Re: [osg-users] thousand spheres

2008-03-11 Thread Felix Bwire
Hi there, have created those nodes, could there be a possible way of using a clustering algrithm so that nodes that are close to each other can be grouped together. Thanks, Felix On Sat, Mar 8, 2008 at 11:50 AM, wanyama harold <[EMAIL PROTECTED]> wrote: > Hi guys,Iam working on designing a simp

Re: [osg-users] Z buffer resolution

2008-03-11 Thread J.P. Delport
Hi, Guy wrote: > Hello all. > > > > I have a problem with the distance between the near and far plane. The > distance between objects in the scene might be ten thousands of km (at > least 3 km) and the objects sizes might be in several meters. > > I've noticed that when the distance bet

[osg-users] Z buffer resolution

2008-03-11 Thread Guy
Hello all. I have a problem with the distance between the near and far plane. The distance between objects in the scene might be ten thousands of km (at least 3 km) and the objects sizes might be in several meters. I've noticed that when the distance between the near and far plane is about

Re: [osg-users] 3D Studio Max (3DS) Output

2008-03-11 Thread hesicong2006
Try osgexp project: http://sourceforge.net/projects/osgmaxexp Chris Denham wrote: > I'm looking for a way to export from OSG to 3DS format. > I notice that OSG does provide a plugin for loading 3DS, but does not > appear to support the output of that format. > > Looking at the sources for the 3DS

Re: [osg-users] get function in osg::Matrixf

2008-03-11 Thread Renan Mendes
Thanks, Gordon. I'll keep that in mind when I manage to change OSG's code. Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] get function in osg::Matrixf

2008-03-11 Thread Gordon Tomlinson
Your free to change the source code when or were ever you want. If its some thing you think may benefit others then you can submit it to the submission list to see if Robert will include your changes for all to enjoy also note that if you change the OSG source, then the OSG license terms requir

Re: [osg-users] get function in osg::Matrixf

2008-03-11 Thread Renan Mendes
Robert, Sorry it took me forever to reply. The getCoefficients was just an example. The point was just to be able to change OSG's source code when I felt the need. Sorry if it was a bad example... Renan M Z Mendes ___ osg-users mailin

Re: [osg-users] 3D Studio Max (3DS) Output

2008-03-11 Thread Chris Denham
Thanks Gordon and Robert, I'm sure you are right about 'trying' to steer towards a better format than 3DS. Unfortunately, interoperability with old applications demands that we use less than ideal formats. My objective was to create models using OSG that we could load into our older WorldToolKit

Re: [osg-users] osgWidget 0.1.6

2008-03-11 Thread Mark Sciabica
Check that new text code I posted. I initially had problems handling the space character because it's implemented as having zero height and width. First make sure I sent you the right version: fHorizQuadMargin and fVertQuadMargin initialization should be checking for vDiff nonzero before dividing.

[osg-users] Free single site license 3d model entity for all developers.

2008-03-11 Thread Vincent Cloutier
Hi OSG developers, Our company is releasing a free product for all simulation and serious game developers. I have worked with OSG 3 years ago, and we are now working to publish a library of “plug and play models” for all the major visual simulation product. Here is the original press release

Re: [osg-users] 3D Studio Max (3DS) Output

2008-03-11 Thread Gordon Tomlinson
The modeling world has embraced COLLADA as the format for interoperability and most of the major modeling packages now support COLLADA see http://www.collada.org/mediawiki/index.php/Portal:Products_directory and http://www.collada.org I would suggest that is were we should spend more time, my

Re: [osg-users] OpenFlight export issues

2008-03-11 Thread Paul Martz
> W.r.t UserData I'd suggest placing osgSim container for the > extra OpenFlight flags, users can then do a dynamic cast of > UserData and get the info they want. The > osgSim::GeographicLocation class already serves this purpose. Good point: This must be done anyway, to allow the app to acces

Re: [osg-users] osgWidget 0.1.6

2008-03-11 Thread nicolas peña
Hi Jeremy, As you know, I was waiting for this release to dive in. So there I go. I will try to helpful. Thanks a lot, Nicolas. 2008/3/11, Robert Osfield <[EMAIL PROTECTED]>: > > Hi Jeremy, > > Good to see another release of osgWidget make it out into the > dayl

Re: [osg-users] osgWidget 0.1.6

2008-03-11 Thread Robert Osfield
Hi Jeremy, Good to see another release of osgWidget make it out into the daylight. W.r.t the crash, try forcing the app to be single threaded. Beyond that I can't suggest much. Alas I'm too busy myself for experimenting with osgWidget yet, but I really really want to get started with it. Rober

