Re: [osg-users] Using PolytopeIntersector from the root of the scene graph instead of camera
Hi Julien-Charles, Julien-Charles Lévesque schrieb: Hi Peter, What do you mean by a degenerated polytope of volume 0 ? That polytope definitely doesn't have a null volume since I've been using it to select objects in my application and it works. The four planes all have the same starting point because I want the polytope to be a pyramid coming out from a user's hand, so the planes -should- all intersect at the summit, no ? You are right. I did not look closely enough and assumed you where trying to build a parallel polytope. The polytope looks to be alright. Julien-Charles On Thu, Feb 4, 2010 at 8:35 AM, Peter Hrenka p.hre...@science-computing.de mailto:p.hre...@science-computing.de wrote: Hi Julien-Charles, Julien-Charles Lévesque schrieb: [...] Here is my code... stripped down to a minimum. I assume that you have a 4x4 matrix containing orientation of your selector (lOrientation) and a vec3 containing it's position (lPosition). I built the polytope to point in the direction of positive y-axis. Sorry for the french variable names and comments here and there... I don't think they hurt readability much at this level :P However, I wasn't able to extract a reliable 3x3 rotation matrix from mouse coordinates. I can only say that this code works well with the raw 3x3 orientation and position provided by my tracker. Do you have any idea for a desktop variation ? I can implement it. I could also integrate all this in the examplekeyboardmouse, once I've figured out how to do it with a mouse :P I would suggest to control the rotation and position using the keyboard. This should be enough for the purpose of an osg-example. I think it would be nice if the polytope would be visualized as a wireframe model. I also would suggest of creating a new osgpolytopeintersector- example because nobody really looks into osgkeyboardmouse when looking for polytope-intersection functionality... Cheers, Peter -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] osgPPU cube map sample
Hi, Thank you for the explanation Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23712#23712 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean Geometry
Hi TM, Erm don't get too excited, like I say I've only added the test cases onto a sandbox directory on the svn.. Really all that is a new mipmapgeometry class that supports shader positioning and a cobbled together test case that updates the primitive levels. I haven't actually merged the code into the library yet Sorry to disappoint :( Kim. On 5 February 2010 03:44, Tian Ma tianxiao...@foxmail.com wrote: Good work Kim! I have update the svn code! A little real-time |-) :D Kim Bale wrote: Hi Paul, Yes you're right this is due to the rather inefficient method of updating the surface primitives and vertices that osgOcean uses at the moment. Explained here: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-December/036735.html( http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-December/036735.html ) Like I say in that post I have written a test case which significantly improves the performance of this area but haven't actually added it into the library code yet. This isn't helped by the fact that I keep forgetting to put the test code on the svn so other people can't see the approach. However, I WILL remember to do that tonight so if you want to see a solution for it you can have a go. I've done the hard bit, I just haven't had time to add it into the core library code. If you check the sandbox directory on the svn later this evening you can have a look. Regards, Kim. On 4 February 2010 13:13, Paul Palumbo () wrote: I'm running osgOcean and I'm only interested into ocean surface effects (the geometry in particular). I also have a hard time limit on each frame time. However, with osgOcean, I'm seeing some large spikes in processing time that are causing me problems. In particular, I'm seeing the FFTOceanSurface::computeVertices routine (called every 50ms) taking around 17-25ms per call and FFTOceanSurface::computePrimitives routine (called when tile LOD changes) taking 10-15ms and I'm looking for a way to make this more real-time. These timing numbers are with osgOcean parameters using in the oceanExample code. Could the ocean surface geometry be defined at initialization at the scene graph level for each tile/frame rather than being redefined every 50ms as it doing now. In computePrimitives, couldn't the geometry only need to be regenerated for the times that changed LOD? Any advice would be appreciated. Thanks, Paul P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23670#23670 ( http://forum.openscenegraph.org/viewtopic.php?p=23670#23670) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org( http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23708#23708 ___ 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] [osgOcean] osgOcean Geometry
Hi Peter, This has come up a couple of times actually. It would be feasible I think with the new method of updating the tile positions that I've added to the sandbox. Whilst I haven't put a lot of thought into it, I'm thinking that the ellipsoid distortion could be added to tiles within the vertex shader, so basically taking the same old tiles and merging it with a tile of offsets that is passed in. Then instead of using a straight translation to position the tiles as is done in the test case, you would then use some sort of slight rotational transform instead. I must confess it's not a priority at this time, as you can see my progress is very slow at the moment. Regards, Kim. On 5 February 2010 01:36, Peter Bear th3fly...@gmail.com wrote: Question, would that change make it possible to make a round earth using osgOcean. I noticed it talking about tiles in that post and it sparked my interest. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23706#23706 ___ 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] Dynamic Uniform with ATI
Hi All, I have run in to some trouble with a shader that uses a dynamically updated uniform (updated rarely but it does change). Everything works as expected on all nvidia cards I have tried but I cannot get it to work on an ATI card (FirePro V5700). All systems are running WinXP. I know ATIs OpenGL drivers are terrible, but has anyone come across this problem and has a suggestion on how to fix it? I have made a realy simple shader to replicate the problem: uniform int numActiveLayers; //updated dynamically void main() { vec4 col = texture2D(textures[0], gl_TexCoord[0].st); if(numActiveLayers == 1) { //at first, always set to 1 gl_FragColor = col; } else if(numActiveLayers 999){ //this condition is never true //} else if(1 999) { //if I change to this it all works fine. It only executes this block if I test against the uniform //does nothing but causes the problem, which means it is still executed. //There is no texture in unit 1 so it is fine to fail but it shouldn't execute vec4 layerCol = texture2D(textures[1],gl_TexCoord[0].st); // Even when it is failing because of the above line, the output fragment is not red. gl_FragColor = vec4(1,0,0,1); } } Any ideas would be greatly appreciated as I am completely stuck. Cheers, Brad DISCLAIMER:--- This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited. No part may be reproduced, adapted or transmitted without the written permission of the owner. If you have received this transmission in error, or are not an authorised recipient, please immediately notify the sender by return email, delete this message and all copies from your e-mail system, and destroy any printed copies. Receipt by anyone other than the intended recipient should not be deemed a waiver of any privilege or protection. Thales Australia does not warrant or represent that this e-mail or any documents, files and previous e-mail messages attached are error or virus free. -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] bad screen identifier
Hi, When I launch my osg app this morning, I've got this error while creating the graphic context : Win32WindowingSystem::getScreenInformation() - The screen identifier on the Win32 platform must always use display number 0. Value received was 15 Error: [screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel format found base on traits specified I really do not understand because yesterday it worked perfectly ... Code: osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface(); assert(wsi); unsigned int width, height; wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height); osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 0; traits-y = 0; traits-width = width; traits-height = height; traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); assert(gc.valid()); I tried to reboot my computer, but it always the same. Do you have any ideas ? Thank you! Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23717#23717 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stereo out of screen?
