Re: [osg-users] Load uniform sampler2D in shader from .osg file

2009-03-06 Thread Joseba
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

2009-03-06 Thread Robert Osfield
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

2009-03-06 Thread Robert Osfield
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

2009-03-06 Thread Robert Osfield
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.

2009-03-06 Thread Ümit Uzun
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)

2009-03-06 Thread andree gebert
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

2009-03-06 Thread alessandro terenzi
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

2009-03-06 Thread Martin
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

2009-03-06 Thread Brian R Hill
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

2009-03-06 Thread Brian R Hill
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

2009-03-06 Thread Martin
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

2009-03-06 Thread Brian R Hill
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

2009-03-06 Thread Robert Osfield
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

2009-03-06 Thread Christophe.medard
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

2009-03-06 Thread Jim Brooks
.
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

2009-03-06 Thread Mark Yantek
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

2009-03-06 Thread Jason Beverage
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

2009-03-06 Thread Robert Osfield
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

2009-03-06 Thread Mark Yantek
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

2009-03-06 Thread Robert Osfield
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

2009-03-06 Thread Himar Carmona
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

2009-03-06 Thread Michael W. Hall
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

2009-03-06 Thread legeochen
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