Re: [osg-users] OpenFlight export issues

2008-03-11 Thread Robert Osfield
Hi Paul, W.r.t UserData I'd suggest placing osgSim container for the extra OpenFlight flags, users can then do a dynamic cast of UserData and get the info they want. The osgSim::GeographicLocation class already serves this purpose. W.r.t one or two plugins. Simplicity of high level management w

[osg-users] osgWidget 0.1.6

2008-03-11 Thread Jeremy Moles
I tagged a 0.1.6 of osgWidget: http://osgwidget.googlecode.com I really wouldn't even bother posting about it to be honest but I need a bit of help if anyone is willing to try it. :) Upon building osgWidget (you'll want to get the monospace font and the osgText.cpp patch for maximum font

Re: [osg-users] OpenFlight export issues

2008-03-11 Thread Paul Martz
Also wanted to mention... The two plugins could remain separate, but I'd probably need to use osgSim to define any classes shared between the two plugins. For example, a class derived from Group that does nothing more than save the FLT Object flags. -Paul _ From: [EMAIL PROTECTED]

[osg-users] OpenFlight export issues

2008-03-11 Thread Paul Martz
Hi Robert -- I'm making good progress on the OpenFlight exporter plugin and wanted to bounce a couple ideas off you. There is a customer requirement to be able to preserve the OpenFlight Object record flags that indicate "don't display at night", "don't display at day", etc. Currently, the import

[osg-users] Render a node through the other

2008-03-11 Thread Vincent Bourdier
Hi, I work on complex models, and I use the osgFX to put in relief some nodes. However, I am asking myself if it is possible to render a node through the others ... ? What I would like to obtain, is to see a node (geode) in relief (with osgFX) through the hole model (and so through the other geode

Re: [osg-users] 3D Studio Max (3DS) Output

2008-03-11 Thread Robert Osfield
Hi Chris, As you have found out there is no write support in the 3ds plugin. The 3ds format is not a good format so its not something I'd actually recommend as a route for interoperability. The OSG is open source though, so if you have the itch then feel free to dive into the code and add write s

Re: [osg-users] Using Vec3 == Vec3d

2008-03-11 Thread Anders Backman
Yes and no. Unfortunately in general physical simulation you don't have the luxury of culling away things that are not visible. So even for an airplane flying over vast areas, the visual part around the airplane can still be handled using float, and objects further away require less precision, but

[osg-users] 3D Studio Max (3DS) Output

2008-03-11 Thread Chris Denham
I'm looking for a way to export from OSG to 3DS format. I notice that OSG does provide a plugin for loading 3DS, but does not appear to support the output of that format. Looking at the sources for the 3DS plugin, I noticed that there is code that may support part of the process of 3DS output e.g.

Re: [osg-users] osgFX::Cartoon (setOutlineLineWidth)

2008-03-11 Thread Vincent Bourdier
Thanks for testing :) I'll see what it can be, if it depends on drivers or not... Than you very much Regards, Vincent. 2008/3/11, nicolas peña <[EMAIL PROTECTED]>: > > Hi, It works fine on my configuration, so it does not look as a code > problem nor an OSG bug. > Of course I did change edge_

Re: [osg-users] osgFX::Cartoon (setOutlineLineWidth)

2008-03-11 Thread nicolas peña
Hi, It works fine on my configuration, so it does not look as a code problem nor an OSG bug. Of course I did change edge_width and color.x/y/z for a float numbers but apart from that I used the same code. Are you sure edge_width is set to the value you want? If yes may be the is a bug in the Ope

Re: [osg-users] Shadow Map and threading mode

2008-03-11 Thread Jean-Sébastien Guay
Hello Alberto, > Works fine in Linux, nVidia 7600 GS [169.07] (Linux 2.6.22-3-amd64 #1 SMP > x86_64): > > Threading model 'CullThreadPerCameraDrawThreadPerContext' selected. > Threading model 'SingleThreaded' selected. > Threading model 'CullDrawThreadPerContext' selected. > Threading model 'Dra

Re: [osg-users] Shadow Map and threading mode

2008-03-11 Thread Alberto Luaces
El Tuesday 11 March 2008 13:59:12 Jean-Sébastien Guay escribió: > You can just add > > viewer.addEventHandler( new osgViewer::ThreadingHandler() ); > > to the osgshadow example (around where the other handlers are added) and > comment this line: > > //viewer.setThreadingModel(osgViewer::V

Re: [osg-users] Shadow Map and threading mode

2008-03-11 Thread Jean-Sébastien Guay
Hello Raymond, > Do you have an example which I can try. Then I can give it a try here, > on a couple of machines. You can just add viewer.addEventHandler( new osgViewer::ThreadingHandler() ); to the osgshadow example (around where the other handlers are added) and comment this line:

