Re: [osg-users] What is the meanings of setMinimumScale(1)and setMaximumScale(2)?

2009-04-24 Thread Roland Smeenk
Hi Wangjian,

please don't post the same question twice. You probably didn't receive an 
answer, because the question was too vague.

It would have been clearer if you said that setMinimumScale and setMaximumScale 
are part of AutoTransform.


 When I run the program


You are probably talking about the example program osgautotransform.

Through use of the source (see Tip 2 
(http://forum.openscenegraph.org/viewtopic.php?t=2283)) I learned the following:

When the transform is far from the viewpoint it's scale is limited by the 
maximum scale. So it disappears because the transform is not allowed to scale 
to a larger value than 2. If it is close to the viewpoint it's scale is limited 
by the minimumscale. In that case it will not be fixed in screenspace anymore 
an appear to grow due to perspective projection. 


kind regards,

Roland Smeenk

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[osg-users] OSG .NET demo using C++/CLI / again

2009-04-24 Thread Ernest Abbott

Hi

I've been playing with the various settings in C++ (no need to do this 
in C#), which are new to me. Eventually, the program compile and ran 
correctly. 

I changed from Debug to Release mode as well. Still don't understand 
what I did to make it work. Any help on how I managed to fix the problem 
would be appreciated.


Ernest Abbott
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Re: [osg-users] OSG .NET demo using C++/CLI / again

2009-04-24 Thread Smelik, R.M. (Ruben)
Hi Ernest,
 
Good to hear that you have your program running now. 
I can't really guess what you did to fix it. I'm using C++/CLI with 
OpenSceneGraph as well (also started from Hesicong's great example) and the 
SEHexception that you encountered in my case was that either an OpenSceneGraph 
.dll was not found (check the environment vars for the OSG_BIN_PATH and if the 
OSG_BIN_PATH is in your PATH var) or that the OpenSceneGraph .dll's were build 
in Release mode, while my C++/CLI program was build in Debug mode (or the other 
way around of course).
 
Kind regards,
 
Ruben
 



From: osg-users-boun...@lists.openscenegraph.org on behalf of Ernest Abbott
Sent: Fri 4/24/2009 9:37 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OSG .NET demo using C++/CLI / again



Hi

I've been playing with the various settings in C++ (no need to do this
in C#), which are new to me. Eventually, the program compile and ran
correctly.

I changed from Debug to Release mode as well. Still don't understand
what I did to make it work. Any help on how I managed to fix the problem
would be appreciated.

Ernest Abbott
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Re: [osg-users] DBPager continuously reloading tiles

2009-04-24 Thread Robert Osfield
Hi JS,

On Thu, Apr 23, 2009 at 7:27 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 As an additional data point, on Windows, the NVidia drivers ship with vsync
 enabled by default, but ATI ships with it disabled. This always bugs me when
 setting up a new machine.

Thanks for the info.

 If you want to add a feature for capping the frame rate, then I'd like to
 suggest having a key, a command-line arg and an environment variable to
 enable/disable this, and perhaps a way of setting the target frame rate.
 Personally I prefer letting users have the choice, through the vsync setting
 in their driver, whether they want to cap the frame rate or not.

It's only be the run convenience method that would do the frame rate
management, and perhaps we could expose a viewer method to help the
frame management done in user code.  With the frame rate management my
expectation would be offer a couple of different settings so that
calling code could choose how that want to run the frame management,
be it lazy frame loop, continuous but capped to be at or below a
specified max frame rate, or free running where the frame rate run
just at full pelt only help back by vsynvc (if enabled).

We could possible provide an env var to provide a hint to
DisplaySettings for what the defaults should be.

Robert.
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Re: [osg-users] Modifying SG based on viewpoint location

2009-04-24 Thread Schmidt, Richard
Hi Paul,
we are handling it like the 'perContextData' of StateAttributes gets handled, 
assuming that we don't have multiple threads per context.

Like Robert pointed out some data can be created on the fly - which we are 
doing with context- and view-dependend statesets. 

Richard Schmidt 

-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Paul Martz
Gesendet: Donnerstag, 23. April 2009 22:30
An: 'OpenSceneGraph Users'
Betreff: Re: [osg-users] Modifying SG based on viewpoint location

Yeah, what does modify mean, that's the question. 

I have a client who is modifying the scene graph in a number of ways during
the cull traversal and is therefore only able to run SingleThreaded. I'm
still digging in to find out exactly what it is they are doing that isn't
thread safe (even the client isn't exactly sure, or isn't able to spell it
out precisely for some reason), but it seems to be some type of
viewpoint-dependent LOD-like modification.

In the meantime, I wanted to poll the community for thread-safe
alternatives. So I want to thank all that have replied, especially Robert
for telling me how those OSG classes handle this requirement.

At some point, I'll summarize all this into some kind of document or
posting, so that people don't go down the non-thread safe path in the
future.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Thursday, April 23, 2009 10:15 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Modifying SG based on viewpoint location

Paul Martz wrote:
 Hi all -- I'd like to see how members of the community are handling 
 this fairly common OSG problem.
 Imagine that your app needs to modify the scene graph

  I guess the important question is, what kind of modifications exactly?

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon
AlphaPixel.com
PixelSense Landsat processing now available!
http://www.alphapixel.com/demos/ There is no Truth. There is only
Perception. To Perceive is to Exist. - Xen
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate three tagged

2009-04-24 Thread Robert Osfield
On Thu, Apr 23, 2009 at 9:17 PM, Paul Martz pma...@skew-matrix.com wrote:
 Just tested the following with my current software project and encountered
 no issues:
  2.8.1 rc3 on WinXP using VS8 with Quadro 1500M
  svn head on WinXP using VS8 with Quadro 1500M
  svn head on Mac OS X using makefiles/gcc with GeForce 8800

Thanks.  Testing much appreciate.  Everyone else?? ;-)

I have a couple of submissions in my inbox this morning that request
merging in the OSG-2.8 branch so it looks like I may have to make an
rc4   We'll have to make a cut off soon though, we can't have
2.8.1 never going out because other fixes might be on their way.

Robert.
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[osg-users] Drawing problems with multi context views

2009-04-24 Thread Linus Hilding
Hi,
I'm having problems with rendering multiple views of a scene, consisting of a 
terrain with PagedLODs (generated using VPB), and various other models.

The problems that arise are missing textures in one or several viewports and 
sometimes corrupted vertex data as well.

I have tested the following configurations:
One CompositeViewer with multiple osgViewer::View objects. This renders fine 
when only a single View is attached to the CompositeViewer. When a second View 
is added, it will render the terrain without textures at particular parts of 
the terrain surface. On occasion the polygons are distorted as well. The order 
in which the View-objects are added to the CompositeViewer affects the result: 
The View that is added first to the CompositeViewer will work fine. The scene 
data is the same for all views.

