Re: [osg-users] Clamping models to an osgTerrain

2019-12-21 Thread SHAYNE TUELLER
Hi Brad, I'm assuming you've looked at the osgSim class? It has the ability to query where the ground is at the highest LOD of the terrain. It has other methods you can use to interact with osgTerrain that may be able to help you. Shayne > On December 20, 2019 at 4:53 PM Brad Colbert wrote:

Re: [osg-users] People currently using the ffmpeg/libavcodec plugin?

2017-11-05 Thread shayne . tueller
Were using it to stream video and display it on a quad... Shayne - Original Message - From: "Chris Hanson" To: "OpenSceneGraph Users" Sent: Friday, November 3, 2017 8:44:45 PM Subject: Re: [osg-users] People currently

[osg-users] mixing Direct3D and OSG...

2016-12-28 Thread Shayne Tueller
Hello, I have a Direct3D app in where I need to render a background image using OSG. The approach I was thinking of using is to use off-screen memory or context to render the OSG imagery and then try to load the results into a Direct3D surface somehow. Perhaps a render-to-texture sort of

[osg-users] mixing Direct3D and OSG...

2016-12-28 Thread Shayne Tueller
Hello, I have a Direct3D app in where I need to render a background image using OSG. The approach I was thinking of using is to use off-screen memory or context to render the OSG imagery and then try to load the results into a Direct3D surface somehow. Perhaps a render-to-texture sort of

[osg-users] [build] NVTT 3rdParty x64 libs for OSG...

2016-06-09 Thread Shayne Tueller
Hi, I was wondering if anyone out there in OSG land has had success building the Nvidea texture tools version 2.0.8 using VS2013 for x64 to use with the nvtt plugin in the OSG. I've set the NVTT_SHARED=1 so that the libs are built as shared libraries. All libraries compile just fine. However,

Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-09 Thread Shayne Tueller
The nvtt plugin in the OSG uses it. Other apps use it as well that use the OSG such as VirtualPlanetBuilder and osgEarth. I did find the link you provided for the source for the nvidia texture tools but I haven't had luck in getting them built. I'm getting a bunch of linker errors when trying

Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-08 Thread Shayne Tueller
This does not help me. I need the Nvidia texture tools 64bit dependency which is not available on your website. I already have all the other 64 bit dependencies needed to build OSG 64bit. I'm just missing the Nvidia texture tools. Since no one has any input on this, the next step is to try

Re: [osg-users] osgVisual 3rdparty downloads

2016-06-08 Thread Shayne Tueller
Just so everyone knows, the 64 bit versions of the nvidia texture tools libs in the 3rdParty dependencies are missing for VS2013... Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67518#67518

Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-08 Thread Shayne Tueller
I went to your suggested website and it does not have the dependencies I need...sorry. Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67517#67517 ___ osg-users mailing list

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-22 Thread Shayne Tueller
This is probably off topic but since OpenIG was brought up, I had a question about it... Does OpenIG support CIGI? If it doesn't, adding it would go a long way in making it more mainstream in the IG community. It would sure make it easier for a host that is using CIGI to switch over... Shayne

Re: [osg-users] How to setup multi channel

2016-01-13 Thread Shayne Tueller
Just to chime in here on this multi-channel discussion... I was aware of the OSGs support for master/slave cameras (channels) running on ONE computer but I didn't think it supported a master/slave architecture for running each channel on a different computer with it's own graphics card/context

Re: [osg-users] OpenThreads won't stop on Windows...

2016-01-06 Thread Shayne Tueller
Robert, Thanks for the feedback. I wasn't doing the checkCancel() in my loop in the run() method. Once I put that in there, it started working as expected when I called cancel() for a particular thread. Interestingly, when I started pinning each thread on a different processor using

[osg-users] OpenThreads won't stop on Windows...

2016-01-05 Thread Shayne Tueller
Hi, I'm using OpenThreads in an app that's using osgEarth. When I go to stop the thread, I call the cancel() method but it doesn't seem to be working. The thread is still running. Is there something else I need to do to stop the thread and shut it down? I have a stopThread() method that breaks

Re: [osg-users] _intersectionLimit doesn't seem to be working...

