Re: [osg-users] OFF file format

2010-05-07 Thread Martin Beckett
Don't think .off is used very much anymore (if it wever was) It's pretty simple to write a new file format writer (reader is trickier) Just start from the .obj source, post any questions you have here. Cheers, Martin -- Read this topic online here:

Re: [osg-users] 3d site based on OSG.

2010-05-05 Thread Martin Beckett
Some experimental work on supporting OSG directly under webgl http://plopbyte.net/?page_id=111/ Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27597#27597 ___ osg-users mailing list

Re: [osg-users] Android and a mix of Java + native C++ now possible

2010-05-04 Thread Martin Beckett
And it can now do Qt Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27548#27548 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Rapid clic event management

2010-05-01 Thread Martin Beckett
Even with a dbl click you still get a RELEASE event first for each click Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27501#27501 ___ osg-users mailing list

Re: [osg-users] Non-drawable Drawables

2010-04-09 Thread Martin Beckett
Thanks - I had combined two different problems into one question so it wasn't clear. The first problem was - I have a subset of vertices that I want to flag in some way. One obvious way of doing this was to make a POINTS primitiveset drawable of them. But I don't want them to be drawn as

Re: [osg-users] Showing and hiding objects by removing/adding drawables.

2010-04-08 Thread Martin Beckett
The event picker doesn't take a nodemask to traverse like the nodevisitor, so it returns all hits - visible or not. I made a small mod to the IntersectorVisitor to take a traversal mask and only visit those nodes with it set. It needs a bit of cleaning up to meet OSG standards - I will post it

[osg-users] Non-drawable Drawables

2010-04-08 Thread Martin Beckett
Is it possible to have a drawable that isn't drawn? I have a complex object split into a number of geodes but sharing a common vertex array - this is necessary because some of the meshes combine across objects. But I do need a way of quickly knowing if a particular vertex is in a certain

Re: [osg-users] Showing and hiding objects by removing/adding drawables.

2010-04-08 Thread Martin Beckett
But there didn't seem to be any code inside the intersector to act on the traversal mask. I added to: Code: bool IntersectorGroup::enter(const osg::Node node) { if ( !(node.getNodeMask() _traversalMask) ) return false; . Martin -- Read this topic online here:

Re: [osg-users] Non-drawable Drawables

2010-04-08 Thread Martin Beckett
Tim Moore wrote: You could subclass Geometry ( I presume that's what you're actually using), but... Trouble is that then I have a non-osg model so I need custom load/save etc I presume you mean that the common vertex array(s) is shared among several Geometry objects, which are the

Re: [osg-users] Non-drawable Drawables

2010-04-08 Thread Martin Beckett
Tim Moore wrote: PrimitiveSet::getNumIndices() returns the number of vertices in the PrimitiveSet. PrimitiveSet::index() returns the actual index of vertex n in the vertex arrays. Thanks that's what I was missing - I could only find a way of getting the number of elements - which if they

Re: [osg-users] Non-drawable Drawables

2010-04-08 Thread Martin Beckett
Tim Moore wrote: PrimitiveSet::getNumIndices() returns the number of vertices in the PrimitiveSet. PrimitiveSet::index() returns the actual index of vertex n in the vertex arrays. Sorry - looks like I was a little premature, getNumIndices() returns the number of triangles, just the same

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-08 Thread Martin Beckett
Haven't tried composite view but i use multiple OSGWidgets with QDockWidgets to make an MDI app The nice thing about dockwidgets is that you can move them outside the app and so use multiple monitors effectively. Martin This is how I

Re: [osg-users] Color array optimization

2010-04-07 Thread Martin Beckett
Don't know if it applies to OSG, but a common speedup with OpenGL used to be to sort by vertex color so you draw all the vertex of the same color at once. That might be out of date with modern cards and VBOs but shouldn't be too difficult to implement. Martin -- Read this