The same problems occur when using multiple osgViewer::Viewer objects instead 
of a CompositeViewer. I have tried to use 
getCamera()-getGraphicsContext()-makeCurrent(); before frame() is called 
for each Viewer. I have checked that the context ID's varies among the Views.

Initially the windows were based on wxWidgets, using a canvas class (inheriting 
from wxGLCanvas and GraphicsWindow) as graphics contexts. But the problems are 
the same when I simply use the Viewer's setUpViewInWindow(.).

However, what does work is setting/creating the graphics contexts like:
unsigned int contextID = osg::GraphicsContext::createNewContextID();
osg::GraphicsContext* gc = 
osg::GraphicsContext::getOrCreateCompileContext(contextID);
m_pView-getCamera()-setGraphicsContext(gc);

Does this make any sense? Since we would like to render the views inside of 
wxFrame-derived windows, could a canvas class (inheriting from wxGLCanvas and 
GraphicsWindow) be created that does the same as getOrCreateCompileContext? 
Or is there something I might be missing? Helpful for any input.

Regards,
Linus
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[osg-users] update of zNear and zFar during drawing

2009-04-24 Thread Gianluca Natale
Hi all.
I have a strange behavior when I let OSG update the near and far clipping
planes during drawing.
When I use a perspective projection, and I move the camera inside the model
(I mean, inside the global

bounding sphere of the model), the near clipping plane is placed very near
to the camera, so to clip

as few objects as possible. I like this behavior, and I would like to use it
also for Orthogonal projections.
But in that case, when I move the camera into the model, the near clipping
plane becomes negative,
so the viewing volume includes always the whole model. And I don't like this
now.

Is this the right behavior, or did I miss something/make some mistake?
If this is the way it works for orthogonal projections, is there a way to
make it work like perspective one?

 

Thanks in advance.

Gianluca Natale

 

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Re: [osg-users] [build] how do i generate project.exe file and .pdb file in specified folder

2009-04-24 Thread Luigi Calori

Hey Abhinav did you tried my early suggestion?

put  ../  in front of your name or prefix property as I' ve 
already suggested.
the ../ hack is also used in osg CMake files, look at 
OsgMacroUtils.cmake, in particular line 263


Luigi

Abhinav Dubey ha scritto:

Skylark wrote:
  

Hello Abhinav,




but i want to directly get these files in bin instead of copying them. can yoyu 
uggest the code for it!!

  
You don't need to change anything in CMake to get binaries in bin, just 
set CMAKE_INSTALL_PREFIX = (your OSG directory) and build the INSTALL 
project in the VS solution. That will put the binaries and DLLs in 
CMAKE_INSTALL_PREFIX\bin, libs in CMAKE_INSTALL_PREFIX\lib, and examples 
in CMAKE_INSTALL_PREFIX\share\OpenSceneGraph\bin


We might have make some modifications to get the pdb files to follow 
though, currently they don't (they stay in the build subdirectories).


J-S
--
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http://www.cm-labs.com/

http://whitestar02.webhop.org/
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hey dear
it works but the only problem is that it creates a subfolder DEBUG under BIN 
which i dont want ..i want the files to directly come under BIN. Any solution 
for this???

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Re: [osg-users] [build] how do i generate project.exe file and .pdb file in specified folder

2009-04-24 Thread Abhinav Dubey
SET_TARGET_PROPERTIES(${PROJECT_NAME} PROPERTIES 
RUNTIME_OUTPUT_DIRECTORY $ENV{N3DBINARY_PATH}/N3DApp/Derived/bin/plugins) 
SET_TARGET_PROPERTIES(${PROJECT_NAME} PROPERTIES 
LIBRARY_OUTPUT_DIRECTORY $ENV{N3DBINARY_PATH}/N3DApp/Derived/bin/plugins)
SET_TARGET_PROPERTIES(${PROJECT_NAME} PROPERTIES 
ARCHIVE_OUTPUT_DIRECTORY $ENV{N3DBINARY_PATH}/N3DApp/Derived/lib)

IF(MSVC_IDE) 
SET_TARGET_PROPERTIES(${PROJECT_NAME} PROPERTIES 
RELEASE_OUTPUT_NAME ../$ENV{N3DBINARY_PATH}) 
SET_TARGET_PROPERTIES(${PROJECT_NAME} PROPERTIES 
DEBUG_OUTPUT_NAME ../$ENV{N3DBINARY_PATH}plugintest) 


This is the entire code that worked for me..thx guyz..! i am a newbee on cmake 
will be needing ur help often..thx again guyz..u rock

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Re: [osg-users] update of zNear and zFar during drawing

2009-04-24 Thread Gianluca Natale
Thank you again, Robert.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: venerdì 24 aprile 2009 11.54
To: OpenSceneGraph Users
Subject: Re: [osg-users] update of zNear and zFar during drawing

On Fri, Apr 24, 2009 at 10:39 AM, Gianluca Natale
gianluca.nat...@adstorino.it wrote:
 Thank you Robert,
 I apologize for my ignorance.
 Actually I don't want to make any zoom in, I just want to
 clip objects behind the camera (is there any problem in
 clipping a sphere against a rectangular box?)

You can do what you want with the near + far clipping planes in
orthographic and perspetive projections simply by switch off the
automatic compute of the near and planes via

   camera-setComputeNearFar(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

But this won't make othrographic magically appropriate for doing internal
views.

Robert.
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Re: [osg-users] update of zNear and zFar during drawing

2009-04-24 Thread Robert Osfield
HI Gianluca,

Arggghhg... You can't use orthographic projects in the same way that
you use perspective projections, it simply doesn't work.

Use orthographic projections for external views of the scene where
clipping is not used.  Do *not* use it for internal views where
clipping is critical.  Try to do this on and you'll just waste lots of
your time and lots of the communities time trying to explain to you
why it won't work.

Robert.

On Fri, Apr 24, 2009 at 9:44 AM, Gianluca Natale
gianluca.nat...@adstorino.it wrote:
 Hi all.
 I have a strange behavior when I let OSG update the near and far clipping
 planes during drawing.
 When I use a perspective projection, and I move the camera inside the model
 (I mean, inside the global

 bounding sphere of the model), the near clipping plane is placed very near
 to the camera, so to clip

 as few objects as possible. I like this behavior, and I would like to use it
 also for Orthogonal projections.
 But in that case, when I move the camera into the model, the near clipping
 plane becomes negative,
 so the viewing volume includes always the whole model. And I don’t like this
 now.

 Is this the right behavior, or did I miss something/make some mistake?
 If this is the way it works for orthogonal projections, is there a way to
 make it work like perspective one?



 Thanks in advance.