Re: [osg-users] osgFX::Cartoon (setOutlineLineWidth)

2008-03-11 Thread Vincent Bourdier
Hi Nicolas, this is my code : //SCRIBE MODE osg::ref_ptr s = new osgFX::Scribe; s->setWireframeColor(osg::Vec4(color.x(), color.y(), color.z(), 1.0f)); s->setWireframeLineWidth(edge_width);//DO NOTHING ?! s->addChild(copynode); than

Re: [osg-users] osgFX::Cartoon (setOutlineLineWidth)

2008-03-11 Thread nicolas peña
Hi Vincent, I don't use this feature but if you attach a small example that triggers that behaviour in your machine I would test it on mine (x86_64,Linux 2.6.22 , OSG SVN HEAD). Cheers, Nicolas. 2008/3/11, Vincent Bourdier <[EMAIL PROTECTED]>: >

Re: [osg-users] Stopping a particle system after a set number ofparticles

2008-03-11 Thread Kim C Bale
Thanks for your prompt reply. But after a bit more digging I found emitter->setLifeTime( dbl ) which is what I was after. Regards, Kim. From: [EMAIL PROTECTED] on behalf of Vincent Bourdier Sent: Tue 11/03/2008 12:08 To: OpenSceneGraph Users Subject: Re

Re: [osg-users] Stopping a particle system after a set number of particles

2008-03-11 Thread Vincent Bourdier
Hi, I think it doesn't exist yet... (perhaps I make a mistake writing this)... But counting time left before stoping the particlesystem is not very difficult... just make a time difference and switch off your particleSystem (or remove it) from the graph... Vincent. 2008/3/11, Kim C Bale <[EMAIL

[osg-users] Stopping a particle system after a set number of particles

2008-03-11 Thread Kim C Bale
Is there a function to stop an osgParticle system from releasing particles after a certain number or particles have been fired or perhaps a certain amount of time has passed without creating a custom class? Leafing through the doc referance I can't seem to find a method that has a similar func

Re: [osg-users] Using Vec3 == Vec3d

2008-03-11 Thread Robert Osfield
HI Anders, It isn't possible just to remap the Vec3 typedef from Vec3f to Vec3d, as you have found the their are many places that explicitly rely on floats. Places like BoundingBox and BoundingSphere could potentially be moved across to use Vec3d rather than Vec3f, and the way to do this would be

[osg-users] Using Vec3 == Vec3d

2008-03-11 Thread Anders Backman
Hi all. Im +working in a project where we are rendering objects on Center of Earth (ECC) so we have a z-coordinate of 6.7E6Meters. So obviously we need to transform objects close to origo to be able to render them. I noticed that I got quite a few anomalies in the rendering, flickering/jumping ob

Re: [osg-users] osgFX::Cartoon (setOutlineLineWidth)

2008-03-11 Thread Vincent Bourdier
Hi, No one have already had this problem ? Thanks. Vincent. 2008/3/7, Vincent Bourdier <[EMAIL PROTECTED]>: > > Hi, > > I'm using osgFX::Cartoon to obtain an effect on the edges. I want to > highlight edges of a node. (geode) > > I've already tried osgFX::Scribe, but I prefere Cartoon edges beca

Re: [osg-users] about compass

2008-03-11 Thread Robert Osfield
On Tue, Mar 11, 2008 at 7:05 AM, IceSharK <[EMAIL PROTECTED]> wrote: > Hi~ > > scene have a model and a compass which using camere hud. > > how to rotate compass follow model's rotation making by user input ? You need to use extract the rotation part of the the master camera's view matrix to give

Re: [osg-users] Multiple Cameras Render to Single Texture

2008-03-11 Thread Robert Osfield
Hi ? Have a look at the osgdistortion example or the osgViewer::setUp3DSphericalDisplay() code - its sets up six slave cameras which rendering into a texture cube map, and then a final slave camera to render the final distortion correction mesh. Robert. On Mon, Mar 10, 2008 at 9:10 PM, spowers <

Re: [osg-users] Shadow Map and threading mode

2008-03-11 Thread Raymond de Vries
Hi J-S, Do you have an example which I can try. Then I can give it a try here, on a couple of machines. Bye Raymond Jean-Sébastien Guay wrote: > Hi all, > > So since no one has replied, I gather no one else has had any problems > changing the threading mode when shadows are enabled (for exa

Re: [osg-users] about compass

2008-03-11 Thread IceSharK
Hi~ scene have a model and a compass which using camere hud. how to rotate compass follow model's rotation making by user input ? On 3/4/08, IceSharK <[EMAIL PROTECTED]> wrote: > > Hi~ All > > who have a compass demo using OSG ? > > Thanks a lot. > ___