Re: [osg-users] osg Node kits

2008-06-16 Thread Paul Martz
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


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Re: [osg-users] osg Node kits

2008-06-13 Thread Peter Wraae Marino
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


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Re: [osg-users] osg Node kits

2008-06-13 Thread Gordon Tomlinson
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


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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] osg Node kits

2008-06-12 Thread Paul Martz
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

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