 Gianluca Natale



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Re: [osg-users] update of zNear and zFar during drawing

2009-04-24 Thread Gianluca Natale
Thank you Robert,
I apologize for my ignorance.
Actually I don't want to make any zoom in, I just want to
clip objects behind the camera (is there any problem in
clipping a sphere against a rectangular box?)

Thanks,
Gianluca


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: venerdì 24 aprile 2009 11.02
To: OpenSceneGraph Users
Subject: Re: [osg-users] update of zNear and zFar during drawing

HI Gianluca,

Arggghhg... You can't use orthographic projects in the same way that
you use perspective projections, it simply doesn't work.

Use orthographic projections for external views of the scene where
clipping is not used.  Do *not* use it for internal views where
clipping is critical.  Try to do this on and you'll just waste lots of
your time and lots of the communities time trying to explain to you
why it won't work.

Robert.

On Fri, Apr 24, 2009 at 9:44 AM, Gianluca Natale
gianluca.nat...@adstorino.it wrote:
 Hi all.
 I have a strange behavior when I let OSG update the near and far clipping
 planes during drawing.
 When I use a perspective projection, and I move the camera inside the
model
 (I mean, inside the global

 bounding sphere of the model), the near clipping plane is placed very near
 to the camera, so to clip

 as few objects as possible. I like this behavior, and I would like to use
it
 also for Orthogonal projections.
 But in that case, when I move the camera into the model, the near clipping
 plane becomes negative,
 so the viewing volume includes always the whole model. And I don’t like
this
 now.

 Is this the right behavior, or did I miss something/make some mistake?
 If this is the way it works for orthogonal projections, is there a way to
 make it work like perspective one?



 Thanks in advance.

 Gianluca Natale



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Re: [osg-users] osgEarth 1.1 Released

2009-04-24 Thread Glenn Waldron
Paul,

Don't know the answer to that yet but I will let you know. If so, we would
certainly be happy to do a demo.


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791


On Thu, Apr 23, 2009 at 5:44 PM, Paul Martz pma...@skew-matrix.com wrote:

  Will one of you be at SIGGRAPH this year? The OSG BOF is Wednesday
 afternoon, and it'd be great to get a demo of osgEarth (if you can get to
 the internet).

 I'll post a call for participation as SIGGRAPH approaches.

 Paul Martz
 *Skew Matrix Software LLC*
 http://www.skew-matrix.com
 +1 303 859 9466


  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Jason Beverage
 *Sent:* Thursday, April 23, 2009 2:46 PM
 *To:* osg users
 *Subject:* [osg-users] osgEarth 1.1 Released

 Hi all,

 Cross posting from the osgEarth forums.

 We've just tagged the osgEarth 1.1 release.  Changes in this release
 include:
 *Enhanced WCS driver with support for ArcGIS Server
 *Added GDAL dependency to osgEarth to support new SpatialReference classes
 *Added new GeoExtent class
 *Added a memory cache to TileSources to increase performance when
 performing compositing
 *Added ability to use Mercator data in a geodetic globe.
 *All geocentric globes now use a global-geodetic profile now that osgEarth
 can mix Mercator and Geodetic imagery.
 *Added ElevationManager class to provide support for multiple heightfield
 sources
 *Bug fixes and performance enhancements

 You can find the tag here:
 http://wush.net/svn/osgearth/tags/osgearth_1.1_T2009-04-23/

 Enjoy!

 Jason

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Re: [osg-users] dll tiff

2009-04-24 Thread Gordon Tomlinson
Sounds like it could either be a manifest problem, or your mixing release
and debug libs,

 

Also turn up the OSG notify level to debug to get more info , are you  sure
that image file is being found etc.

 


__

Gordon Tomlinson 

 mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com
IM:  mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com
 http://www.vis-sim.com/ www.vis-sim.com
http://www.gordontomlinson.com/ www.gordontomlinson.com 


__

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adaya
Lorenzo
Sent: Friday, April 24, 2009 7:17 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] dll tiff

 

I forgot some things. The code is like this:
osg::ref_ptrosg::Image dummy;
std::string icon_path = C:\\file.tif;
dummy = osgDB::readImageFile(icon_path.c_str());

and the dummy returns null.

2009/4/24 Adaya Lorenzo adayalorenzol...@gmail.com

Hi! I have some problems with osgdb_tiff and osgdb_tiffd.I have compiled osg
2.8, 3rdStudio with visual studio 2008 express Edition. I used Cmake first
and I included all the dependencies for that image format. When I execute a
program with that dll (in release or in debug) the dll loads and inmediatly
it unloads.Does somebody know why??What can I do??

Thx!

-- 
Adaya Lorenzo Leon




-- 
Adaya Lorenzo Leon

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Re: [osg-users] osgEarth 1.1 Released

2009-04-24 Thread Adaya Lorenzo
Capaware team will be in SIGGRAPH!!!

2009/4/24 Glenn Waldron gwald...@gmail.com

 Paul,

 Don't know the answer to that yet but I will let you know. If so, we would
 certainly be happy to do a demo.


 Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
 +1.703.652.4791


 On Thu, Apr 23, 2009 at 5:44 PM, Paul Martz pma...@skew-matrix.comwrote:

  Will one of you be at SIGGRAPH this year? The OSG BOF is Wednesday
 afternoon, and it'd be great to get a demo of osgEarth (if you can get to
 the internet).

 I'll post a call for participation as SIGGRAPH approaches.

 Paul Martz
 *Skew Matrix Software LLC*
 http://www.skew-matrix.com
 +1 303 859 9466


  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Jason Beverage
 *Sent:* Thursday, April 23, 2009 2:46 PM
 *To:* osg users
 *Subject:* [osg-users] osgEarth 1.1 Released

 Hi all,

 Cross posting from the osgEarth forums.

 We've just tagged the osgEarth 1.1 release.  Changes in this release
 include:
 *Enhanced WCS driver with support for ArcGIS Server
 *Added GDAL dependency to osgEarth to support new SpatialReference classes

 *Added new GeoExtent class
 *Added a memory cache to TileSources to increase performance when
 performing compositing
 *Added ability to use Mercator data in a geodetic globe.
 *All geocentric globes now use a global-geodetic profile now that osgEarth
 can mix Mercator and Geodetic imagery.
 *Added ElevationManager class to provide support for multiple heightfield
 sources
 *Bug fixes and performance enhancements

 You can find the tag here:
 http://wush.net/svn/osgearth/tags/osgearth_1.1_T2009-04-23/

 Enjoy!

 Jason

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[osg-users] dll tiff

2009-04-24 Thread Adaya Lorenzo
Hi! I have some problems with osgdb_tiff and osgdb_tiffd.I have compiled osg
2.8, 3rdStudio with visual studio 2008 express Edition. I used Cmake first
and I included all the dependencies for that image format. When I execute a
program with that dll (in release or in debug) the dll loads and inmediatly
it unloads.Does somebody know why??What can I do??

