Re: [osg-users] Load uniform sampler2D in shader from .osg file
Hi attach the full source code, perhaps someone can find a solution to this problem. I dont have any clue for solving it. Thanks, J. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8022#8022 osgprerender.rar Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Configuring OSG for stereo
HI Eric, The units are assumed to be meters, so please just convert your values to meters. Robert. On Thu, Mar 5, 2009 at 11:57 PM, Eric Heft osgfo...@tevs.eu wrote: What sets the 'depth' plane when using stereo? From the docs you have measured and entered values for the following in inches instead of meters. setEyeSeparation(EyeSeperation ); setScreenDistance(ScreenDistance); setScreenHeight(ScreenHeight); setScreenWidth(ScreenWidth); setProjectionMatrixAsPerspective(...); setFusionDistance(mode,value); I get stereo, its just that the objects are not in the right depth plane. My screen is 146 inches from the projector. I place an object at (0,0,-146) and while the size of the object is correct on the screen. The object is way behind the surface of the screen ( lots of overlap ). I have to move the object to (0,0,-14) to get zero overlap/disparity. -- Details -- Using WinXP + OSG 2.5.1 + 2 Projector horizontal span setup running 2048 x 768 resolution. I load an object created in blender that is a wire frame box 5 units from edge to edge. The test application lets me change the following parameters on the fly. ScreenDistance=146.00 ScreenHeight=64.00 ScreenWidth=87.00 EyeSeperation=2.50 ObjectDistance=146.00 With EyeSeperation set to 0.00 , the wire frame box appears on the projector screen and measures very close to the expected size of 5 inches across. When any of the parameters change. I call this: Code: void ResetGeometry(void) { float FOV_X = 2.0*atan2(ScreenHeight/2.0,(double)ScreenDistance)*180.0/3.14159; float FOV_Y = 2.0*atan2(ScreenWidth/2.0,(double)ScreenDistance)*180.0/3.14159; osg::DisplaySettings::instance()-setStereo(stereo); osg::DisplaySettings::instance()-setEyeSeparation(EyeSeperation ); osg::DisplaySettings::instance()-setScreenDistance(ScreenDistance); osg::DisplaySettings::instance()-setScreenHeight(ScreenHeight); osg::DisplaySettings::instance()-setScreenWidth(ScreenWidth); viewer-setFusionDistance(osgUtil::SceneView::FusionDistanceMode::USE_FUSION_DISTANCE_VALUE,ScreenDistance); printf(FusionDistance = %6.2f\n,viewer-getFusionDistanceValue()); if (stereo) viewer-getCamera()-setProjectionMatrixAsPerspective( FOV_Y,2.0*FOV_X/FOV_Y,0.01,100); else viewer-getCamera()-setProjectionMatrixAsPerspective( FOV_Y,FOV_X/FOV_Y,0.01,100); } At the beginning of the program I call this. ( this will be modified once all the other setup is verified ) Code: void SetView(void) { static osg::Vec3 vtrs; static osg::Quat qrot; osg::Matrixd R1; osg::Matrixd R2; qrot.makeRotate( osg::DegreesToRadians(0.0), osg::Vec3(1,0,0) ); vtrs.set( 0, 0, 0); R1.makeRotate( qrot ); R2.makeTranslate( vtrs ); viewer-getCameraManipulator()-setByMatrix( R2 * R1 ); } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8018#8018 ___ 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] photos to be displayed in sequence
HI Salvatore, Basic maths tells us that you won't be able to fit all these photo's in memory. The only way you could do it is to page them. osg::ImageSequence does support paging, so add the filename rather than the image. Next up, tga won't be the best format for paging. A movie format would be better, for instance you could convert the data using something like ffmpeg, rendering to a format such as h264 or ogg, then just use one of the OSG's movie reading plugins to read it. Robert. On Thu, Mar 5, 2009 at 8:04 PM, salvatore osgfo...@tevs.eu wrote: hello Robert, I have 40,000 photos in tga format with 1400x1050 definition and a frame rate of 30 fps, the load in this way: imageSequence- addImage (osgDB:: readImageFile (hh3fcenter/immage_.tga)); in the various attempts I have tried with 240 photos and goes very badly, I thought to pack 30 photos in a knot so as to obtain the nodes that represent a second, but I do not know how to play these nodes so that the sequence is continuous, thanks in advance -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8013#8013 ___ 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] modifying vertexs
Hi Jim, I'm confused by your email and your code segment, so not really sure what to comment on. Robert. On Fri, Mar 6, 2009 at 2:56 AM, Jim Brooks jimbl...@gmail.com wrote: Found two different ways to tell OSG that vertexs were modified. Maybe these are circumventions that aren't proper (?). What is the one right way? Call dirtyDisplayList() ? ctor() : mVertexs(new osg::Vec3Array), mDrawArray(new osg::DrawArrays( osg::PrimitiveSet::POINTS,0,0)) { } void AddParticle( const osg::Vec3 v ) { mVertexs-push_back( v ); #if REGULAR_OPENGL_POINTS mDrawArray-setCount( mVertexs-size() ); #endif #if POINT_SPRITES // Passing same vertex array causes update. mGeom-setVertexArray( mVertexs.get() ); #endif } ___ 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] Anti-Aliasing and MultiSampling.