Re: [osg-users] :) Video Capture Handler for osg::View

2010-04-07 Thread Martin Beckett
You might struggle to output 30fps with many video codecs Just writing jpegs should be ok. 640x480 apprx 70k * 30fps = 2MB/s Of course that is 10,000 frames/hour! Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26540#26540

Re: [osg-users] :) Video Capture Handler for osg::View

2010-04-06 Thread Martin Beckett
Easiest way is probably just to write N jpegs named image000.jpg to imageN.jpg and then use virtualdub to convert them into a movie in whatever format you want. Writing an MJPG movie, where each frame is just a jpeg, isn't much harder. If your whole screen changes through the movie (eg a fly

Re: [osg-users] disappearing line

2010-04-03 Thread Martin Beckett
what graphics card? I've had this behaviour on Intel's embedded laptop chipsets with their crappy OpengGL drivers. I'm guessing it's because most games only need to render triangles and this is all the driver is really tested for. - Have you tried increasing the lineWidth? Cheers, Martin

Re: [osg-users] Example code for mouse to world coordinates

2010-04-03 Thread Martin Beckett
In general you need to pick a point - because a 2d mouse point is a line in 3d. But if you are showing a view form a known direction of a relatively flat object (such as a plan view of the ground) you can go direct from mouse to world. Code: bool pick(const osgGA::GUIEventAdapter

Re: [osg-users] How to set an ID to a node?

2010-03-31 Thread Martin Beckett
You can also use part of the nodemask You only need the top bit for the culling, you can use the rest for any id number you want. The advantage of this is also that the nodemask is saved in the osg file without you having to make any modifications - assuming your id is valid across loads.

Re: [osg-users] Two cameras for the same scene

2010-03-31 Thread Martin Beckett
I don't know how current it is, i've never had to do this, but the tutorial at http://www.openscenegraph.org/documentation/NPSTutorials/index.html describes multiple cameras following a node (scroll down to the pictures of tanks) Cheers, Martin -- Read this topic online here:

Re: [osg-users] VS2010

2010-03-30 Thread Martin Beckett
As a test, you can use the openthreads from vs2008 build. As long as you are on the same number of bits the .dlls are compatible. Cheers, Martin Unfortunately I can't swtich yet until Qt-vs-addin supports 2010. -- Read this topic online here:

[osg-users] Make text ignore polygonmode

2010-03-29 Thread Martin Beckett
I have some text labels in my scene, but when I switch the polygon mode (eg with the 'w' key in osgviewer) the text is rendered broken (in line mode) and dissapears (in point mode). How do I force osg::PolygonMode::FILL, or force text to ignore it? I tried: Code:

Re: [osg-users] Make text ignore polygonmode

2010-03-29 Thread Martin Beckett
That works perfectly Thank you! Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26256#26256 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] 3d Model Editing

2010-03-27 Thread Martin Beckett
OSG files are very easy to edit by hand, it's helpfull to have a text editor that can fold blocks of text with { } A bit of trial and error, keep a backup copy and osgviewer - should do it. Martin -- Read this topic online here:

Re: [osg-users] VS2010

2010-03-27 Thread Martin Beckett
It's not osg specific VS2008 (erronously) didn't have iterator as a separate header vs2010 obeys the standard - you may as well include it wherever you have std::Vector. http://blogs.msdn.com/vcblog/archive/2009/05/25/stl-breaking-changes-in-visual-studio-2010-beta-1.aspx Martin

Re: [osg-users] openGL flavors and vendors...