Thx!

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Re: [osg-users] dll tiff

2009-04-24 Thread Adaya Lorenzo
I forgot some things. The code is like this:
osg::ref_ptrosg::Image dummy;
std::string icon_path = C:\\file.tif;
dummy = osgDB::readImageFile(icon_path.c_str());

and the dummy returns null.

2009/4/24 Adaya Lorenzo adayalorenzol...@gmail.com

 Hi! I have some problems with osgdb_tiff and osgdb_tiffd.I have compiled
 osg 2.8, 3rdStudio with visual studio 2008 express Edition. I used Cmake
 first and I included all the dependencies for that image format. When I
 execute a program with that dll (in release or in debug) the dll loads and
 inmediatly it unloads.Does somebody know why??What can I do??

 Thx!

 --
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Re: [osg-users] [build] how do i generate project.exe file and .pdb file in specified folder

2009-04-24 Thread Abhinav Dubey

Luigi Calori wrote:
 Hey Abhinav did you tried my early suggestion?
 
 put  ../  in front of your name or prefix property as I' ve 
 already suggested.
 the ../ hack is also used in osg CMake files, look at 
 OsgMacroUtils.cmake, in particular line 263
 
 Luigi
 
 Abhinav Dubey ha scritto:
 
  Skylark wrote:
  
  
   Hello Abhinav,
   
   
   
   
but i want to directly get these files in bin instead of copying them. 
can yoyu uggest the code for it!!



   You don't need to change anything in CMake to get binaries in bin, just 
   set CMAKE_INSTALL_PREFIX = (your OSG directory) and build the INSTALL 
   project in the VS solution. That will put the binaries and DLLs in 
   CMAKE_INSTALL_PREFIX\bin, libs in CMAKE_INSTALL_PREFIX\lib, and examples 
   in CMAKE_INSTALL_PREFIX\share\OpenSceneGraph\bin
   
   We might have make some modifications to get the pdb files to follow 
   though, currently they don't (they stay in the build subdirectories).
   
   J-S
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  hey dear
  it works but the only problem is that it creates a subfolder DEBUG under 
  BIN which i dont want ..i want the files to directly come under BIN. Any 
  solution for this???
  
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Hey thx dear it worked...pdb is also coming along with it in bin. Now i want to 
move .exp and .lib file too the same way..how can it b done??

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Re: [osg-users] Projective texture mapping with occluders/ visibility computation

2009-04-24 Thread Max
Hi,

 Firstly, thanks Paul, it's a good idea, I'll seriously look at it when my 
projective texture mapping will run correctly.

I've got a few questions for you:

1)When I activate the ptm, light of the scene seems to be changed, the only 
responsible instruction seems to be:

Code:
texgen-setPlanesFromMatrix(MVPT);


Does anyone know why?
Can I desactivate it?

2)I'm still working on my ptm but I've some results.
Here's a screenshot:
[Image: http://img5.hostingpics.net/pics/487500ptm.png ]
My question is: 
Why is the texture stretched?
Again, can I desactivate it?

3)It seems I can't do the PTM using osg::TextureRectangle but osg::Texture2D 
works.
I'm running OpenSceneGraph 2.6 maybe this have been fixed since that version.
Thus I need to know the new width and height of my resized image (which is done 
in order to match to Texture2D).
But when I execute:


Code:

ref_ptrImage img = 
osgDB::readImageFile(../Data_Calibrage/Image/IMG_5316_small.jpg);

//TextureRectangle doesn't seem to be supported for projective texture 
mapping
ref_ptrTexture2D tex = new Texture2D(img.get());
std::coutWidth of the texture: tex-getTextureWidth()std::endl;
std::coutHeight of the texture: 
tex-getTextureHeight()std::endl;
std::coutWidth of the image of the texture: 
tex-getImage()-s()std::endl;
std::coutHeight of the image of the texture: 
tex-getImage()-t()std::endl;



I've got:

Code:

0
0
640
480




How can I know these new width and height ?

4) Is there any tensor product in osg?


Thanks a lot to all of you,


Max

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Re: [osg-users] update of zNear and zFar during drawing

2009-04-24 Thread Robert Osfield
On Fri, Apr 24, 2009 at 10:39 AM, Gianluca Natale
gianluca.nat...@adstorino.it wrote:
 Thank you Robert,
 I apologize for my ignorance.
 Actually I don't want to make any zoom in, I just want to
 clip objects behind the camera (is there any problem in
 clipping a sphere against a rectangular box?)

You can do what you want with the near + far clipping planes in
orthographic and perspetive projections simply by switch off the
automatic compute of the near and planes via

   camera-setComputeNearFar(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

But this won't make othrographic magically appropriate for doing internal views.

Robert.
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Re: [osg-users] [build] how do i generate project.exe file and .pdb file in specified folder

2009-04-24 Thread Jean-Sébastien Guay

Hello Abhinav,


hey dear


Err, dear? We don't even know each other. :-)


it works but the only problem is that it creates a subfolder DEBUG under BIN 
which i dont want ..i want the files to directly come under BIN. Any solution 
for this???


Weird, for me it goes directly into bin. For example, I get both 
osgversion.exe and osgversiond.exe in OpenSceneGraph\bin.


I'm not sure what else to suggest. Maybe try Luigi's suggestion?

J-S
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Re: [osg-users] DBPager continuously reloading tiles

2009-04-24 Thread Jean-Sébastien Guay

Hi Robert,


We could possible provide an env var to provide a hint to
DisplaySettings for what the defaults should be.


Yes, that would be nice.

As a related point, in Vortex we have a frame lock which will sleep a 
given number of milliseconds at the end of the post-update phase before 
starting the next frame. The amount of time it sleeps is dictated by a 
given frame rate, i.e. if the time taken by the pre-update, update, 
post-update phases was less than say 1/60th of a second then it sleeps 
for the remaining time. This can be disabled at any time, and the 
physics work whether it's on or not, it's just to give a consistent user 
experience whether vsync is on or off. From what you've said you want to 
do something similar.


So then, we'd have three frame-rate control mechanisms: vsync, OSG's 
mechanism and Vortex's mechanism. So you see why I'd want a way to 
disable the one in OSG easily (since we have more control over the one 
in Vortex to make sure it does exactly what we want).


Also, I've always been suspicious of this kind of scheme when related to 
vsync. What if both vsync and the frame-rate control scheme in OSG are 
turned on, but the frames finish rendering in between vsync cycles. 
Won't that introduce tearing? We'd have to synchronize the end of OSG 
frame rendering with the vsync so that the swap occurs at the right 
time, wouldn't we? (this is a question I have about our own scheme too, 
I haven't had the chance to look into how it's done that much)


Anyways, just curious.