Hi, I've building a project with osg to render a terrain model in quad buffered stereo. It has been working great so far, and I have managed to achieve plenty of depth to the scene. The problem I am facing is trying to get some of the scene to appear out of the screen floating in front of the monitor - possibly a head-up-display? I managed to achieve a slight effect of this with the trackball camera and a single model, now I believe this is because the trackball camera takes into account the fusion distance value. How would I achieve this effect using different kinds of manipulators such as drive and flight, I have tried modifying the fusion distance manually on key press but to no avail. Could someone please enlighten me as to how to achieve such an effect? Cheers, Nathan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23718#23718 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Nightly Windows builds?
Interesting... I ran a nightly build on 5 Feb at 00:05 (5 minutes past midnight) CET, and that was Feb 4 16:05 local time. Immediately after the build completed, I saw the results posted to the dashboard. Then I took the evening off and went to sleep. This morning 15:45 CET (7:45 local time) they are no longer listed. What's up? My builds are scheduled to run again on 6 Feb at 00:05, so I'll watch for the same behavior. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Nightly Windows builds?
Hi Paul, Interesting... I ran a nightly build on 5 Feb at 00:05 (5 minutes past midnight) CET, and that was Feb 4 16:05 local time. Immediately after the build completed, I saw the results posted to the dashboard. Then I took the evening off and went to sleep. This morning 15:45 CET (7:45 local time) they are no longer listed. What's up? Click the Previous link at the top of the page to see builds from the previous day. Your build was at 16:05 local, and then you checked again at 7:45 local, so it switched to another day... :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lets slowly update extension gl symbols to latest OpenGL specification with each submission.
Wojciech Lewandowski wrote: Lots of older OpenGL extensions are now included in OpenGL specification (rel. 3.2). I'd like to propose a small cleaning movement of OSG sources Hi Wojtek -- I agree that the kind of scrubbing you've proposed would break backwards compatibility, as Gordon described. However, OSG definitely needs some clean up and fixes in the area of querying for feature support and obtaining the appropriate entry points. I was waiting for Robert to chime in on this thread, but I think I speak on his behalf when I say he supports a clean up effort. In the thread OpenGL capture/logging in OSG from mid-December, Robert said: I would, however, be happy to see a more formalized system for extension setup, as the current distributed approach has let the styles of implementation diverge as a series of different developers have got their hands dirty contributing code. So now we just need to decide exactly what we mean by clean up. :-) First, I don't want to limit the discussion by using the word extension. We should consider cleaning up code that queries for the presence of OpenGL features. They might be extensions, or they might be core functionality. In most any OpenGL literature that you read, querying for feature support at run time should be done as follows; If the feature is part of the run time GL version's core spec Use the core interface else if an ARB extension supports the feature Use the ARB interface else if an EXT extension supports the feature Use the EXT interface else Similar checks for possibly multiple vendor extensions OSG should do this as well, but in most cases it doesn't. Instead, OSG simply checks for the availability of entry points and uses them if present. This is a dangerous approach, as many drivers contain entry points for the purpose of testing beta features. This is one thing I'd definitely like to see cleaned up. (In fact, this is currently a bug in OSG. If I open a v3.0 context, OSG uses the v3.2 core FBO entry points exposed by my device driver, not the ARB FBO extension interface.) I'd also like to see a function pointer name clean up effort. Function pointers should be named generically (glGenBuffers, not glGenBuffersARB or glGenBuffersEXT). In 90% of all features, we're just concerned with which feature it references, not which specific extension interface is being used. With an initialization system like I described in the pseudocode above, or even with OSG as it currently stands today, the function pointer could be loaded with just about any interface entry point, so it should have a name that isn't interface-specific. Another thing to consider is the wrapper pattern currently employed in many of OSG's OpenGL function pointers. The wrapper pattern has the following form: void glFunctionWRAPPER( ... ) { if( _glFunction != NULL ) _glFunction( ... ); else Log an error } Checking on the validity of the pointer every time app code calls into the wrapper seems a little heavy. I'd rather see a system that lets calling code query for the presence or absence of a feature. If the feature is absent, calling code should avoid calling into the feature's function wrappers, eliminating the need for per-wrapper checks for function pointer validity. (I believe this is a better approach for calling code too, as that code will usually want to take one path or another based on the presence or absence of certain GL features.) (Note that I'm not opposed to wrappers in general. An OpenGL wrapper system should probably be at the core of every major OpenGL app. It simply needs to be designed for lightweight production builds.) There's the topic of centralization. I've proposed moving all OpenGL function pointers an related initialization into a single class. Among other reasons, this would make it easier for future developers to ensure that they're implementing feature query and initialization consistent with OSG's best practice. But Robert has expressed disagreement with this approach (again, see the thread OpenGL capture/logging in OSG). So for now, any type of new system we implement for feature querying and initialization will need to be cut and pasted across several source files. Finally, another thing to consider is replacing our existing feature query infrastructure with something like GLEW. GLEW is lightweight, easily extensible, and already handles much of what we need for GL feature support. But we have discussed this in the past, and if I remember correctly Robert was opposed to GLEW on the grounds of the new third party dependency it would require. Well, I know this is a bit more extensive that the slow, piece-by-piece clean up effort that you had in mind with your original post. But I wanted to throw this out there for consideration by you and the rest of the community. If we can all come to some consensus on how to proceed, we can start
Re: [osg-users] Nightly Windows builds?