2010-03-26 Thread Martin Beckett
wiki does a good job for the intel chipsets http://en.wikipedia.org/wiki/Intel_GMA Nvidia http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units Ati http://en.wikipedia.org/wiki/Comparison_of_ATI_graphics_processing_units Of course there is supports OpenGL2.1 and

Re: [osg-users] Visibilty of objects

2010-03-25 Thread Martin Beckett
Specifically set the CullMask in the camera with eg. Code: #define DRAW 0x8000 viewer-getCamera()-setCullMask(DRAW); Then just toggle the bit in _nodeMask for each node Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26166#26166

Re: [osg-users] Multi screen display issue

2010-03-15 Thread Martin Beckett
In linux you set the two monitors to be totally independant - with their own desktop? Then they are probably running separate copies of X You can start a session on a different X display with --display :2 But I'm not sure how you would get osgviewer to run on multiple displays at the same time

Re: [osg-users] Moving a line and its vertices

2010-03-12 Thread Martin Beckett
You need to dirty the display lists to tell OSG to send the new positions to the graphics card Code: geometry-dirtyDisplayList(); Or you can set the geometry to dynamic and it will dirty it on each pass. Can't remember the exact syntax, but search for dynamic. Martin --

Re: [osg-users] Question about osgViewer::View::EventHandlers

2010-03-09 Thread Martin Beckett
On this topic, is there a way of having an eventHandler remove itself? I want a one-shot selection of a point. I can't call removeHandler(this) inside the handler and there is no callback function I can pass to the handler to be triggered when handle() returns true. Any suggestions? Cheers,

Re: [osg-users] Modifying scenegraph and update

2010-03-05 Thread Martin Beckett
Thanks - I think I am misunderstanding the threading in OSG. In the gui I though frame() was called at 60fps, eg with a model rotating in the view. If I have a gui thread (say a non-modal dialog) that modifies the scene then I need to make sure that I don't have an invalid drawable/vertex array

Re: [osg-users] OSGViewer 'o' save scene key removed?

2010-03-04 Thread Martin Beckett
Hi, I coded something to do this as a test of writing handlers It's probably not the best solution - the keyboardhandler example describes using a single handler with loadable functions mapped to each key. But this does work and should get you started. It saves the entire scene with a filename

Re: [osg-users] Easiest way to bundle an OSG app

2010-03-01 Thread Martin Beckett
Not know how it goes with wxwidgets, if you can build it statically, then you do not need to include it. You can do either, it's LGPL + static allowed. If you use dll's you have the option of only shipping the parts you use - so leaving out say database or webbrowser components. The other

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Martin Beckett
robertosfield wrote: Could Windows and Mac users have a play with these tools.  TortoiseGIT is pretty much identical to TortoiseSVN A couple of minor issues on windows. TortoiseGIT requires a separate install of git - TortoiseSVN includes SVN. The git tool on windows needs perl,tcl and a

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Martin Beckett
Tim Moore wrote: On gitorius you create a clone at gitorious.org (http://gitorious.org) and push your changes there; you can also submit merge requests to the original project / repository. Are you thinking of more than that? No that should be enough, it wasn't obvious how you did it

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-24 Thread Martin Beckett
There is a need to be able to have 'experimental' stuff in osg. Otherwise you have the - nothing gets in unless it's tested and nothing gets tested cos it's not in - problem, a DVCS seems the best option. I am looking at moving to git from SVN for my own project when I came across this intro to

Re: [osg-users] writeNodefile Culling nodemask

2010-02-04 Thread Martin Beckett
robertosfield wrote: Construct you scene graph into parts that need to be saved, and parts that are just decoration? That was my first approach - at the root I had 'scene' and 'display' groups and only save the 'scene' tree. But it would be nice to be able to attach decorations

[osg-users] writeNodefile Culling nodemask

2010-02-03 Thread Martin Beckett
I'm trying to set a culling mask for osg::writeNodefile so that certain items are drawn in the scene but not saved (gridlines, axes, labels etc) I have a specific bit pattern in their nodemasks but I can't find how to set a corresponding culling mask for the write? Martin --

Re: [osg-users] writeNodefile Culling nodemask

2010-02-03 Thread Martin Beckett
Is there a better approach? -Basically I just want to flag certain nodes (and their children) as not part of the model. At the moment I do this with a bit in the nodeMask, so they can't be picked, don't contribute to the bounding box etc. Shouldn't be difficult to add a test to the writer -