Hi Robert, I mean, I have MFC control screen and in this control screen I have picture box which has small bounding size in this control screen. And I am rendering in it. While traits-samples is 4 rendering in picture control boundary, but when I set traits-samples to 16 rendering screen goes full like osgviewer default screen. So given context boundaries weren't used by camera by the time samples value changed. May be as you said about graphic card problem. I will try another computer. Thanks you so much. Regards. 2009/3/6 Robert Osfield robert.osfi...@gmail.com Hi Umit, I can't guess what you mean by flooding. Could you post a screen shot? It does rather sound like a driver bug, so try other machines. Robert. - Alıntı metni göster - On Thu, Mar 5, 2009 at 9:49 PM, Ümit Uzun umituzu...@gmail.com wrote: Hi Folks, I have searched about anti-aliasing. There some choices to implement Anti-Aliasing. And I have choosed multiSampling. // Get the current window size. ::GetWindowRect(hWnd, rect); // Init the GraphicsContext Traits. osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; // Init the Windata Variable that holds the handle for the Window to display OSG in. osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowWin32::WindowData(hWnd); // Setup the traits parameters. traits-x = 0; traits-y = 0; traits-width = rect.right - rect.left; traits-height= rect.bottom - rect.top; traits-windowDecoration = FALSE; traits-useCursor = FALSE; traits-doubleBuffer = TRUE; traits-sharedContext = 0; traits-setInheritedWindowPixelFormat = TRUE; traits-inheritedWindowData = windata; // traits-samples = 4; // smoothing In my application, I have set traits-samples to 4 and rendering much better before. But when I set traits-samples to 16 screen getting full screen and flooding the related Hwnd picture control box. I am using MFC based dialog. I am curios about flooding Hwnd and getting uncontrolled full screen mode. And If you know much better way to make my screen AntiAliased, please let me know. Best Regards. -- Ümit Uzun ___ 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 -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] (no subject)
Wanting to catch up with Stephen Northcottpom, no dramas! Stay connected to the people that matter most with a smarter inbox. Take a look http://au.docs.yahoo.com/mail/smarterinbox___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using GLObjectsVisitor with a pre-DrawCallback
I'm trying to pre-load some models that need their texture to be rescaled. Looking at earlier post I saw suggestions about using a Camera pre-draw callback that uses the GLObjectsVisitor to compile everything...but I can't find out exactly how to do this. By now, here is what I did: 1) created a class derived from DrawCallback 2) before entering the rendering loop, I get a camera from the viewer and set a preDrawCallback using the newly created class But now what I'm missing is how to use GLObjectsVisitor, I guess that I must use it inside the override for DrawCallback::operator()(osg::RenderInfo renderInfo) const; but how? As far as I understand from renderInfo I can get the camera and, by doing so inside such a callback, I'm sure to get the camera for the current context, but how do I apply the GLObjectsVisitor at this point? Thank you very much for your help. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] BoundingSphere with radius 0
Hello, I have a little Subgraph with a MatrixTransform and a Node. Now I need the BoundingSphere. But when I do ... osg::BoundingSphere boundingSphere=matrixTransform-GetNode()-getBound(); double distance = boundingSphere._radius; ...than is the distance = 0, but I don't know why. What can be the problem? And can I do a new bounding sphere calculation? Thanks, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8031#8031 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] modifying vertexs
Jim, You are addressing three different things in your email, display lists, geometry changes, primitive count. Dirtying the display list simply regenerates the display list and if you've changed the verts, they will get compiled into the new display list. If they weren't changed, then they'd still get recompiled into the new list. Changing the vertex array tells the underlying objects that their geometry has changed. If you look at the setVertexArray method you'll see it calls dirtyDisplayList and dirtyBound. Changing the primitset set count only changes how many primitives are drawn it doesn't change the contents of the vertex array - only which ones are being used. It doesn't call dirtyDisplayList or dirtyBound. You need to understand these differences to optimally use them for the specific situation. If your geometry changes frequently (every frame), then just disable display lists. You're wasting time regenerating the display lists. If the geometry changes don't really affect the bounding volume, then don't call setVertexArray. Again, you're wasting your time regenerating the bounding volume. Or, overload the computeBound method and calculate the bounding volume based on your knowledge of how you changed the geometry. I use setCount all the time for particle systems whose particles have varying lifetimes. I've found this use in particular to benefit from disabling display lists and using my own computeBound method. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. • -osg-users-boun...@lists.openscenegraph.org wrote: - To: osg-users@lists.openscenegraph.org From: Jim Brooks jimbl...@gmail.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/05/2009 09:56PM Subject: [osg-users] modifying vertexs Found two different ways to tell OSG that vertexs were modified. Maybe these are circumventions that aren't proper (?). What is the one right way? Call dirtyDisplayList() ? ctor() :mVertexs(new osg::Vec3Array), mDrawArray(new osg::DrawArrays( osg::PrimitiveSet::POINTS,0,0)) { } void AddParticle( const osg::Vec3 v ) { mVertexs-push_back( v ); #if REGULAR_OPENGL_POINTS mDrawArray-setCount( mVertexs-size() ); #endif #if POINT_SPRITES // Passing same vertex array causes update. mGeom-setVertexArray( mVertexs.get() ); #endif } ___ 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] BoundingSphere with radius 0
Martin, My guess is that either the node doesn't have any geometry - try writing it out as an .osg file and look at it. Or, the subgraph hasn't been traversed and the bounds haven't been calculated yet. Search on computeboundvisitor (or something like that) and run that on your node to generate the bounding volume. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. • -osg-users-boun...@lists.openscenegraph.org wrote: - To: osg-users@lists.openscenegraph.org From: Martin grosser.mar...@gmx.de Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/06/2009 07:19AM Subject: [osg-users] BoundingSphere with radius 0 Hello, I have a little Subgraph with a MatrixTransform and a Node. Now I need the BoundingSphere. But when I do ... osg::BoundingSphere boundingSphere=matrixTransform-GetNode()-getBound(); double distance = boundingSphere._radius; ...than is the distance = 0, but I don't know why. What can be the problem? And can I do a new bounding sphere calculation? Thanks, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8031#8031 ___ 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] BoundingSphere with radius 0
I have a geometry. But I updated the matrix in a thread: osg::Matrix matrix = new osg::Matrix; ((::osg::MatrixTransform*)_root.get())-setMatrix(matrix); _root is my MatrixTransform. And when I remove the line with setMatrix it works fine. When I use setMatrix my radius is 0. [Crying or Very sad] Thanks Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8034#8034 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] BoundingSphere with radius 0
Martin, Not sure what the problem is, maybe you thread is conflicting with the osg threads. You should only update the MatrixTransform during the update traversal - or sync your thread with the update. What you are doing - setting the MatrixTransform should just work. Try doing it as an update callback instead of in your thread. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. -osg-users-boun...@lists.openscenegraph.org wrote: - To: osg-users@lists.openscenegraph.org From: Martin grosser.mar...@gmx.de Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/06/2009 08:34AM Subject: Re: [osg-users] BoundingSphere with radius 0 I have a geometry. But I updated the matrix in a thread: osg::Matrix matrix = new osg::Matrix; ((::osg::MatrixTransform*)_root.get())-setMatrix(matrix); _root is my MatrixTransform. And when I remove the line with setMatrix it works fine. When I use setMatrix my radius is 0. [Crying or Very sad] Thanks Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8034#8034 ___ 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] BoundingSphere with radius 0
HI Martin, Might I suggest you check the value of matrix, it might be that the scale is 0. Robert. On Fri, Mar 6, 2009 at 1:34 PM, Martin grosser.mar...@gmx.de wrote: I have a geometry. But I updated the matrix in a thread: osg::Matrix matrix = new osg::Matrix; ((::osg::MatrixTransform*)_root.get())-setMatrix(matrix); _root is my MatrixTransform. And when I remove the line with setMatrix it works fine. When I use setMatrix my radius is 0. [Crying or Very sad] Thanks Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8034#8034 ___ 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] Non emissive ParticleSystem and lighting
A patch solution could be introduced to give the impression ambient lighting works onto Particle System. Into osgParticleSystem::update() method, after particles' update(dt) method call their _current_color are stepped. We could there re-touch the stepped color and darken it according to an ambient color value if we can override setDefaultsAttributes not to have it enable LIGHTING when lighting parameter is true. This trick should work provided : 1. ParticleSystem::setDefaultAttributes() method be set as virtual 2. Particle class be added a getColor()/setColor() method make it possible to read/write onto _current_color 3. We find a mean to get the active ambient lighting value in the place of the scenegraph where the ParticleSystem is attached If someone has an idea for 3., I'm interested ! (A very ugly walkaround method would be to memorize a pointer onto the external osg::Vec4 value containing the ambient value and add a method into ParticleSystem interface just for this purpose, but how bad ) Christophe ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] modifying vertexs