Jean-Sébastien Guay wrote: Interesting... I ran a nightly build on 5 Feb at 00:05 (5 minutes past midnight) CET, and that was Feb 4 16:05 local time. Immediately after the build completed, I saw the results posted to the dashboard. Then I took the evening off and went to sleep. This morning 15:45 CET (7:45 local time) they are no longer listed. What's up? Click the Previous link at the top of the page to see builds from the previous day. Your build was at 16:05 local, and then you checked again at 7:45 local, so it switched to another day... :-) Huh! Even though it's the _same_ day in CET... -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lets slowly update extension gl symbols to latest OpenGL specification with each submission.
Good topic, Paul. On 2/5/2010 9:02 AM, Paul Martz wrote: There's the topic of centralization. I've proposed moving all OpenGL function pointers an related initialization into a single class. Among other reasons, this would make it easier for future developers to ensure that they're implementing feature query and initialization consistent with OSG's best practice. But Robert has expressed disagreement with this approach (again, see the thread OpenGL capture/logging in OSG). So for now, any type of new system we implement for feature querying and initialization will need to be cut and pasted across several source files. I would be in support of _some_ centralization. I feel like maybe we could put generic support code for this system in one place, and somehow call it from wherever it was needed. Could we somehow come up with a template that did the dirty work for us, and just employ the template in a distributed fashion? A basic template could do everything most situation would need, and maybe a more advanced and customizable template with some sort of callback or functor could be employed in situations that needed to go beyond the simple case? Finally, another thing to consider is replacing our existing feature query infrastructure with something like GLEW. GLEW is lightweight, easily extensible, and already handles much of what we need for GL feature support. But we have discussed this in the past, and if I remember correctly Robert was opposed to GLEW on the grounds of the new third party dependency it would require. I'm not wholly opposed to GLEW. http://glew.sourceforge.net/ I agree about more dependencies, but I also dislike re-inventing the wheel. I know GLEW is attaining popular support, and the new OpenGL SuperBible uses it extensively (funny joke!). So, it's not something that's a relative unknown. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Nightly Windows builds?
Hi Paul, Huh! Even though it's the _same_ day in CET... Yeah, well, it only knows about its own local timezone... Makes sense I think. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?
Hi, That's very cool, congrats! Btw are the other presentations also made with the osg? Like Mur de médias? cheers Raymond Serge Lages wrote: And you can be sure that this plugin works like a charm, we're using it with 4 live streams everyday in a live TV show and we never had any problem ! ;) http://www.tharsis-software.com/1-29972-Realisation.php On Thu, Feb 4, 2010 at 6:56 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi guys, I would like to say a big 'thank you' for this nice plugin. After quite some time installing SDKs and building I got the plugin working :-) For the record: I did this on Windows Vista 32 bit, Visual Studio 2008, Microsoft DirectX SDK (August 2009) and Windows SDK v6.0. Cheers Raymond Serge Lages wrote: I think it's one of the latest : Microsoft DirectX SDK (August 2009) On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi, Ok, nice to hear. Which version of directx are you using? My directshow build on Vista, using directx August 2007, resulted in a missing symbol... Cheers Raymond Serge Lages wrote: I am working on Windows 7 and it works like a charm with the Win7 SDK. On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi guys, First of all, thanks a lot for your quick reply! As it turned out, I also had a more recent platform sdk on my system (win vista). Out of habit I just installed the older one on each system I develop on... And I had build the baseclasses once (long time ago) using the makefile... Thanks for your advice. I just built the BaseClasses and now building osg svn, including directshow :-) Finders crossed... I will try out the windows 7 sdk on my windows 7 machine soon too. Jason, ok, I understand it. Indeed I found your message from a while ago. I only saw Cedric's name in the cmake module, so that's why I thought you joined efforts. So thanks Cedric! One more thing for now: do I have (easy) access to the 'current image' via the plugin? I will let you know how it goes... Cheers Raymond Jason Beverage wrote: Hi Raymond, Just wanted to give credit to Cedric for the osg DirectShow plugin, I had sent out an email quite awhile about about public interest in an open sourced Direct Show plugin but never got around to releasing one. Kudos to Cedric for beating me to the punch :) Thanks, Jason On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com wrote: the latest windows sdk has the project files for all the configuration. build against it Nick http://www.linkedin.com/in/tnick On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi, most likely Cedric and/or Jason (Beverage), I would like to try out your directshow plugin in svn, and now I am in the process of building the BaseClasses of the
Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?