Re: [osg-users] Looking for professional OSG consultant

2010-02-01 Thread Martin Beckett
modjtabaf did some useful improvements to the spherical manipualtor - you could contact him. Alternatively if this is a requirement that might have general usefulness you could post the requirements here and see if anyone is (or would be interested in) working on it anyway. Cheers, Martin

[osg-users] Drawing around screen selection

2010-01-20 Thread Martin Beckett
Does anyone have any suggestions for showing a live mouse selected region on screen? Currenlty for selecting areas near the ground I create a transparent plane just below ground level, do a linesegment intersect and then draw a polygon on the plane at the intersection points. But I now need

Re: [osg-users] Drawing around screen selection

2010-01-20 Thread Martin Beckett
Trajce Nikolov wrote: I have done this before with selection bufferNick Erm - can you elaborate a little? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22969#22969 ___ osg-users mailing list

[osg-users] OT joining line segments to polyline

2010-01-19 Thread Martin Beckett
I have a bunch of line segments (generated by cutting a mesh) that I need to join together into a polyline. Defining the optimal polyline as the shortest ordering of the points. Is there any better algorithm (or library) for stitching the line segments - other than niavely searching all other

Re: [osg-users] osgviewerQT and QOSGWidget issues

2010-01-18 Thread Martin Beckett
Theres a problem with the QOSGwidget (at least on windows) You need to add a: Code: QPaintEngine* QOSGWidget::paintEngine () const { return 0; } see http://forum.openscenegraph.org/viewtopic.php?t=4432highlight= Martin -- Read this topic online here:

Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-18 Thread Martin Beckett
Sukender, would you not also have to remove all the #include osg/header from each cpp file for all the headers that are in the PCH? Otherwise doesn't Visual Studio just parse them again anyway? Martin -- Read this topic online here:

Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-18 Thread Martin Beckett
Sorry - wasn't thinking. The PCH still has all the include guards, I was imagining having to put if USE_PCH wrappers around the include section in every cpp file. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22849#22849

Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-18 Thread Martin Beckett
I have been trying to build OSG 2.9.6 with precompiled headers. As a starting point I just included all the headers in osg This causes an issue with ShadowVolumeOccluder which defines a std::pair named Point, but the precompiled header already includes an osg::Point. ShadowVolumeOccluder has

Re: [osg-users] Ortho, zoom and Sphericalmanipulator

2010-01-16 Thread Martin Beckett
I would need all the zoom features of Sphericalmanipulator (eg mouse wheel) to work the same in ortho mode - or at least have the same visual effect, so the users don't need to understand the difference. But this seems to be getting away from what the Spherical manipulator is. Martin

Re: [osg-users] Ortho, zoom and Sphericalmanipulator

2010-01-16 Thread Martin Beckett
Paul Martz wrote: Perspective versus orthographic projection should be unrelated to the view controls, so there's really no reason why you shouldn't be able to use either projection type with OSG's CameraManipulators. That was my view, my users don't care wether the eye is being moved or

Re: [osg-users] getWorldMatrices of Node

2010-01-15 Thread Martin Beckett
It isn't, worldmatrices is a list of all the individual matrices up the leg to the top. But multiplying these together gives a single matrix that is equivalent to going through all these individual conversions - thats the whole beauty of matrix transforms. Cheers, Martin --

[osg-users] Ortho, zoom and Sphericalmanipulator

2010-01-15 Thread Martin Beckett
I need to set a 2d view of a basically flat landscape. I am using Spherical manipulator and perspective view To get the world position of a mouse pick (while in plan view) I need the eye-distance, but in the same 'normalised' units as GUIEventAdapter getX/Ynormalized(). Not sure how I can do

Re: [osg-users] general questions from a newbie

2010-01-14 Thread Martin Beckett
jterpstra wrote: 1) Is this type of integration even possible with QT? Yes, you can embed a OSG view into a Qt frame, dock window etc. There are two ways to do this shown in the osgViewerQt example. Adapterwindow is easiest, the oosgwidget needs a little fix on windows to stop a redrawing

Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-13 Thread Martin Beckett
Rather than add stdafx.h to everything you can tell Visual studio to insert it automatically Project properties - Configuration-C++-Advanced and in the Force includes box put stdafx.h. Don't know if you can do this from the CMake file. Martin -- Read this topic online here:

Re: [osg-users] split scene into separate nodes/files.