J-S
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Re: [osg-users] update of zNear and zFar during drawing

2009-04-24 Thread Gianluca Natale
Robert,
is there a quick way to simply update near and far clipping planes for
perspective
projection, without calling an explicitly redraw (I mean, some visitor that
computes for example the bounding box of the model and updates near and far
clipping plane also)?

Thanks,
Gianluca


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gianluca
Natale
Sent: venerdì 24 aprile 2009 12.29
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] update of zNear and zFar during drawing

Thank you again, Robert.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: venerdì 24 aprile 2009 11.54
To: OpenSceneGraph Users
Subject: Re: [osg-users] update of zNear and zFar during drawing

On Fri, Apr 24, 2009 at 10:39 AM, Gianluca Natale
gianluca.nat...@adstorino.it wrote:
 Thank you Robert,
 I apologize for my ignorance.
 Actually I don't want to make any zoom in, I just want to
 clip objects behind the camera (is there any problem in
 clipping a sphere against a rectangular box?)

You can do what you want with the near + far clipping planes in
orthographic and perspetive projections simply by switch off the
automatic compute of the near and planes via

   camera-setComputeNearFar(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

But this won't make othrographic magically appropriate for doing internal
views.

Robert.
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No virus found in this incoming message.
Checked by AVG - www.avg.com 
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19:21:00

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Re: [osg-users] OSG + Qt4.5 + Textures

2009-04-24 Thread Bence Frenyo
please...  [Shocked]

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Re: [osg-users] 300 forum members

2009-04-24 Thread Art Tevs
Hi folks,

if somebody of you is interested in the numbers, I have computed the overlap 
between mailing list members and the forum users. 

There are currently:
1825 mailing list users.
300 forum users
and 106 users, who are registered on both systems. 

Of course this is just an overlap by comparing the email adresses. This doesn't 
mean that the other 200 forum users are do not use the mailing list too. 
However this can be seen as a simple overlap measure ;)

Cheers,
art[/b]

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Re: [osg-users] DBPager continuously reloading tiles

2009-04-24 Thread Robert Osfield
Hi JS,

On Fri, Apr 24, 2009 at 2:37 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 As a related point, in Vortex we have a frame lock which will sleep a given
 number of milliseconds at the end of the post-update phase before starting
 the next frame. The amount of time it sleeps is dictated by a given frame
 rate, i.e. if the time taken by the pre-update, update, post-update phases
 was less than say 1/60th of a second then it sleeps for the remaining time.
 This can be disabled at any time, and the physics work whether it's on or
 not, it's just to give a consistent user experience whether vsync is on or
 off. From what you've said you want to do something similar.


The frame scheme I'm working on right now only affect Viewer::run(),
and you'll be able to switch it on/off as well.  So if you don't use
Viewer::run() then you won't get this facility, and even if you do use
run then you'll be able to control the whether or not it does cap the
frame rate.

 So then, we'd have three frame-rate control mechanisms: vsync, OSG's
 mechanism and Vortex's mechanism. So you see why I'd want a way to disable
 the one in OSG easily (since we have more control over the one in Vortex to
 make sure it does exactly what we want).

 Also, I've always been suspicious of this kind of scheme when related to
 vsync. What if both vsync and the frame-rate control scheme in OSG are
 turned on, but the frames finish rendering in between vsync cycles. Won't
 that introduce tearing? We'd have to synchronize the end of OSG frame
 rendering with the vsync so that the swap occurs at the right time, wouldn't
 we? (this is a question I have about our own scheme too, I haven't had the
 chance to look into how it's done that much)

If vsync is on then the OSG side frame capping won't affect this, it
won't cause tearing.  The OSG frame rate capping might cause you to
loose a frame occasionally though as the microSleep timing code is not
perfectly accurate.   The frame rate capping can be turned off so if
you have vysnc on this may well be what you'd want to do.  I'm still
playing with the implementation + API.  More info once I have
something concrete to share.

Robert.
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Re: [osg-users] update of zNear and zFar during drawing

2009-04-24 Thread Robert Osfield
On Fri, Apr 24, 2009 at 2:42 PM, Gianluca Natale
gianluca.nat...@adstorino.it wrote:
 Robert,
 is there a quick way to simply update near and far clipping planes for
 perspective
 projection, without calling an explicitly redraw (I mean, some visitor that
 computes for example the bounding box of the model and updates near and far
 clipping plane also)?

There is no quick way, you'll need to do this by hand.

Robert.
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Re: [osg-users] OSG + Qt4.5 + Textures

2009-04-24 Thread Robert Osfield
On Fri, Apr 24, 2009 at 2:48 PM, Bence Frenyo bence.fre...@gmail.com wrote:
 please...  [Shocked]

Shocked by what??

You do a particular combination of stuff and then ask a question about
something that few others know anything about.  Are you expecting us
all to have integrated OSG  and QT 4.5 and do texture maipulation
exactly how you've done?

Are you expecting one the second free support?

Robert.
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Re: [osg-users] DBPager continuously reloading tiles

2009-04-24 Thread Jean-Sébastien Guay

Hi Robert,


The frame scheme I'm working on right now only affect Viewer::run(),
and you'll be able to switch it on/off as well.  So if you don't use
Viewer::run() then you won't get this facility, and even if you do use
run then you'll be able to control the whether or not it does cap the
frame rate.


OK, good to know. So it's for convenience but will not impede 
applications that are already doing something more involved than 
Viewer::run(). That's great.



If vsync is on then the OSG side frame capping won't affect this, it
won't cause tearing.  The OSG frame rate capping might cause you to
loose a frame occasionally though as the microSleep timing code is not
perfectly accurate.


Great, that's fine.


The frame rate capping can be turned off so if
you have vysnc on this may well be what you'd want to do.  I'm still
playing with the implementation + API.  More info once I have
something concrete to share.


OK, looking forward to it.

J-S
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Re: [osg-users] 300 forum members

2009-04-24 Thread Robert Osfield
Hi Art,

The osg-users list has 1850 members on it right now.  I can only guess
that page you've got the members off isn't listing all members (it's
possible to declare your account hidden).

Still interesting overlap data.  Suggests the combined total is around
2040 members.

Robert.

On Fri, Apr 24, 2009 at 2:59 PM, Art Tevs arti_t...@yahoo.de wrote:
 Hi folks,

 if somebody of you is interested in the numbers, I have computed the overlap 
 between mailing list members and the forum users.

 There are currently:
 1825 mailing list users.
 300 forum users
 and 106 users, who are registered on both systems.

