTECTED] wrote: The OSG Quick Start Guide (www.osgbooks.com) defines a NodeKit as a library that derives new Nodes, Drawables, or StateAttributes from core OSG classes, and provides support for the .osg file format for these new objects. But I'd like to hear Robert's definition. Use them just like any core OSG Node, Drawable or StateAttribute, but note that your app will now have to link with the NodeKit library. -Paul -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Peter Wraae Marino *Sent:* Thursday, June 12, 2008 12:36 PM *To:* osg-users@lists.openscenegraph.org *Subject:* [osg-users] osg Node kits Hi users, I'm trying to understand the concept of a node kit, but the documentation is very limited: http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/NodeKit I believe that the osgFX is a node kit? what is it that defines a node kit? and how does one use them? perhaps someone can give an example how to apply the cartoon effect? I can see that they register themselves, does this mean I can apply them to any object runtime? anyone? Peter ___ 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
Re: [osg-users] osg Node kits
HI Peter Its really is as simple as Paul says, a Node Kit simply extends a basic OSG node to do a specialised task not support directly by the core node types, just as an osg::Group derives from osg::node and to provide a method to group one or more nodes , while a osg::Transform provides a node method of introducing a matrix to trans form any nodes attached etc. or how osg::LOD extends nodes to allow its children to swapped in depending on there distance from the viewer or size on the screen etc Basically the OSG calls specialised nodes like osgFX or osgParticle Node kits because they extend the concept of the node to add something of value by deriving from a a node of some type, think of it more in terms of an extension of capabilities rather than a kit, that's how I seem them simply as feature and capabilities extension to the OSG . Look at anyone one of the existing OSG nodes, the header shows you what you need to do. look at the osg::Node header and the virtual's etc, then say look at osg::LOD ( quite simple how it extends osg::Group ) look at the virtual's, note the macro META_Node this sets up most of the required functions a derived node requires Typically to derive your own node at a minimum you need to use META_Node() provide a default constructor provide a copy constructor a protected destructor as all nodes a ref counted based objects and in most cases a computeBound(); then add you specialisations that you want the node to provide etc.. _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae Marino Sent: Friday, June 13, 2008 2:10 AM To: OpenSceneGraph Users Subject: Re: [osg-users] osg Node kits Hi Paul, That's basically what it states in that link I supplied. words like derives new Nodes would make me think I would have to derive from something else than osg:Node?? and you mentioned link the NodeKit library? which library? is in the osg project or another repositorary¨? When I look at osgFX i.e. the Cartoon effect it derives from osgFX::Effect which in turn derives from osg::Group - which makes me think what is the difference? there is no nodekit involved? or is there? You said that I need to link with a nodekit libaray and does this mean I have to use certain functions in that library? and if so,,.. which? Confused, Peter On Thu, Jun 12, 2008 at 10:22 PM, Paul Martz [EMAIL PROTECTED] wrote: The OSG Quick Start Guide (www.osgbooks.com http://www.osgbooks.com/ ) defines a NodeKit as a library that derives new Nodes, Drawables, or StateAttributes from core OSG classes, and provides support for the .osg file format for these new objects. But I'd like to hear Robert's definition. Use them just like any core OSG Node, Drawable or StateAttribute, but note that your app will now have to link with the NodeKit library. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae Marino Sent: Thursday, June 12, 2008 12:36 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] osg Node kits Hi users, I'm trying to understand the concept of a node kit, but the documentation is very limited: http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/NodeKi t I believe that the osgFX is a node kit? what is it that defines a node kit? and how does one use them? perhaps someone can give an example how to apply the cartoon effect? I can see that they register themselves, does this mean I can apply them to any object runtime? anyone? Peter ___ 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
Re: [osg-users] osg Node kits
The OSG Quick Start Guide (www.osgbooks.com) defines a NodeKit as a library that derives new Nodes, Drawables, or StateAttributes from core OSG classes, and provides support for the .osg file format for these new objects. But I'd like to hear Robert's definition. Use them just like any core OSG Node, Drawable or StateAttribute, but note that your app will now have to link with the NodeKit library. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae Marino Sent: Thursday, June 12, 2008 12:36 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] osg Node kits Hi users, I'm trying to understand the concept of a node kit, but the documentation is very limited: http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/NodeKi t I believe that the osgFX is a node kit? what is it that defines a node kit? and how does one use them? perhaps someone can give an example how to apply the cartoon effect? I can see that they register themselves, does this mean I can apply them to any object runtime? anyone? Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org