2015-08-19 Thread Shayne Tueller
Robert, You bring up excellent points that explains the divergences I'm seeing in my results, both in terms of performance and correlation. I do have a couple of questions then... So, if I understand you correctly, there's no way to tell VPB to build a flat file (i.e. one that that does not

[osg-users] [vpb] error using VPB on DTED level 2...

2015-08-19 Thread Shayne Tueller
Hi, I'm attempting to use VPB to build a paged geocentric database from level 2 DTED source data. I'm only using 3 tiles of level 2 DTED so it's not a lot of data. I get the following error... Warning: Task tasks/build_subtile_L2_X1_Y5.task has failed, blacklisting machine and resubmitting

Re: [osg-users] _intersectionLimit doesn't seem to be working...

2015-08-13 Thread Shayne Tueller
So...I figured out why I was not getting just one intersection returned for my LOS tests. Apparently when KdTrees are enabled, intersectionLimit is ignored in the LineSegmentIntersector. When I turned off KdTrees, I got just one intersection returned but it is still abysmally slow compared with

[osg-users] _intersectionLimit doesn't seem to be working...

2015-08-11 Thread Shayne Tueller
All, I'm using the osgSim::LineOfSight class to perform visibility tests (intersections) on an osgTerrain database built with VPB. I'm setting the intersectionLimit to be LIMIT_ONE or LIMIT_NEAREST to help with performance. However, for each LOS test I'm doing, I'm still seeing the number of

[osg-users] window contents into osg::Image

2015-05-13 Thread Shayne Tueller
Hi, I have a window (windows 7) that is updated by another application's output at a 60Hz rate. The other application is embedding its output into this window based on the window's HWND handle. I would like to capture the window's contents and pipe it to an osg::Image to display on a textured

[osg-users] embed osgViewer into FLTK window...

2015-03-25 Thread Shayne Tueller
All, I'm trying to embed an osgViewer that has a transparent background into an FLTK main window. The embedded osgViewer needs to have a transparent background so that I can see the parent window behind it. Is this even possible? What I'm trying to do is use the osgViewer as an overlay to

Re: [osg-users] geographical coordination conversion

2013-04-29 Thread Shayne Tueller
The code snippet you provided maps from a geodetic coordinate system to a geocentric ECEF cartesian coordinate system so that the point (lat,lon,0) maps to the cartesian point (o,p,q) which lies on the surface of the ellipsoid. This probably isn't what you're looking for since it sounds like

Re: [osg-users] Height of the terrain on a given lang/long

2013-04-22 Thread Shayne Tueller
I'm still not clear on what you're trying to accomplish. I thought you were trying to get HOT for a given lat/lon pair. In this case, there's only one intersection. From your last post, it sounds like you're tying find intersections with the terrain for a given LOS between two points. Is this

Re: [osg-users] Height of the terrain on a given lang/long

2013-04-19 Thread Shayne Tueller
On the performance issue, you need to leverage the database cache feature for LOS and HAT. Take a look at the osgintersection example to see how this is done for los and hat. Using the computeHeightAboveTerrain method is sort of an immediate mode for HAT queries which isn't the best for

Re: [osg-users] reading dem/image files...

2013-04-18 Thread Shayne Tueller
Just a followup post to my original inquiry... After appending the .gdal to my .dt1 files to get the readHeightFieldFile() to read the DTED file format, I also had to do the following to get the DTED to render correctly... osg::HeightField *grid = osgDB::readHeightFieldFile(n41.dt1.gdal);

Re: [osg-users] Height of the terrain on a given lang/long

2013-04-18 Thread Shayne Tueller
If you want HOT (height of terrain) for a particular lat/lon, use the same code as above and do the following... Code: maxElevationInDatabase = 3962.0; // meters earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat), osg::DegreesToRadians(lon), maxElevationInDatabase, X,Y,Z); hat =

Re: [osg-users] reading dem/image files...