 Of course this is just an overlap by comparing the email adresses. This 
 doesn't mean that the other 200 forum users are do not use the mailing list 
 too. However this can be seen as a simple overlap measure ;)

 Cheers,
 art[/b]

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Re: [osg-users] Deploying on Vista vs. Deploying on XP

2009-04-24 Thread Andreas Goebel

Thomas Hogarth schrieb:

Hi

I've deployed a few apps across platforms now, and the best advise I 
can give is to make sure that if you change dev environment (i.e. 
vs2003 to vs2005) make sure you recompile everything with the new dev 
env (even stuff like alut :( )


On a worse note. I did once deploy a simple proof of concept app on XP 
then got asked to quickly ( lol) get it working on vista. It kept on 
crashing, in the end I never found out the real cause, but building my 
scene graph in a slightly different way made it work (no idea).


So good luck, but vista appears to be a beast in itself (bring on 
windows 7 :) )



Hi,

I agree. I had thought that I could avoid setting up a Vista machine and 
get on to Windows 7 directly, but I might have to reconsider this.


I have now carefully checked again all libs, and I am sure that they all 
link against the same runtime. I will perhaps ship a mingw-built 
executable as an alternative.


Regards,

Andreas
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Re: [osg-users] OSG + Qt4.5 + Textures

2009-04-24 Thread Roland Smeenk

robertosfield wrote:
 
 Shocked by what??
 


Note that users in the forum can easily add emoticons through clicking on an 
image.
Mailing list users will not see the emoticons but the BBCode that was used. I 
don't know if these are replaced by an alternative textual representation. Art 
will have to answer that. Vice versa users in the forum will see emoticons 
appear in strange locations if source code is posted on the forum.

--
Roland

Here are all available emoticons:
 :D 
 :) 
 :(

 :o 
 [Shocked] 
 :? 
 8) 
 [Laughing] 
 :x 
 :P 
 [Embarassed] 
 [Crying or Very sad] 
 [Evil or Very Mad] 
 [Twisted Evil] 
 [Rolling Eyes] 
 [Wink] 
 [Exclamation] 
 [Question] 
 [Idea] 
 [Arrow]
 :| 
 [Mr. Green]

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Re: [osg-users] Picking Problem PolytopeIntersector

2009-04-24 Thread Matthias Asselborn
Hello 

now ive implemented my own Pick Handler
and it runs perfect with the LineSegmentIntersector 
thanks a lot !!

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Re: [osg-users] [osg-submissions] osgParticle ParticleSystemandModularEmitterin different coordinate systems

2009-04-24 Thread Jolley, Thomas P
Hi Robert,

I've moved this discussion over to osg-users.

Attached are some examples that should show the precision problem I'm running 
into.  There are 4 osg files.  The first one, particle.osg, is just a plain 
particle effect emmitting smoke.  The other osg files are based on this model.

The second file, particle_move_6M.osg, is the particle.osg with the top group 
node replaced by a MatrixTransform with it's X translation set to 600.  
From your previous email I think you didn't expect the particles to stay with 
the rest of the geometry.  With the September change to ModularEmitter.cpp 
there are three transformations on a particle instead of two.  Notice how the 
particles move with the MatrixTransform instead of the world coordinate system. 
 Some may want this effect while others wouldn't.  For smoke like this I think 
the particles should stay in the world coordinate system once emitted.

The third example, particle_move_6M_new_code.osg, is the particle.osg modified 
as I had described below (in my last email) for the September code change.  You 
will need to press the space bar in osgviewer to see the model.  You should 
notice how the particle effects are not smooth due to precision problems.  What 
isn't observable is the direction particles are emitted also have precision 
problems.  Notice how the particles, once emitted, operate in the world 
coordinate system.

The fourth example, particle_move_6M_old_code.osg, is designed to work with 
ModularEmitter before the September change.  This is also described below.  
Particle effects are smooth since the precision issues are taken care of by the 
double precision in MatrixTransform.  Also, Particles, once emitted, operate in 
the world coordinate system.


Tom Jolley

 -Original Message-
 From: Jolley, Thomas P 
 Sent: Thursday, April 23, 2009 11:17 AM
 To: OpenSceneGraph Submissions
 Subject: Re: [osg-submissions] osgParticle 
 ParticleSystemandModularEmitterin different coordinate systems
 
 Hi Robert,
 
  -Original Message-
  From: Robert Osfield
  
  Hi Tom,
  
  I wouldn't expect the cessnafire.osg model to work under a moving 
  MatrixTransform, this is a known attribute of osgParticle - 
 you have 
  to move the ParticleSystem outside of any moving models, you can't 
  leave it from within the moving subgraph otherwise the 
 particles get 
  transformed twice.
 
 This is how it worked before the September change.  With the 
 change it sort of works under a MatrixTransform.  The change 
 seems to undo any MatrixTransforms above the particle system. 
  I don't know enough about what Tim was trying to correct but 
 it looks almost like fixing this attribute of osgParticle.
 
  
  The osgparticleeffects example illustrates how to handling moving 
  models and particle systems.
 
 I'll take a closer look at this example.  I'll see if I can 
 come up with some examples that demonstrate the problem I'm 
 running into.
 
  
  In your own case I don't know what to make of the issues, 
 could it be 
  that you aren't constructing your particle system appropriately for 
  moving models, or is it that you have a genuine precision 
 issue that 
  is unrelated to the moving model issue?  Tim's submission 
 was intended 
  to address some of the precisions issues, so it's 
 disappointing that 
  in some usage case it might have made things worse.  Reverting this 
  change would break the problem Tim was trying to solve 
 though, so I'm 
  very reluctant to do this without clear illustration of 
 problems and a 
  solution that addresses both the issues you are seeing and the ones 
  that Tim was seeing.
 
 My construction and rearangement of a model like 
 cessnafire.osg worked just fine before the September change.  
 I had no particle placement or precision issues precisely 
 because of how I rearanged the model and added additional 
 MatrixTransforms above the ModularEmitters and Geodes with 
 Particles.  I suppose a picture is worth a thousand words.
 
 Original graph
 
 Group -+
|
+--Geode of main Body
|
+--Modular Emitter
|
+--Geode for particles
|
+--ParticleSystemUpdater
 
 Modified graph
 
 Group--+
|
+--MatrixTransform 1--+
| |
| +--Geode of main Body
|
+--MatrixTransform 2--+
| |
| +--Modular Emitter
|
+--MatrixTransform 3--+
| |
| +--Geode for particles
|
+--ParticleSystemUpdater
 
 With the modified graph I set the model position and attitude 
 with MT1.  I set MT3 to a translation where the model will be 
 used and do not update it.  MT2 uses the rotation of MT1 and 
 the translation is set to MT1's translation minus MT3's 
 translation.  This keeps everything well withing single 
 precision values and avoids the known 

[osg-users] determine record type from OpenFlight files?