2010-01-09 Thread Martin Beckett
Or you could multiply each of the vertices in the node by the matrix to put it into a world coordinate, and then just ignore the matrix. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22335#22335

Re: [osg-users] compass icon in lower left corner

2010-01-07 Thread Martin Beckett
Take a look at the hud (headup display) example And see here http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/hud/hud.html Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22247#22247

[osg-users] Efficiently hiding points

2010-01-07 Thread Martin Beckett
Ok another embarrassingly newbie question. I have a scene with a large number of points, I want to interactively delete some points. It's too time consuming to go through the vertex array and remove the values. So in the past in OpenGL I shuffled them with values at the end and changed the

Re: [osg-users] OSG on IPhone

2010-01-07 Thread Martin Beckett
a) you need to open source ( you may still link statically but any changes to OSG code should be open sourced ( and not your app code )) Just to clarify that. OSG is LGPL with the extention that you can link OSG statically into your app. This exception like the one in the wxWidgets

Re: [osg-users] Check for GLSL hardware support

2010-01-07 Thread Martin Beckett
Not as a standard OpengL feature (AFAIK) the whole point is that the driver takes care of it and you don't have to care (I know you do really !) You can check the versions of GLSL supported but not how the card is doing it - see http://www.gamedev.net/community/forums/topic.asp?topic_id=552800

Re: [osg-users] Efficiently hiding points

2010-01-07 Thread Martin Beckett
I thought DrawArrays were the equivalent of OpenGL DisplayLists and DrawElements was like indexed arrays? So it's efficent to have a DrawElements{ } with inidivdual entries 1,2,3,4,5 to 1000 ? If it's OK to have DrawElements jumping all over the vertexarray then it might make sense for

Re: [osg-users] Efficiently hiding points

2010-01-07 Thread Martin Beckett
Jason Daly wrote: If you're familiar with OpenGL, osg::DrawArrays is equivalent to glDrawArrays(), osg::DrawElements is equivalent to glDrawElements(). The first uses the vertex arrays directly, the second uses an index array to select vertices from the vertex arrays. Thank you. I had

Re: [osg-users] Efficiently hiding points

2010-01-07 Thread Martin Beckett
Jason Daly wrote: The advice about breaking up large geodes is still applicable. If you're talking about hundreds of thousands of vertices, it's probably best to represent those as multiple geodes (and group them spatially, if possible). The problem with multiple geodes is that I need to

Re: [osg-users] split scene into separate nodes/files.

2010-01-07 Thread Martin Beckett
Do you have PAT nodes in your tree to set the relative postions of the objects? You aren't saving these with the geodes, an alternative woudl be to multiply every vertex in each geode with the worldmatrix as it is saved. Martin -- Read this topic online here:

Re: [osg-users] picking node and arraging to it proper location

2010-01-04 Thread Martin Beckett
Take a look at the osgpick example and osgkeyboardmouse. If you are picking an object with a size (a surface) look at line interesect visitor, there is a tutorial here http://www.openscenegraph.org/documentation/NPSTutorials/osgIntersect.htm Martin ps. it seems horribly complex but when you

Re: [osg-users] Updating tesselator

2010-01-01 Thread Martin Beckett
Yes, I am clearing the display lists (sorry I cut it out with a bunch of other irrelevent code) It's odd that it draws a filled polygon upto 4 points but then no further - it doesn't matter if the extra points would make it convex or simple, or if I go cw or ccw. I know the tesselator works