2013-04-11 Thread Shayne Tueller
osgEarth is sort of an overkill for my little app that just displays raw DTED (*.dt1) geocells for inspection. I did find an earlier thread that addresses my question. The plugin is found if you append .gdal onto the file name (i.e. w112_n42.dt1.gdal). The plugin is now found and the file is

Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Shayne Tueller
Thanks to everyone for their input so far. I guess if one presents information or a tutorial for building OSG on Android for Windows, it should be complete, accurate, and thorough. It appears that vital information or detail is missing in the tutorial regarding the role of the Android NDK or

Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Shayne Tueller
Jan, My comments or inquries were in reference to the tutorial as presented in this thread. Of course I don't expect the OSG wiki doc to go into explicit detail regarding the Android NDK. My point is that if someone posts a tutorial (in this case the main gist of this thread), there should be

Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Shayne Tueller
Careful. Many people (including me) are reading this via the mailing list, not forum - there is a gateway between the two, so forum posts go to the list and list posts show up on the forum. Thus I had no clue which tutorial as presented in this thread are you referring to. For me the

Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Shayne Tueller
Hi, I went through this tutorial and got stuck when invoking the make command to build OSG. It errors out with the message ANDROID_NDK-NOTFOUND\ndk-build ... I'm supposing that there was a step omitted in the tutorial that tells the cmake configure utility on where to find the android ndk

Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Shayne Tueller
Hi Jan, So are you saying that Cygwin is the best way to compile OSG for Android on Windows? I don't think the tutorial in this thread uses Cygwin which makes this all the more confusing... I'll try setting the ANDROID_NDK environment variable to the path where it resides and issue the make

Re: [osg-users] How to acquire the screen coordinates of a 3D object?

2013-02-07 Thread Shayne Tueller
It looks like you forgot to concatenate the window matrix from the Viewport object onto the MVPW matrix in what you call the automatic version. You also need to remove the matrix mutiply of the window matrix with the screenPosition4d object. This should not happen after the perspective divide.

Re: [osg-users] Local coordinates

2013-02-06 Thread Shayne Tueller
A couple of observations: 1) The units will be in millions because your database is a round earth database using the WGS84 spheroid ECEF CS with units in meters. 2) I don't understand how your second code blocks maps correctly to the geocentric cartesian round earth database built with osgdem

Re: [osg-users] How to acquire the screen coordinates of a 3D object?

2013-01-31 Thread Shayne Tueller
If you're new to the OSG, it is really helpful to look at the examples and also search the OSG forums for the problems you're looking for. Many of the questions most new folks ask, have already been addressed and answered in the forum. Hopefully the link below will help you...

Re: [osg-users] osgSim::HeightAboveTerrain not returning any hits

2013-01-24 Thread Shayne Tueller
What code exactly are you referring to? What is the error you're seeing? Without an example or more detail, it is difficult for us to resolve your problem. *.ive files are typically databases built with VirtualPlanetBuilder or similar tools. I don't have any experience with the TerraPage

Re: [osg-users] Help me! i have problem for Height Above Terrain!!

2013-01-24 Thread Shayne Tueller
You may also want to search in the forum for discussion threads that address this topic (GetHeightAboveTerrain). It has been discussed many times with solutions. -Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52176#52176

Re: [osg-users] problem with material alpha

2012-10-15 Thread Shayne Tueller
Hi, It's unclear what exactly you're attempting to do or what it means when you say it doesn't work for some models. I can only venture a guess as to what the problem is. I'm assuming you're trying to change the transparency of the object? For the models in question, cow.osg already has

Re: [osg-users] Difficulty Positioning Camera Manipulator in Geocentric Database

2012-10-15 Thread Shayne Tueller
Hi Rob, That is interesting. I don't use the setHomePosition() method and my stuff works fine specifying the manipulator matrix explicitly (setByMatrix()). I am using CompositeViewer and setting the camera for each view added to the viewer. One camera is using the Flightmanipulator and the

Re: [osg-users] problem with material alpha

2012-10-12 Thread Shayne Tueller
Hi, Materials (and material alpha) only get used when lighting is enabled. Make sure that lighting is enabled in the applicable stateset... -Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50590#50590

Re: [osg-users] Difficulty Positioning Camera Manipulator in Geocentric Database

2012-10-09 Thread Shayne Tueller
Hi Rob, In my app, I have an option to navigate on a geocentric database using the standard Flight Manipulator. Below is the code snippet to do this... Before you enter the render loop (i.e. viewer.run()), do the following to configure and set the initial position of your ownship using lat,

Re: [osg-users] VPB in VS10...