2009-04-24 Thread Peter Amstutz
I am loading an OpenFlight file using osgDB and I need to do some 
additional processing based on the specific record types, specifically 
terrain and roads.  From looking at the OpenFlight loader in osg 2.6, it 
seems that this information is read by OSG (there is a flag indicating 
terrain and roads have a special record type) but I cannot figure out 
how to access this information from the scene graph that is actually 
returned by osgDB::readNodeFile() -- it does not appear that this 
information is set in the node's UserData.  Does anyone have any 
suggestions on how to get this information?


Thanks,
Peter
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Re: [osg-users] determine record type from OpenFlight files?

2009-04-24 Thread Paul Martz
You're right, the OpenFlight importer doesn't preserve the record type in
the UserData.

You'll need to modify the OpenFlight importer to store the necessary
information. I'd suggest using the Node DescriptionList and storing the
record as a simple std::string, much less complicated than trying to use
UserData for this task.

If you modify the code in such a way that this is done based on a
ReaderWriter::Option, you could commit your change back to OSG.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter
Amstutz
Sent: Friday, April 24, 2009 10:08 AM
To: OpenSceneGraph Users
Subject: [osg-users] determine record type from OpenFlight files?

I am loading an OpenFlight file using osgDB and I need to do some additional
processing based on the specific record types, specifically terrain and
roads.  From looking at the OpenFlight loader in osg 2.6, it seems that this
information is read by OSG (there is a flag indicating terrain and roads
have a special record type) but I cannot figure out how to access this
information from the scene graph that is actually returned by
osgDB::readNodeFile() -- it does not appear that this information is set in
the node's UserData.  Does anyone have any suggestions on how to get this
information?

Thanks,
Peter
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Re: [osg-users] Picking Problem PolytopeIntersector

2009-04-24 Thread Paul Martz
Glad to elaborate. (However, I fear I'm about to earn the nickname of that
raving lunatic who insists on using polytopes for picking... :-)

When you do a mouse pick, you generally are trying to pick an object that
falls into a small screen-space box around the cursor. In a perspective
view, the box has smaller world-space extents at the near plane, and larger
world-space extents at the far plane. In essence, it looks like a view
frustum. PolytopeIntersector is the only intersector that accurately
represents this pick volume.

A line segment is less accurate because it does a poor job of representing
that view volume. And in fact, the line segment becomes less and less
accurate when you try to pick objects that are farther and farther away from
the viewer.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Thursday, April 23, 2009 5:30 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Picking Problem PolytopeIntersector

Paul Martz wrote:
 You _can_ use a line segment for mouse click picking, but in a 
 perspective view, polytope is really better suited for this task. 
 Also, polytope will pick point and line primitives, while line segment 
 intersection will miss them.
   

Unless you're dealing with points/lines, I'm failing to see why a polytope
is really better suited for this task.  I also fail to see why accuracy
would be a problem when using line segments (unless you're trying to pick
something one or two pixels wide, which doesn't happen often in my
experience).

Can you elaborate a bit (or point me at something that explains it)?

--J
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[osg-users] IntersectVisitor vs IntersectionVisitor

2009-04-24 Thread Peter Amstutz
Something I just came across, trying to figure out why my line-of-sight 
tests were not using KdTrees:


Would I be correct in thinking that osgUtil::IntersectVisitor is the 
old and deprecated way of doing intersection tests, and 
osgUtil::IntersectionVisitor is the new way to do it?  Is there a 
reason (besides backwards compatibility) for IntersectVisitor to even 
still exist?  Also, what's the difference between 
osgUtil::IntersectionVisitor and osgSim::LineOfSight?


Thanks,
Peter
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[osg-users] 2 GraphicContexts, 2 viewports, 2 cameras and 1 scene question

2009-04-24 Thread Cristina
Hi,

I created 2 cameras each one with their own viewport and GraphicContext. I have 
one scene. Inside the scene I have a group node that contains 2 children. Each 
child has a different node mask.
I was trying to make one camera showing one child and the other camera showing 
the other child inside the scene graph by modifying the CullMask of the 
camera(for the first camera I set the cullMask the same as the node mask of the 
first child and for the second camera I set the mask the same as the node mask 
of the second child).

Unfortunatelly, something is wrong because both cameras show me the first 
child. 

Could you please help me ? What am I doing wrong?

Thank you.

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[osg-users] line intersection performance

2009-04-24 Thread Peter Amstutz

A couple of other questions related to intersection performance:

1) The current KdTree implementation is just for sorting triangle 
geometry at node leaves.  Perhaps it would be useful to to have a KdTree 
organize the scene graph nodes themselves, based on bounding volumes?  
Or are bounding volume tests generally good enough (and it's up to the 
user to be clever about organizing the scene graph?)


2) I need to do line-of-sight tests where I am only interested in 
whether any intersection exists, and not what those intersections are.  
This allows for a trap door optimization where the search process 
terminates on the first positive intersection.  Is there a way to do 
that with the current osgUtil::IntersectionVisitor, or do I need to 
modify it to serve this purpose?


Thanks,
Peter
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Re: [osg-users] IntersectVisitor vs IntersectionVisitor

2009-04-24 Thread Robert Osfield
HI Peter,


On Fri, Apr 24, 2009 at 6:14 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
 Would I be correct in thinking that osgUtil::IntersectVisitor is the old
 and deprecated way of doing intersection tests, and
 osgUtil::IntersectionVisitor is the new way to do it?  Is there a reason
 (besides backwards compatibility) for IntersectVisitor to even still
 exist?

OsgUtil::IntersectVisitor only exists for backwards compatibility.
Reviewing the headers right now reveals that the deprecated status
wasn't mention so I've just added this and checked it into svn/trunk
and OSG-2.8 branch

 Also, what's the difference between osgUtil::IntersectionVisitor and
 osgSim::LineOfSight?

osgSim::LineOfSight is a higher level classes that manages line of
sight calculations and handling of paged databases automatically.
IntersectionVisitor is used within the LineOfSight class.

Robert.
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Re: [osg-users] 2 GraphicContexts, 2 viewports, 2 cameras and 1 scene question

2009-04-24 Thread Robert Osfield
Hi Cristina,

Have a look at the osgstereoimage example as this does something quite similar.

Robert.

On Fri, Apr 24, 2009 at 6:18 PM, Cristina cristina.pap...@meggitt.com wrote:
 Hi,

 I created 2 cameras each one with their own viewport and GraphicContext. I 
 have one scene. Inside the scene I have a group node that contains 2 
 children. Each child has a different node mask.
 I was trying to make one camera showing one child and the other camera 
 showing the other child inside the scene graph by modifying the CullMask of 
 the camera(for the first camera I set the cullMask the same as the node mask 
 of the first child and for the second camera I set the mask the same as the 
 node mask of the second child).