Yes everything you can see on our website is OSG based ! ;) On Fri, Feb 5, 2010 at 5:39 PM, Raymond de Vries ree...@xs4all.nl wrote: Hi, That's very cool, congrats! Btw are the other presentations also made with the osg? Like Mur de médias? cheers Raymond Serge Lages wrote: And you can be sure that this plugin works like a charm, we're using it with 4 live streams everyday in a live TV show and we never had any problem ! ;) http://www.tharsis-software.com/1-29972-Realisation.php On Thu, Feb 4, 2010 at 6:56 PM, Raymond de Vries ree...@xs4all.nlmailto: ree...@xs4all.nl wrote: Hi guys, I would like to say a big 'thank you' for this nice plugin. After quite some time installing SDKs and building I got the plugin working :-) For the record: I did this on Windows Vista 32 bit, Visual Studio 2008, Microsoft DirectX SDK (August 2009) and Windows SDK v6.0. Cheers Raymond Serge Lages wrote: I think it's one of the latest : Microsoft DirectX SDK (August 2009) On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi, Ok, nice to hear. Which version of directx are you using? My directshow build on Vista, using directx August 2007, resulted in a missing symbol... Cheers Raymond Serge Lages wrote: I am working on Windows 7 and it works like a charm with the Win7 SDK. On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi guys, First of all, thanks a lot for your quick reply! As it turned out, I also had a more recent platform sdk on my system (win vista). Out of habit I just installed the older one on each system I develop on... And I had build the baseclasses once (long time ago) using the makefile... Thanks for your advice. I just built the BaseClasses and now building osg svn, including directshow :-) Finders crossed... I will try out the windows 7 sdk on my windows 7 machine soon too. Jason, ok, I understand it. Indeed I found your message from a while ago. I only saw Cedric's name in the cmake module, so that's why I thought you joined efforts. So thanks Cedric! One more thing for now: do I have (easy) access to the 'current image' via the plugin? I will let you know how it goes... Cheers Raymond Jason Beverage wrote: Hi Raymond, Just wanted to give credit to Cedric for the osg DirectShow plugin, I had sent out an email quite awhile about about public interest in an open sourced Direct Show plugin but never got around to releasing one. Kudos to Cedric for beating me to the punch :) Thanks, Jason On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com wrote: the latest windows sdk has the project files for all the configuration. build against it Nick http://www.linkedin.com/in/tnick On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi, most likely Cedric and/or Jason (Beverage), I would like to try out your directshow plugin
Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?
hmm, sweet. Incl multitouch :-) Btw how do you do streaming with directshow? What do you use as server? Do you use a standard streaming protocol, or a custom one? Btw2 how do I get the current image from the directshow? Do I need to get it from the texture, or is it possible to get it 'more low-level'? 'more low-level is most likely better performing.. thnx for your thoughts Raymond Serge Lages wrote: Yes everything you can see on our website is OSG based ! ;) On Fri, Feb 5, 2010 at 5:39 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi, That's very cool, congrats! Btw are the other presentations also made with the osg? Like Mur de médias? cheers Raymond Serge Lages wrote: And you can be sure that this plugin works like a charm, we're using it with 4 live streams everyday in a live TV show and we never had any problem ! ;) http://www.tharsis-software.com/1-29972-Realisation.php On Thu, Feb 4, 2010 at 6:56 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi guys, I would like to say a big 'thank you' for this nice plugin. After quite some time installing SDKs and building I got the plugin working :-) For the record: I did this on Windows Vista 32 bit, Visual Studio 2008, Microsoft DirectX SDK (August 2009) and Windows SDK v6.0. Cheers Raymond Serge Lages wrote: I think it's one of the latest : Microsoft DirectX SDK (August 2009) On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi, Ok, nice to hear. Which version of directx are you using? My directshow build on Vista, using directx August 2007, resulted in a missing symbol... Cheers Raymond Serge Lages wrote: I am working on Windows 7 and it works like a charm with the Win7 SDK. On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi guys, First of all, thanks a lot for your quick reply! As it turned out, I also had a more recent platform sdk on my system (win vista). Out of habit I just installed the older one on each system I develop on... And I had build the baseclasses once (long time ago) using the makefile... Thanks for your advice. I just built the BaseClasses and now building osg svn, including directshow :-) Finders crossed... I will try out the windows 7 sdk on my windows 7 machine soon too. Jason, ok, I understand it. Indeed I found your message from a while ago. I only saw Cedric's name in the cmake module, so that's why I thought you joined efforts. So thanks Cedric! One more thing for now: do I have (easy) access to the 'current image' via the plugin? I will let you know how it goes... Cheers Raymond Jason Beverage wrote: Hi Raymond, Just wanted to give credit to Cedric for the osg DirectShow plugin, I had sent out an email quite awhile about about public interest in an open sourced
[osg-users] osgKeyboard
Hi alls, i would like to show a keybord 3d as the text in osgHud example. I am working on the osgkeyboard's project: ... osg::Group* getHUDScene() { return _HUDscene.get(); } void KeyboardModel::CreateHUDKeyboard() { _HUDscene = new osg::Group; osg::Projection* HUDProjectionMatrix = new osg::Projection; HUDProjectionMatrix-setMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); osg::MatrixTransform* HUDModelViewMatrix = new osg::MatrixTransform; HUDModelViewMatrix-setMatrix(osg::Matrix::identity()); HUDModelViewMatrix-setReferenceFrame(osg::Transform::ABSOLUTE_RF); _HUDscene-addChild(HUDProjectionMatrix); HUDProjectionMatrix-addChild(HUDModelViewMatrix); HUDModelViewMatrix-addChild(_scene); \\scene is a osgroup* to the keyboard } ... int main(int , char **) { viewer.setSceneData( keyboardModel-getHUDScene() ); return viewer.run(); } When i run the program i don't see the keyboard in the scene. Any helps or pointer will be appreciate. Best regards, Jagovic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?