2012-09-24 Thread Shayne Tueller
Chris, See my previous post. The template compile errors that I'm getting are strange. Perusing the forum, I did find something similar when someone was compiling osgPhysics against OSG... Thanks, Shayne -- Read this topic online here:

Re: [osg-users] VPB in VS10...

2012-09-21 Thread Shayne Tueller
Ok...I'm pretty sure I got the projects built correctly using CMake in Windows for VPB. When I open the solution and try to do ALL_BUILD, I get a ton of compile errors which are: error C2784: could not deduce template argument for 'type' from 'type' The compiler cannot determine a template

Re: [osg-users] Using OSG Embedded in an Existing OpenGL Project

2012-09-17 Thread Shayne Tueller
To render OSG in an existing OGL viewport, you still need to create an OSG viewer because that is what kicks off the OSG traversals when the frame() method is called. You also need to manage (i.e. Push and Pop) OGL state correctly since OSG and OGL share the same render context so that you

Re: [osg-users] LineSegmentIntersector question...

2012-09-13 Thread Shayne Tueller
Ok...so I upgraded to OSG 3.0.1 and tried this intersection limit test in my app (setIntersectionLimit()) I first tried LIMIT_ONE. Performance did improve over the NO_LIMIT case but I noticed that the number of intersections calculated were as high as 6 for some of the line segments. I would

Re: [osg-users] LineSegmentIntersector question...

2012-09-13 Thread Shayne Tueller
Farshid, I'm actually modifying the osgSim::LineOfSight class for my tests. I went into LineOfSight.cpp and modified the computeIntersections() method to support setIntersectionLimit() since there's currently no way to control this for the Line of Sight stuff in OSG. I added the call

Re: [osg-users] LineSegmentIntersector question...

2012-09-13 Thread Shayne Tueller
Farshid, If I understand the code correctly, each intersector in the LOS code is associated with a start end pair defining the line segment. In other words, it's a 1 to 1 mapping. If I have 45 LOS queries, the code generates 45 LineSegmentIntersectors. Each intersector in turn is added to an

Re: [osg-users] Geographic earth in OSG?

2012-05-16 Thread Shayne Tueller
When you instance an Ellipsoid object, the default is already an oblate spheroid (WGS84 with polar and equatorial radii defined in meters). I suspect your problem has something to do with your shape drawable where you're using a sphere in your code. For starters, I would suggest that you

Re: [osg-users] Geographic earth in OSG?

2012-05-15 Thread Shayne Tueller
osg::EllipsoidModel *ellipsoid = new osg::EllipsoidModel(); ellipsoid-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat), osg::DegreesToRadian(lon), Shayne -- Read this topic online here:

Re: [osg-users] Trying to build OSG terrain

2012-05-15 Thread Shayne Tueller
Hi, If you're having build errors, make sure you're using the correct version of VPB (i.e. osgdem or vpbmaster) with the correct version of OSG. You cannot arbitrarily mix and match different versions... -Shayne -- Read this topic online here:

Re: [osg-users] Strategies for reducing visual terrain-tile-popping with osgTerrain

2012-04-24 Thread Shayne Tueller
Hi, The popping is the effect of an abrupt change from one LOD to another. The typical solution is to geomorph the terrain over several frames with the LOD change. It smooths out the transition so that LOD changes are subtle. High end visual IGs have been doing geomorphing a long time with

Re: [osg-users] Why no games with OSG?

2012-04-24 Thread Shayne Tueller
Hi, As others have pointed out, OSG is not a game engine. It's a scene graph and should be used in this context (no pun intended). There are plenty of rendering technologies that use OSG under the hood. When I went to IITSEC last year, there were a lot of vendors using OSG underneath for

[osg-users] Release built OSG libs with debug built app...