[osg-users] Updating tesselator

2009-12-31 Thread Martin Beckett
I am trying to draw a rubber band wioth the mouse around a selection I get the mouse position, convert into world coords (assumign a plan view) then add the new point to the geometry. I then call osg::Util Tessellator to build the selection into a polygon. This works, but only for the first 4

Re: [osg-users] Picking individual triangles from within a loaded model

2009-12-23 Thread Martin Beckett
there is a picking example in the LMB tutorials (#6) http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/ And there is a slightly more complete, but more complex example in osgpick in the main sources Picking a triangle basically consists of firing a single ray and

Re: [osg-users] Best practice for getting OpenGL information ( Vendor, driver version etc)

2009-12-23 Thread Martin Beckett
You need a glcontext to query the openGL - because it's possible that some supported features might depend on the configuration at runtime. I couldn't find an OSG specific exampel , but this might help

Re: [osg-users] Creating tree model of scenegraph for use in QTreeView

2009-12-21 Thread Martin Beckett
I simply started from the TreeModel in http://qt.nokia.com/doc/4.6/itemviews-simpletreemodel.html I have a QTreeitem which contains a pointer to the parent QTreeItem and a list of children and a osg::Node pointer to the actual scene node. This slightly duplicates the structure of the osg::scene

Re: [osg-users] QOSGWidget display problem

2009-12-18 Thread Martin Beckett
I remember Don's point about the background paint attribute being different on windows Qt but i could never get a reliable fix. The dummy QPaintEngine function has fixed the flicker problem for me on Windows (XP, Qt4.6.0, Osg 2.9.6). What further testing do we need for it to be an accepted

Re: [osg-users] QOSGWidget display problem

2009-12-12 Thread Martin Beckett
I have the same problem on Windows for 2.8 and 2.9.6 The only solution I have found is to rebuild Qt with experimental OpenGL rendering support - but that makes all the dialogs too slow to be usable. Otherwise AdaptorWidget works well, sorry I am at a client next week so I can't investigate

Re: [osg-users] Large coords and _clampProjectionMatrix not applied

2009-12-11 Thread Martin Beckett
I've upgraded to 2.9.6 and done some more tests With just vertex data it can handle large coordinates in the scans. But fails if I also have marker and text components. However that does work if I subtract off the large part of the coords and put that offset in a root level PAT, leaving all the

[osg-users] Large coords and _clampProjectionMatrix not applied

2009-12-10 Thread Martin Beckett
When displaying a model positioned at real world coords (ie values in 6 figures) I get an error about _clampProjectionMatrix not applied and a znear of roughly max_float and a zfar of -max_float. This only seems to be a problem with vertex data, display osg::shapes at these coords is fine. Is

Re: [osg-users] Larrabee cancelled

2009-12-10 Thread Martin Beckett
There is also a rumor that Intel will simply buy NVidia - which might be a good thing 'OpenGL wise' Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21288#21288 ___ osg-users mailing list

[osg-users] Organising Geodes and Drawables

2009-11-27 Thread Martin Beckett
I have an object with separate component eg: a top, bottom and an outline. I have a choice of storing a group with each component in a separate osg::Geode but the outline points are shared by the top and bottom and I would rather not have data duplicate. There are a lot of points because the

Re: [osg-users] Organising Geodes and Drawables

2009-11-27 Thread Martin Beckett
So a good model would be : Single osg::Geode representing the entire part with all the vertex data and separate child geodes each with a single drawable for the points in the top, bottom and outline. Then meshes etc can be added to the children all sharing the same vertex data, in the parent ?