. osg::ref_ptrosg::Vec3Array mVertexs; mDrawArray = new osg::DrawArrays(osg::PrimitiveSet::POINTS,0,0); // Modify vertex array (mVertexs is in app side). mVertexs-push_back( vertex ); // Tell OSG geometry was modified. mGeometry-setVertexArray( mVertexs.get() ); mGeometry-dirtyDisplayList(); mDrawArray-setCount( mVertexs-size() ); . Nevermind. So this code is doing a component-by-component update after vertexs were modified. This is correct afterall. Was wondering why OSG has no higher-level osg::Geometry::dirty(). But since Geometry is composed of PrimitiveSets/DrawArrays with APP-DEFINED indexs/count into the vertex array, of course the app (not OSG) has to update components. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Help with adding a player model
Is there a tutorial some place that explains how to attach a player model to a camera? If not could someone push me in the right direction? I'm using OSG2.6.1 Thanks -Mark Yantek ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osggis crash on attribute query
Hi, Does it work alright for you under 2.6? I'll try to take a look at it if I get a chance. Thanks! Jason On Thu, Mar 5, 2009 at 1:21 AM, legeochen legeoc...@gmail.com wrote: Hi all: I just recompiled my osggis with new release version 2.8 osg under my debian lenny. When I try attribute query with Ctrl+Left mouse, I found osggis crash with “Segmentation fault”. How can I fix this? thanks. cheers! ___ 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] Help with adding a player model
Hi Mark, On Fri, Mar 6, 2009 at 3:24 PM, Mark Yantek myan...@rscusa.com wrote: Is there a tutorial some place that explains how to attach a player model to a camera? If not could someone push me in the right direction? Not sure what you are looking for. Are you wanting the viewe'rs master camera to follow an object in the scene? Or for an object in the scene to the follow the viewer's master camera? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help with adding a player model
Robert, Sorry for my lack of clarity. I'm trying to have the camera locked on to a user controlled object. After rethinking this I can see the path I need to follow. In the example OSGSIMULATOR there is a plane with a camera following it. I just need to move user control from the camera to the object. Thanks - Mark -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Friday, March 06, 2009 9:56 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Help with adding a player model Hi Mark, On Fri, Mar 6, 2009 at 4:34 PM, Mark Yantek myan...@rscusa.com wrote: I would like to an object in the scene to the follow the viewer's master camera, like in a Jet flight simulator. I don't know of tutorial to point you at that specifically does this, even with the extra info above it still doesn't provide enough info about exactly what you are doing/expecting. Typically an application that is controlling the camera will know where the viewer camera is, as it'll be controlling it, unless your app is simply reusing the standard viewer CameraManipulator. How are you controlling the viewer's master camera in your app? What you say follow, what exactly do you mean? Do you mean a ground based Camera that follows the main viewpoint around? Do you mean a cockpit that is rendered around the viewer? Do you mean a chase plane? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help with adding a player model
HI Mark, OK, I now understand better what you are trying to do. You can use a osgGA::NodeTrackerManipulator as per the osgsimulation example, or attach a CameraView node to the same subgraph as the object you want to follow that use a osgGA::CameraViewSwitchManipulator. Alternatively rather than use a CameraManpulator just roll you own code to set the Camera's view matrix on each new frame. The view matrix required is the inverse of the accumulated from the root of the scene graph to the node you want to track. The node-getWorldMatrices() method can be used to be the matrx (or matrices) that position you node, then just invert this and pass to the viewer via: viewer.realize(); while(!viewer.done()) { viewer.advncne(); viewer.eventTraversal(); viewer.updateTraversal(); // really should double check size ofmatrices array returned, but will leave this to reader to complete :-) osg::Matrix worldTolocal = myNode-getWorldMatrices()[0]; viewer.getCamera()-setViewMatrix(osg::Matrix::inverse(localToWorld)); viewer.renderingTraversals(); } Robert. On Fri, Mar 6, 2009 at 6:13 PM, Mark Yantek myan...