2012-02-27 Thread Shayne Tueller
All, I believe this issue has been addressed before but I can't find the previous discussion. Therefore I will ask again... Is there a way to get Release-built OSG libs to play nicely with an app that is built with Debug? Right now if I link with Release-built OSG libs, my app (built with

Re: [osg-users] [vpb] Large VPB Database build fails without

2012-01-10 Thread Shayne Tueller
Just a followup on this problem... If I run osgdem directly on the dted files, things build just fine. If I run vpbmaster on exactly the same dted files, it blows up with the error no destination graph built, cannot proceed with build in one of the tasks. It's not clear to me why osgdem works

Re: [osg-users] World to Screen Space

2011-12-07 Thread Shayne Tueller
Hi, This topic has been discussed in various forms. Please see http://forum.openscenegraph.org/viewtopic.php?p=18256#18256 -Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44280#44280 ___

Re: [osg-users] [vpb] How to get the coordinate system information?

2011-11-17 Thread Shayne Tueller
Hi, If you build the database using the --geocentric option, and your source data uses WGS-84, you can use the EllipsoidModel class to convert from one CS to another. Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43935#43935

Re: [osg-users] Lighting problem

2011-11-15 Thread Shayne Tueller
Hi, What you're seeing is the specular highlights based on your light source and material properties. To turn this off, set your specular material rgb and shininess to 0.0. Since OSG uses OpenGL under the hood, it would be helpful to understand the OpenGL lighting model...:) Shayne

Re: [osg-users] Intersection of two lines

2011-09-07 Thread Shayne Tueller
I am not aware of a function in OSG to do this, however, you can do it yourself. If you have a starting point and direction for each line, you can define each line parametrically as Line 1: P + rA Line 2: Q + sB where P,Q are the starting points and A,B are the unit direction vectors. The

Re: [osg-users] How to compute the coordinates of specific point ?

2011-02-25 Thread Shayne Tueller
Do you have a code snippet you can show us on how you're currently using this model for collision detection? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37156#37156 ___ osg-users mailing list

[osg-users] [vpb] vpbmaster build question...

2011-01-31 Thread Shayne Tueller
All, I fired off a VPB build using vpbmaster on a 16 processor machine running Linux Fedora core 13. The number of tasks generated was 5314 for this build. As predicted, vpbmaster fired off 16 osgdem threads to work on the build. As the build went along I noticed that the number of osgdem

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-21 Thread Shayne Tueller
Hi, This may be a dumb question in relation to this thread, but does one still need to employ the Mesa tools to bypass the graphics card when using VPB to build databases with the NVTT? -Shayne -- Read this topic online here:

Re: [osg-users] Calculating altitude with LineSegmentIntersector

2011-01-12 Thread Shayne Tueller
More accurately, the method is: osgSim::HeightAboveTerrain::computeHeightAboveTerrain(...) Sorry for the mistake in the previous post... -Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35590#35590

[osg-users] [vpb] VPB vs osgEarth...

2010-12-23 Thread Shayne Tueller
All, Up to this point, we've used VPB for building our databases that our OSG app uses. However, I've contemplated taking a look at osgEarth for future consideration. My question is, is what advantages are there for using osgEarth vs. VPB? I understand that source content (DTED, GeoTiff,

Re: [osg-users] thread hangs when LineSegmentIntersector is used...

2010-11-18 Thread Shayne Tueller
All, After further invesigation on why my thread is hanging, I narrowed it down to when OSG creates an IntersectorGroup() object via the 'new' operator in the intersection code. Just for a sanity check, I did the following in the run() method of my thread: char *start = (char *)malloc(4) and

[osg-users] thread hangs when LineSegmentIntersector is used...

2010-11-15 Thread Shayne Tueller
All, I have a two process application where one process loads the scenegraph for rendering via CompositeViewer while the other process loads a subset of the same scenegraph (terrain) for extracting database information. No rendering is going on in the second process. In the second process,

Re: [osg-users] thread hangs when LineSegmentIntersector is used...

2010-11-15 Thread Shayne Tueller
Hi Robert, Thanks for the reply. If LineSegmentIntersector does nothing to the scenegraph, I'm definitely not modifying the scenegraph in the process that spawned the thread so there must be something else going on that is causing the thread to stop running. I have gone into the debugger and