Re: [osg-users] Terrain generator compatible with OSG

2009-09-29 Thread Martin Beckett
Sorry for the slight thread hijack - but does anyone know of a free artificial terrain builder that is in any way compatible with OSG? I would just like some interesting looking terrain (mountains etc) to use when demoing some software - and because it's boring to be testing with the same

Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-17 Thread Martin Beckett
Mike Connell wrote: Have you heard differently from the authors? That would be good news indeed. Sorry my memory was playing tricks, the only license statement is: This software is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied

Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread Martin Beckett
For the streaming mesh have you had a look at http://www.cs.unc.edu/~isenburg/sd/ It's by the same team that did the famous 'triangle' program - but this is free (MIT licence) Cheers, Martin -- Read this topic online here:

[osg-users] Derived classes and ref_ptr

2009-09-04 Thread Martin Beckett
Hi, I have a class derived from PositionAttitudeTransform. It's simply an Adapter it contains no new variables but fixes up some methods for osg::PAT to be used in an existing design for some navigation routines. The existing navigation library is fixed I can't change it to understand

Re: [osg-users] Derived classes and ref_ptr

2009-09-04 Thread Martin Beckett
[quote=Paul Martz]If you can (obviously) change your code to understand instances of your new custom class, then I don't understand why you can't change your code to understand instances of ref_ptrs to your new custom class. Please explain this restriction further. I have a complicated

Re: [osg-users] Derived classes and ref_ptr

2009-09-04 Thread Martin Beckett
Thanks but not really - then I can't use the new class in the scene graph. The idea was to have a 'location' object in the scenegraph which is a PAT as far as OSG is concerned but has methods which reflect the interface I'm used to and fit the needs of my problem domain. That I can do with an

Re: [osg-users] DelaunayTriangulator - DelaunayConstraint for convex shapes

2009-09-01 Thread Martin Beckett
If you need to do this with a complex model (1000s of points) the Delauney triangulator doesn't work very well. I have a written a wrapper for Jonathon Shewchuk's Delauney code but that code is restricted to non-commercial use so I haven't submitted it. If you can accept this and need a worlds

Re: [osg-users] Easy Question? - returning points after PositionAttitudeTransform applied

2009-08-31 Thread Martin Beckett
You need osg::computeLocalToWorld() to get the coordinate transform matrix, then multiply each point by this matrix to get real world coords. eg: osg::Matrix matrix = osg::computeLocalToWorld(nv-getNodePath()); osg::Vec3 point = data-at(ii) * matrix; Cheers, Martin (at least that's what i did

Re: [osg-users] osg, Qt and python

2009-08-27 Thread Martin Beckett
Yes I was assuming all the OSG and 'heavy lifting' in C++ with just a python gui (and scripting) so no need for osg-swig. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16794#16794 ___

[osg-users] osg, Qt and python

2009-08-26 Thread Martin Beckett
It seems that following Qt going LGPL we will soon have LGPL python bindings (the current pyqt is commercial). Has anyone any experience/interest in a python QtViewer? Both the pyqt and the new pyside bindings are very thin wrappers around the Qt C++ code so it shoudn't be a huge challenge.

[osg-users] nodemask or switch

2009-08-24 Thread Martin Beckett
New in a series of embarrassing newbie questions :-* When do I need a switch node if I have a nodemask? Suppose I have a number of components to a model (wings/body/wheels etc) these are all children of a single parent node and each have a nodemask allowing them to be switched on/off

Re: [osg-users] nodemask or switch

2009-08-24 Thread Martin Beckett
That was rather what was confusing me. The 'already included in every node' nodemask seemed to have more capability than the 'have to add it the scenegraph and manage it manually' switch. The only advantage for a switch node I could see was the example in Paul's book where you have a number of

[osg-users] Plugins or Nodekits

2009-08-21 Thread Martin Beckett
I want to add some functionality to my app as a plugin - so the user can add features at runtime. It just needs to take a tree of nodes and some other data (possibly as an XML string) and do something to the nodes, or return a result xml string. Is there an example/tutorial of using OSGs plugin