Trajce Nikolov wrote: Btw2 how do I get the current image from the directshow? Do I need to get it from the texture, or is it possible to get it 'more low-level'? 'more low-level is most likely better performing.. I believe if you do texture-getImage() you will get it. Howevere, you might need to do some syncing between the DirectShow Image update and your image lookup But I wonder/doubt whether that is quick enough, I would like to process the image in realtime, as close to the source as possible. I know I can make a directshow filter and insert it into a directshow graph or so. But that would result in some dependancies that I don't want/like. regards Raymond -Nick On Fri, Feb 5, 2010 at 6:56 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: hmm, sweet. Incl multitouch :-) Btw how do you do streaming with directshow? What do you use as server? Do you use a standard streaming protocol, or a custom one? Btw2 how do I get the current image from the directshow? Do I need to get it from the texture, or is it possible to get it 'more low-level'? 'more low-level is most likely better performing.. thnx for your thoughts Raymond Serge Lages wrote: Yes everything you can see on our website is OSG based ! ;) On Fri, Feb 5, 2010 at 5:39 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi, That's very cool, congrats! Btw are the other presentations also made with the osg? Like Mur de médias? cheers Raymond Serge Lages wrote: And you can be sure that this plugin works like a charm, we're using it with 4 live streams everyday in a live TV show and we never had any problem ! ;) http://www.tharsis-software.com/1-29972-Realisation.php On Thu, Feb 4, 2010 at 6:56 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi guys, I would like to say a big 'thank you' for this nice plugin. After quite some time installing SDKs and building I got the plugin working :-) For the record: I did this on Windows Vista 32 bit, Visual Studio 2008, Microsoft DirectX SDK (August 2009) and Windows SDK v6.0. Cheers Raymond Serge Lages wrote: I think it's one of the latest : Microsoft DirectX SDK (August 2009) On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi, Ok, nice to hear. Which version of directx are you using? My directshow build on Vista, using directx August 2007, resulted in a missing symbol... Cheers Raymond Serge Lages wrote: I am working on Windows 7 and it works like a charm with the Win7 SDK. On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
Re: [osg-users] osgKeyboard
post your whole code . someone might help you -Nick On Fri, Feb 5, 2010 at 7:09 PM, jago jagoc jago...@gmail.com wrote: Hi alls, i would like to show a keybord 3d as the text in osgHud example. I am working on the osgkeyboard's project: ... osg::Group* getHUDScene() { return _HUDscene.get(); } void KeyboardModel::CreateHUDKeyboard() { _HUDscene = new osg::Group; osg::Projection* HUDProjectionMatrix = new osg::Projection; HUDProjectionMatrix-setMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); osg::MatrixTransform* HUDModelViewMatrix = new osg::MatrixTransform; HUDModelViewMatrix-setMatrix(osg::Matrix::identity()); HUDModelViewMatrix-setReferenceFrame(osg::Transform::ABSOLUTE_RF); _HUDscene-addChild(HUDProjectionMatrix); HUDProjectionMatrix-addChild(HUDModelViewMatrix); HUDModelViewMatrix-addChild(_scene); \\scene is a osgroup* to the keyboard } ... int main(int , char **) { viewer.setSceneData( keyboardModel-getHUDScene() ); return viewer.run(); } When i run the program i don't see the keyboard in the scene. Any helps or pointer will be appreciate. Best regards, Jagovic ___ 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] osgKeyboard
Hi Nick, this is the whole code : #include osgViewer/Viewer #include osgViewer/ViewerEventHandlers #include osg/io_utils #include osg/MatrixTransform #include osg/Geode #include osg/Group #include osg/Switch #include osg/Notify #include osg/Geometry #include osg/ShapeDrawable #include osgText/Text #include osgDB/Registry #include osgDB/ReadFile #include osgDB/WriteFile class KeyboardModel : public osg::Referenced { public: KeyboardModel() { createKeyboard(); } osg::Group* getScene() { return _scene.get(); } osg::Group* getHUDScene() { return _HUDscene.get(); } void keyChange(int key,int value); void CreateHUDKeyboard(); protected: ~KeyboardModel() {} osg::Switch* addKey(osg::Vec3 pos, int key,const std::string text,float width, float height); osg::Switch* addKey(int key,osg::Switch* sw); void createKeyboard(); typedef std::mapint, osg::ref_ptrosg::Switch KeyModelMap; osg::ref_ptrosg::Group_scene; KeyModelMap _keyModelMap; osg::ref_ptrosgText::Text _inputText; osg::ref_ptrosg::Group_HUDscene; }; void KeyboardModel::keyChange(int key,int value) { osg::notify(osg::INFO) key value change, code=std::hex key \t value= value std::dec std::endl; // toggle the keys graphical representation on or off via osg::Swithc KeyModelMap::iterator itr = _keyModelMap.find(key); if (itr!=_keyModelMap.end()) { itr-second-setSingleChildOn(value); } if (value) { // when a key is pressed add the new data to the text field if (key0 key256) { // just add ascii characters right now... _inputText-getText().push_back(key); _inputText-update(); } else if (key==osgGA::GUIEventAdapter::KEY_Return) { _inputText-getText().push_back('\n'); _inputText-update(); } else if (key==osgGA::GUIEventAdapter::KEY_BackSpace || key==osgGA::GUIEventAdapter::KEY_Delete) { if (!