@rscusa.com wrote: Robert, Sorry for my lack of clarity. I'm trying to have the camera locked on to a user controlled object. After rethinking this I can see the path I need to follow. In the example OSGSIMULATOR there is a plane with a camera following it. I just need to move user control from the camera to the object. Thanks - Mark -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Friday, March 06, 2009 9:56 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Help with adding a player model Hi Mark, On Fri, Mar 6, 2009 at 4:34 PM, Mark Yantek myan...@rscusa.com wrote: I would like to an object in the scene to the follow the viewer's master camera, like in a Jet flight simulator. I don't know of tutorial to point you at that specifically does this, even with the extra info above it still doesn't provide enough info about exactly what you are doing/expecting. Typically an application that is controlling the camera will know where the viewer camera is, as it'll be controlling it, unless your app is simply reusing the standard viewer CameraManipulator. How are you controlling the viewer's master camera in your app? What you say follow, what exactly do you mean? Do you mean a ground based Camera that follows the main viewpoint around? Do you mean a cockpit that is rendered around the viewer? Do you mean a chase plane? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ 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] WPF and OpenGL popup window problem
Hi, i also use WPF, you are not the only one. The problem in WPF is surely the airspace. In WPF you can't have in the same window overlapping technologies. And if the window is a popup window, if it has transparency activated, you will also experiment the same problem (but this time it depends on the graphics card). This is a issue in Windows XP, not in Windows Vista. This is due to the windowing management. Windows XP has also a problem with transparent windows (overlay) for a long time ago, since it was not thought to render transparent windows (where the color of a pixel depends on more than one window). I think tooltips are window (like menu, context menu and so on), and the tooltip has transparency activated. W.r.t. whether you are fool to use WPF or Qt or wxWidgets or whatever windowing technology you use: They are tools, you as programmer are the artisan. I would choose the best to the project in hands. All have problems and limitations and different design philosophies, and... the list is long enough to be discussed ad limitum. Really, evangelism is the problem. Open Mind the solution. (My apologies to everyone, i'm not good writing english, and i don't want to offend anyone, this is just a personal point of view). Just kidding a bit... Thank you all the OSG community, i think all of you are open minders. Himar. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.6.1 and VPB
I appreciate the reply. I got OSG 2.6.1 and followed the info you provided to get the version of VPB that was was listed in the table to work with the version of OSG I have installed. It has been a while since I have played with it, but the both build and installed. When I try to run osgversion, I get the following: ./osgversion: error while loading shared libraries: libOpenThreads.so.11: cannot open shared object file: No such file or directory I have checked and the above lib is there. When I run osgdem, I get the following error: osgdem: error while loading shared libraries: libvpb.so.8: cannot open shared object file: No such file or directory That lib is there also. Any ideas to try? I am running FC10. Thanks, Michael On Sun, 2009-01-25 at 11:58 +0100, Ralf Stokholm wrote: Hi Michael I have set up my build of osg using externals in svn. osg http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.6.1 osgdata -r7561 http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk 3rdPartysvn -r403 https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1 osgdem -r927 http://www.openscenegraph.org/svn/VirtualPlanetBuilder/trunk this should work, at least it does on Windows xp and visual studio. If you simply want to get VPB in 924 or 927 which works for me, then simply do an update to revision in svn. Hope this helps. Brgs. Ralf Stokholm www.arenalogic.com 2009/1/25 Michael W. Hall hal...@att.net I have built OSG 2.6.1. Now I am trying to get the VPB to build. I got the latest from SVN, but I see that the chart says VPB r924 is the one to use. Could someone tell me how to get the version of VPB that will compile against OSG 2.6.1? I am using Fedora Core 10 x86_64. Thanks, Michael ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osggis crash on attribute query
Hi, Yes, it works fine with osg 2.6, 2.7.5 etc. Thanks! cheers 2009/3/6 Jason Beverage jasonbever...@gmail.com Hi, Does it work alright for you under 2.6? I'll try to take a look at it if I get a chance. Thanks! Jason On Thu, Mar 5, 2009 at 1:21 AM, legeochen legeoc...@gmail.com wrote: Hi all: I just recompiled my osggis with new release version 2.8 osg under my debian lenny. When I try attribute query with Ctrl+Left mouse, I found osggis crash with “Segmentation fault”. How can I fix this? thanks. cheers! ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org