Re: [osg-users] Plugins or Nodekits

2009-08-21 Thread Martin Beckett
Thanks I was hoping to avoid reinventing too many wheels. OSG already has code to find a plugin by name, create nodes, receive nodes. I just needed some examples of accessing a node directly through the registry, getting back changed nodes and passing/receiving extra data. Cheers, Martin

Re: [osg-users] Redirecting osg::notify

2009-08-18 Thread Martin Beckett
See http://forum.openscenegraph.org/viewtopic.php?t=2552 Cheers, Martin ps. sorry in a hurry, please reply if this doesn't answer question -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16404#16404

Re: [osg-users] Hello from New Orleans

2009-08-12 Thread Martin Beckett
Paul Martz wrote: I strongly encourage everyone to take a look at the OSG In Chine presentation. It's amazing to see how big their OSG community is. That's great news, the OpenCV community in China is also very strong. I suspect there's a big first mover advantage for whoever has translated

Re: [osg-users] Open source projects for eye tracking

2009-08-07 Thread Martin Beckett
It's fairly easy to do in OpenCV using Haar trackers. OpenCV also handles all the webcam stuff for you fairly painlessly. See http://www.codeproject.com/KB/cpp/TrackEye.aspx for example. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15968#15968

Re: [osg-users] Open source projects for eye tracking

2009-08-07 Thread Martin Beckett
Sorry forgot to add, OpenCV is C/C++, cross platfom is BSD licensed and works well with OSG. The documentation isn't bad and it's used by a lot of vision courses so quite a few tutorials out there. There is a good intro book from O'Reilly Martin -- Read this topic online

Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file....

2009-08-07 Thread Martin Beckett
Do you have a osgdb_jpeg.dll file? Is it in a directory on your path ? Did you build OSG from source? You may need the 3rd party add-ons (especially if on windows) this contains the low level jpeg library needed the plugin. Martin ps. You should probably post in the 'general' forum - this is

Re: [osg-users] Open source projects for eye tracking

2009-08-07 Thread Martin Beckett
No, other than running the demo. I once did something to automatically find pupil position/size for an opthalmic system but it didn't do gaze direction. One thing that was very useful (if you can control the environment) was to use an IR LED which reflects off the cornea and an IR sensitive

Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file....

2009-08-07 Thread Martin Beckett
The XXXd.dll is the debug version, it will be used by the debug build of osg. Don't know why you don't have the release version. As a test I think you should just be able to copy the debug dll to osgdb_jpeg.dll (although this might depend on how forgiving your compiler is) Cheers, Martin

Re: [osg-users] Computer Vision and osg

2009-07-21 Thread Martin Beckett
Using opencv with OSG but the integration isn't very tight - texture images and point locations get copied between the different format where necessary. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15192#15192

Re: [osg-users] [forum] We are back! Data successfully restored from crashed HD with freezer trick :)

2009-07-15 Thread Martin Beckett
Congratulations - been there, done that although I never used the freezer trick. Thank you! Martin ps. If you want to have some people mirroring the data drop me a line. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15003#15003

[osg-users] Viewer and getDatabasePager

2009-06-22 Thread Martin Beckett
I was just testing 2.9.5 with the highest level of debug messages turned on and noticed that DatabasePager::addLoadedDataToSceneGraph is called on every frame - even when the model was simply loaded from an osg file. Do I have to do anything to disable the database pager if I'm not using it?

Re: [osg-users] Viewer and getDatabasePager

2009-06-22 Thread Martin Beckett
Thanks Robert - I commented out the timing message it generates. Other than that 2.9.5 works great in my admittedly limited usage. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14369#14369

Re: [osg-users] PolytopeIntersector

2009-06-17 Thread Martin Beckett
[quote]The point of Polytopes is that they are convex which makes all kinds of tests very easy. If you want to modell something non-convex (something like Constructive Solid Geometry) then PolytopeIntersector will not help you as it is.[quote] My solutution was to triangulate the convex

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