_inputText-getText().empty()) { _inputText-getText().pop_back(); _inputText-update(); } } } } osg::Switch* KeyboardModel::addKey(osg::Vec3 pos, int key,const std::string text,float width, float height) { osg::Geode* geodeUp = new osg::Geode; { osgText::Text* textUp = new osgText::Text; textUp-setFont(fonts/arial.ttf); textUp-setColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); textUp-setCharacterSize(height); textUp-setPosition(pos); textUp-setDrawMode(osgText::Text::TEXT/*|osgText::Text::BOUNDINGBOX*/); textUp-setAlignment(osgText::Text::LEFT_CENTER); textUp-setAxisAlignment(osgText::Text::XZ_PLANE); textUp-setText(text); geodeUp-addDrawable(textUp); } osg::Geode* geodeDown = new osg::Geode; { osgText::Text* textDown = new osgText::Text; textDown-setFont(fonts/arial.ttf); textDown-setColor(osg::Vec4(1.0f,0.0f,1.0f,1.0f)); textDown-setCharacterSize(height); textDown-setPosition(pos); textDown-setDrawMode(osgText::Text::TEXT/*||osgText::Text::BOUNDINGBOX*/); textDown-setAlignment(osgText::Text::LEFT_CENTER); textDown-setAxisAlignment(osgText::Text::XZ_PLANE); textDown-setText(text); geodeDown-addDrawable(textDown); } osg::Switch* model = new osg::Switch; model-addChild(geodeUp,true); model-addChild(geodeDown,false); _scene-addChild(model); _keyModelMap[key] = model; pos.x() += width; return model; } osg::Switch* KeyboardModel::addKey(int key,osg::Switch* sw) { _keyModelMap[key] = sw; return sw; } void KeyboardModel::createKeyboard() { _scene = new osg::Group; osg::Vec3 origin(0.0f,0.0f,0.0f); osg::Vec3 pos=origin; addKey(pos,osgGA::GUIEventAdapter::KEY_Control_L,Ctrl,2.0f,0.5f); addKey(pos,osgGA::GUIEventAdapter::KEY_Super_L,Super,2.0f,0.5f); addKey(pos,osgGA::GUIEventAdapter::KEY_Alt_L,Alt,2.0f,0.5f); addKey(pos,osgGA::GUIEventAdapter::KEY_Space,Space,3.0f,1.0f); addKey(pos,osgGA::GUIEventAdapter::KEY_Mode_switch,Switch,2.0f,0.5f); addKey(pos,osgGA::GUIEventAdapter::KEY_Super_R,Super,2.0f,0.5f); addKey(pos,osgGA::GUIEventAdapter::KEY_Menu,Menu,2.0f,0.5f); addKey(pos,osgGA::GUIEventAdapter::KEY_Control_R,Ctrl,2.0f,0.5f); osg::Vec3 middle(pos.x()+1.0f,0.0f,0.0f); pos.x() = 0.0f; pos.z() += 1.0f; addKey(pos,osgGA::GUIEventAdapter::KEY_Shift_L,Shift,2.0f,0.5f); addKey(pos,'\\',\\,1.0f,1.0f); addKey('Z',addKey(pos,'z',Z,1.0f,1.0f)); addKey('X',addKey(pos,'x',X,1.0f,1.0f)); addKey('C',addKey(pos,'c',C,1.0f,1.0f)); addKey('V',addKey(pos,'v',V,1.0f,1.0f)); addKey('B',addKey(pos,'b',B,1.0f,1.0f));
Re: [osg-users] Lets slowly update extension gl symbols to latest OpenGL specification with each submission.
Paul Martz wrote: (In fact, this is currently a bug in OSG. If I open a v3.0 context, OSG uses the v3.2 core FBO entry points exposed by my device driver, not the ARB FBO extension interface.) Open mouth, insert foot: This is not a bug in OSG. As everyone knows, FBO was part of v3.0. I was temporarily confused with geometry shaders. Sorry! -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] MatrixManipulator implementation
Hi, I would like to use a MatrixManipulator in order to follow a node but without any automatic translation of the camera. Automatically only rotation is applied to follow the object. Of course when the user want to modify the view he can do it and the camera lets focus on the node. I think it is a sort of gluLookAt but I have not found the feature I want in all the MatrixManipulator implementation (NodeTrackerManipulation, trackballManipulator,...) Is the feature I want is possible with the MatrixManipulator of OSG or should I implement my MatrixManipulator ? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23736#23736 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lets slowly update extension gl symbols to latest OpenGL specification with each submission.
Hi Paul et. al, On Fri, Feb 5, 2010 at 4:02 PM, Paul Martz pma...@skew-matrix.com wrote: Finally, another thing to consider is replacing our existing feature query infrastructure with something like GLEW. GLEW is lightweight, easily extensible, and already handles much of what we need for GL feature support. But we have discussed this in the past, and if I remember correctly Robert was opposed to GLEW on the grounds of the new third party dependency it would require. My opposition to API's like GLEW are: 1) Don't typically support multiple graphics contexts - a critical issue under Windows as the extension entry points can be different for each graphics context 2) Centralized management of extensions via external libs doesn't fit well with the ability to extend the OSG in 3rd party NodeKits, where the NodeKits support extensions that that the OSG version didn't support when shipped - these 3rd party NodeKits would be forced to only use the same version of the extension library that the OSG was linked to. 3) We need to be able to disable extensions when they don't work. 4) Extra dependency For sure we can do better than what we currently do in an adhoc way, but it absolutely has to do the job better than the likes of GLEW, it *has* to decentralized, it *has* to support multiple graphics contexts, it *has* to extensible. For all the flaws of the current extension support in the OSG it does at least do all of these and has proven workable for a decade now. The attraction of GLEW and similar libs is pretty skin deep. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MatrixManipulator implementation
Hi Miguel, Is the feature I want is possible with the MatrixManipulator of OSG or should I implement my MatrixManipulator ? I think you should subclass osgGA::NodeTrackerManipulator or just modify it in OSG to add a new TrackerMode to it that would do that. It falls within its scope of functionality I think. Look at the code for NodeTrackerManipulator, you'll see that you just need to remove some calculations from getMatrix() and getInverseMatrix() to get what you want. So if you want your change to be useful to others, you could add a new TrackerMode to it, and if that's the active TrackerMode then you do the right thing. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lets slowly update extension gl symbols to latest OpenGL specification with each submission.
On 2/5/2010 11:16 AM, Robert Osfield wrote: For sure we can do better than what we currently do in an adhoc way, but it absolutely has to do the job better than the likes of GLEW, it *has* to decentralized, it *has* to support multiple graphics contexts, it *has* to extensible. For all the flaws of the current extension support in the OSG it does at least do all of these and has proven workable for a decade now. The attraction of GLEW and similar libs is pretty skin deep. Maybe then, we should start writing down the actual requirements of what we need, and when that looks solid we can figure out how to achieve all of them. Robert. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lets slowly update extension gl symbols to latest OpenGL specification with each submission.
Hi Robert -- Thanks for your comments on this. I'd really appreciate feedback on the other items I discussed in my email, before I proceed with any submissions, so more input is welcome. Robert Osfield wrote: On Fri, Feb 5, 2010 at 4:02 PM, Paul Martz pma...@skew-matrix.com wrote: Finally, another thing to consider is replacing our existing feature query infrastructure with something like GLEW. GLEW is lightweight, easily ... 1) Don't typically support multiple graphics contexts - a critical issue under Windows as the extension entry points can be different for each graphics context Right, but something like GLEW might support multiple contexts. 2) Centralized management of extensions via external libs doesn't fit well with the ability to extend the OSG in 3rd party NodeKits, where the NodeKits support extensions that that the OSG version didn't support when shipped - these 3rd party NodeKits would be forced to only use the same version of the extension library that the OSG was linked to. This is really not an issue. We discussed something similar to this in OpenGL capture/logging in OSG and I'll paraphrase what I said there: External node kit developers can cook their own extension access solution until the extension is available (in core OSG or OSG's external feature support dependency). 3) We need to be able to disable extensions when they don't work. (I'd question whether or not this feature even works in OSG today, given that OSG doesn't even query the extension string for many of the extension features it uses. But...) This is an interesting and possibly useful feature, so it should definitely be in any solution that you endorse before we start coding a submission. And finally regarding the dependency issue. It doesn't have to be a dependency any more than OpenThreads is a dependency. It could be an internal self-contained module. I know, I know, you're opposed to centralizing this. :-) -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean Geometry
Hi Kim, It's good to hear it is possible. I was wondering about that on the grounds that it could possibly be used on a planetary level for things such as flight simulators myself. On a side note, it could be possible to use the tile method to do things such as progressive changes in the clarity of water as well, which could be useful for things such as the shift in water clarity from say a tropical island to somewhere which is more industrialized and has much dirtier water. Kim Bale wrote: Hi Peter, This has come up a couple of times actually. It would be feasible I think with the new method of updating the tile positions that I've added to the sandbox. Whilst I haven't put a lot of thought into it, I'm thinking that the ellipsoid distortion could be added to tiles within the vertex shader, so basically taking the same old tiles and merging it with a tile of offsets that is passed in. Then instead of using a straight translation to position the tiles as is done in the test case, you would then use some sort of slight rotational transform instead. I must confess it's not a priority at this time, as you can see my progress is very slow at the moment. Regards, Kim. On 5 February 2010 01:36, Peter Bear () wrote: Question, would that change make it possible to make a round earth using osgOcean. I noticed it talking about tiles in that post and it sparked my interest. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23706#23706 (http://forum.openscenegraph.org/viewtopic.php?p=23706#23706) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23742#23742 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lets slowly update extension gl symbols to latest OpenGL specification with each submission.
Paul Martz wrote: 1) Don't typically support multiple graphics contexts - a critical issue under Windows as the extension entry points can be different for each graphics context Right, but something like GLEW might support multiple contexts. For the record, GLEW does support multiple contexts: http://www.opengl.org/sdk/libs/GLEW/ -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgText::Text Entents
Quick question on osgText... Once an osgText::Text class is created and loaded with a string, font, and size... Is there a way to get the size and shape of the resulting graphics? I don't see an obvious accessor for this information, though it would seem that it would be missed. I'm guessing *I'M* the one missing it. Info like: width, max height, max rise above baseline, max drop below baseline, font's max rise/drop, etc. This information is invaluable for doing complex alignments of text. Thanks, ~ Chris Innanen ~ Nonsanity -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23747#23747 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text Entents
Ack! Nevermind... Only AFTER writing that did I bother to look up the inheritance tree at TextBase. THAT'S where all that info is available. :) Must be snow-on-the-brain. ~ Chris Innanen ~ Nonsanity -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23748#23748 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] [osgEarth] transparent_color image attribute not working
Hi, I'm trying to display my own GeoTiffs, which are made up of 16 colors and white as the background. here is a portion of my .earth file (had to turn '' into '[' for it to display properly): Code: [image name=JF_60_2 driver=gdal] [min_level]8[/min_level] C:\PugetSound\Images\jf2_tiled2.tif [transparent_color] 255 255 255 0 [/transparent_color] [cache_enabled]false[/cache_enabled] [/image] The image is drapped correctly, however the white background is still present. I tried both 255 and 0 for the alpha channel (I'm not sure there is an alpha channel in my GeoTiff, is that the problem?) I also made sure that the white space is really 255 255 255 and not some offwhite. Any tips? Thanks, Nick Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23749#23749 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file
Hi glenn, Also while playing with osgEarth, I got an error saying couldn't find ordinal 63 in libexpat.dll. Took me forever to find out what that meant, but it actually means that it couldn't find the dll file, whereas I thought it found the dll but something else was corrupt. Not sure if you could make that error more discriptive but it could save a good couple hours or so trying to troubleshoot! :P Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23750#23750 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Example of geographical position
Tony, Entity is just my own class that can represent an airplane, tank, or whatever. The member Entity-transform is an osg::MatrixTransform which you'll need for moving models. entityGrp is an osg::Group*. -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony Vasile Sent: Thursday, February 04, 2010 11:25 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Example of geographical position Shayne, What is the type of Entity and entityGrp in the following code snippet? Along with Robert's suggestion, you can use the following code snippet to place a vehicle on a spheroid that has VPB terrain, into the scenegraph. You'll need osgSim and osg::EllipsoidModel to do this. Entity-lat = 36.4; Entity-lon = -115.015; Entity-alt = GetHeightOnTerrain(Entity- lat, Entity-lon); entityGrp-addChild(Entity-transform); double GetHeightOnTerrain(double lat, double lon) { double X,Y,Z; double maxElevation = 13000 / 3.281; earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat), osg::DegreesToRadians(lon),maxElevation, X,Y,Z); double hat = osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain.get(), osg::Vec3(X,Y,Z), -1); return (maxElevation - hat); } The earth is an osg::EllipsoidModel object and the terrain is a node loaded in from the ive file build by VPB. The entity group node is simply added to your scenegraph and you're ready to go. Hopefully this will get you started...:) -Shayne smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] [osgEarth] transparent_color image attribute not working
Hey again Nick, See my answer on the osgEarth mailing list. Remove the quotes from your transparent_color element and you should be good to go. Jason On Fri, Feb 5, 2010 at 6:27 PM, Nick Schultz schul...@engr.orst.edu wrote: Hi, I'm trying to display my own GeoTiffs, which are made up of 16 colors and white as the background. here is a portion of my .earth file (had to turn '' into '[' for it to display properly): Code: [image name=JF_60_2 driver=gdal] [min_level]8[/min_level] C:\PugetSound\Images\jf2_tiled2.tif [transparent_color] 255 255 255 0 [/transparent_color] [cache_enabled]false[/cache_enabled] [/image] The image is drapped correctly, however the white background is still present. I tried both 255 and 0 for the alpha channel (I'm not sure there is an alpha channel in my GeoTiff, is that the problem?) I also made sure that the white space is really 255 255 255 and not some offwhite. Any tips? Thanks, Nick Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23749#23749 ___ 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] dynamic_cast of referenced objects
Hi, My project is throwing an occasional unhandled win32 exception error and I've been trying to figure out why. There is no consistency in the timing so I assume that I have a dangling pointer somewhere. (I don't have a memory leak because the memory usage shown in the Windows Task Manager is fairly constant while my code is running.) I came upon a passage in the OpenSceneGraph Quick Start Guide that says: Be careful when returning the address of an object from a function. If you do this incorrectly, the ref_ptr storing the memory address could go out of scope before the address is placed on the return stack. I assume that this also applies when passing referenced objects to a function... But most of the examples of callback functions that I have seen on the web all use standard C++ pointers in the function definition, rather than ref_ptr. For example: --- snip --- void operator()( osg::Node* node, osg::NodeVisitor * nv ) { osg::MatrixTransform * MatrixXform = dynamic_castosg::MatrixTransform*(node) ; if ( MatrixXform ) --- snip --- Thinking that this may be the source of my dangling pointer, I tried to modify my own callback function definition to use referenced object pointers per the quick start guide's recommendations. Unfortunately, I got hung up on the dynamic_cast in the code above. I can't figure out how to cast the osg::node referenced object pointer into an osg::MatrixTransform referenced object pointer. Is there an equivalant means of casting an osg::ref_ptrosg::node into an osg::ref_ptrosg::MatrixTransform when using referenced object pointers? I'm trying to do something like: --- snip --- void operator()( osg::ref_ptrosg::Node node, osg::ref_ptrosg::NodeVisitor nv ) { osg::ref_ptrosg::MatrixTransform MatrixXform = dynamic_castosg::ref_ptrosg::MatrixTransform(node) ; if ( MatrixXform ) --- snip --- Thanks for the help. I'm relatively new to OpenSceneGraph programming. Cheers, Kevin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23753#23753 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dynamic_cast of referenced objects
Hi Kevin, My project is throwing an occasional unhandled win32 exception error and I've been trying to figure out why. There is no consistency in the timing so I assume that I have a dangling pointer somewhere. I doubt you're on the right track with changing standard pointers to ref_ptrs in function arguments, but when unsure it's better to use ref_ptrs everywhere. The right way to debug your error would be to compile a debug version and run your code in a debugger. Then the debugger would likely tell you exactly which pointer was left dangling, you'd have a stack trace, and it would be relatively easy to track down the cause. Just sprinkling ref_ptrs everywhere in the hope that it'll fix it is not a solution, IMHO. But to answer your more concrete question: Is there an equivalant means of casting an osg::ref_ptrosg::node into an osg::ref_ptrosg::MatrixTransform when using referenced object pointers? I'm trying to do something like: --- snip --- void operator()( osg::ref_ptrosg::Node node, osg::ref_ptrosg::NodeVisitor nv ) { osg::ref_ptrosg::MatrixTransform MatrixXform = dynamic_castosg::ref_ptrosg::MatrixTransform(node) ; if ( MatrixXform ) --- snip --- osg::ref_ptrosg::MatrixTransform MatrixXform = dynamic_castosg::MatrixTransform*(node.get()); A ref_ptr is an object on the stack (not a pointer) that tracks a pointer. And ref_ptr::get() returns a raw pointer to the underlying object. So you can construct (or here, assign to) a ref_ptr from a raw pointer. So from right to left: 1. You extract the raw Node* pointer from a ref_ptrNode 2. You dynamic_cast that to a MatrixTransform* 3. You assign that to a ref_ptrMatrixTransform 4. Bob is your uncle. Note that in the process, the ref count of node will be incremented if it was really a MatrixTransform (i.e. if the assignment assigned something other than NULL), so your function will have 2 refs (one in the temporary ref_ptrNode, and one in the ref_ptrMatrixTransform). This is unnecessary, as the temporary ref_ptrNode in the function arguments guarantees that the object will not be deleted in the scope of the function. So you could do this instead: osg::MatrixTransform* MatrixXform = dynamic_castosg::MatrixTransform*(node.get()); As I said, storing it in a raw pointer is safe at that point because of the temporary ref_ptrNode in the function arguments which will be destroyed when the function ends. So you see, ref_ptrs require a bit of work wrapping your mind around them, but it's not magic and it all works really well. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file
That's probably a generic Windows error, and not something I could fix. In any case the plan is to get rid of the expat dependency anyway and embed something like tinyxml instead, making the problem moot. Glenn Waldron : Pelican Mapping : +1.703.652.4791 On Fri, Feb 5, 2010 at 6:30 PM, Nick Schultz schul...@engr.orst.edu wrote: Hi glenn, Also while playing with osgEarth, I got an error saying couldn't find ordinal 63 in libexpat.dll. Took me forever to find out what that meant, but it actually means that it couldn't find the dll file, whereas I thought it found the dll but something else was corrupt. Not sure if you could make that error more discriptive but it could save a good couple hours or so trying to troubleshoot! :P Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23750#23750 ___ 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] Displaying elevation values while navigating terrain elevation files
Hi, Could someone give me pointers on how to display the latitude, longitude and elevation values as the user tries to navigate a terrain elevation file (flying thro' the elevation file is possible by using osgviewer after creating a db file using osgdem) This facility would be something similar to what VTP does in Enviro. Regards, Phanindra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23757#23757 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org