 Unfortunatelly, something is wrong because both cameras show me the first 
 child.

 Could you please help me ? What am I doing wrong?

 Thank you.

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Re: [osg-users] line intersection performance

2009-04-24 Thread Jean-Sébastien Guay

Hello Peter,

Funny that there are so many intersection questions lately.

1) The current KdTree implementation is just for sorting triangle 
geometry at node leaves.  Perhaps it would be useful to to have a KdTree 
organize the scene graph nodes themselves, based on bounding volumes?  
Or are bounding volume tests generally good enough (and it's up to the 
user to be clever about organizing the scene graph?)


A bouding volume hierarchy is generally pretty fast. There have been 
publications lately on how a good BVH can be as fast as a badly balanced 
kd-tree, and well balancing a kd-tree brings additional performance 
concerns for dynamic scenes, and so a BVH is generally preferable for 
dynamic scenes.


Of course, this assumes your scene graph is organized spatially, which 
is not always the case (or even most of the time). Subgraphs may be 
spatially organized (i.e. a vehicle will be under a group, parts of the 
vehicle's engine will be under a group that's under the vehicle's group, 
etc.) but in many cases I've seen, all or most distinct objects will be 
directly under the scene root (all buildings, all vehicles, all 
characters, etc.). It would be better to group a few close-by buildings 
under a group, then a few of those clusters under another group, etc. to 
get a better hierarchy. But this is the same concern as when you want to 
optimize frustum culling performance. If the kd-tree or the cull visitor 
has to test lots and lots of individual objects, it will be slower than 
testing clusters and discarding the whole cluster if it can.


So the answer IMHO would be that in any case, you will want to try and 
build a good scene graph (both for culling performance and intersection 
performance). Whether you want to make a global kd-tree for the whole 
scene will depend on how dynamic your scene is, and if you can take the 
time to implement it so that only parts that change need updating.


2) I need to do line-of-sight tests where I am only interested in 
whether any intersection exists, and not what those intersections are.  
This allows for a trap door optimization where the search process 
terminates on the first positive intersection.  Is there a way to do 
that with the current osgUtil::IntersectionVisitor, or do I need to 
modify it to serve this purpose?


This is not implemented currently. It's another one of those little 
projects I'd like to do eventually. It's what some publications call 
test-intersection vs find-intersection.


Test-intersection: If all you want to know is if something intersects 
(for example, for shadow tests in raytracing) some shortcuts can be taken.


Find-intersection: If you really want to find all objects that intersect 
(and potentially then sort by distance so you can get the closest one) 
(for example, for the main rays in raytracing) then you'd do it more or 
less the way it's done right now.


If you want to implement test-intersection, you could subclass 
IntersectionVisitor/LineSegmentIntersector, or you could do it directly 
in these classes as an option and then submit it to OSG. :-)


Hope this helps,

J-S
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Re: [osg-users] line intersection performance

2009-04-24 Thread Robert Osfield
Hi Peter,

On Fri, Apr 24, 2009 at 6:21 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
 A couple of other questions related to intersection performance:

 1) The current KdTree implementation is just for sorting triangle geometry
 at node leaves.  Perhaps it would be useful to to have a KdTree organize the
 scene graph nodes themselves, based on bounding volumes?  Or are bounding
 volume tests generally good enough (and it's up to the user to be clever
 about organizing the scene graph?)

A good scene graph will be built up in the same structure as a KdTree,
it's just coarse grained .i.e. at whole node/geometry level rather
than individual triangles like the KdTree does.  Given this there
really isn't too much to be gained by trying to graft a KdTree into
the scene nodes themselves.

 2) I need to do line-of-sight tests where I am only interested in whether
 any intersection exists, and not what those intersections are.  This allows
 for a trap door optimization where the search process terminates on the
 first positive intersection.  Is there a way to do that with the current
 osgUtil::IntersectionVisitor, or do I need to modify it to serve this
 purpose?

Not at present.  I see that JS expands on this topic so I won't comment further.

Robert.
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Re: [osg-users] Picking Problem PolytopeIntersector

2009-04-24 Thread Jean-Sébastien Guay

Hi Paul,


When you do a mouse pick, you generally are trying to pick an object that
falls into a small screen-space box around the cursor. In a perspective
view, the box has smaller world-space extents at the near plane, and larger
world-space extents at the far plane. In essence, it looks like a view
frustum. PolytopeIntersector is the only intersector that accurately
represents this pick volume.


Yes, but this is only a problem if the user clicks on the pixels at the 
edge of the object (or the limit case, if the object occupies only one 
pixel on screen). The chances that the user will click just at the edge 
of the object and the ray will miss are really small. Generally the 
object is big enough on screen (even if the object occupies 5x5 pixels 
I'd be surprised to see a user click on the edge, most of the time 
they'll click in the middle).


Every developer is free to make the choices they want. I consider this 
case much too infrequent, and it has not been a problem for us. I have 
not had one user tell me hey, I should have selected the object then 
but I didn't.


J-S
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[osg-users] On demand and frame rate capping schemes from Viewer::run()

2009-04-24 Thread Robert Osfield
Hi All,

When following up on a bug report about the pager not handling on
demand/lazy frame rendering I resolved the the problems wasn't down to
the pager, just the way the end user viewer code was set up to the the
on demand frame rendering.  Rather than leave this type of viewer
usage open to end users come up with lots of different schemes to
attempt to the same thing, and with it the potential fall out in terms
of support of trying to help debug them I've coded up a solution for
osgViewer that can either be used directly or as a template for others
to learn from.

What I have done is to refactor osgViewer::ViewerBase::run() so that
it's frame loop now has two new capabilities:

   1) On demand (lazy) frame rendering  vs Continuous frame rendering
(the original functionality, and still the default.)
   2) Optional frame rate capping to a specified maximum frame rate
(defaults to off.)

Now item 2 isn't a required for on demand frame rendering, but it more
for coping with end user system not having vsync enabled by default.
Since I was working on this piece of code I thought I'd tackle this
item as well.  The actual ViewerBase::run() method (use by both Viewer
and CompositeViewer) now looks like:


int ViewerBase::run()
{
if (!isRealized())
{
realize();
}

const char* str = getenv(OSG_RUN_FRAME_COUNT);
int runTillFrameNumber = str==0 ? -1 : atoi(str);

while(!done() || (runTillFrameNumber=0 
getViewerFrameStamp()-getFrameNumber()runTillFrameNumber))
{
double minFrameTime = _runMaxFrameRate0.0 ? 1.0/_runMaxFrameRate : 0.0;
osg::Timer_t startFrameTick = osg::Timer::instance()-tick();
if (_runFrameScheme==ON_DEMAND)
{
if (checkNeedToDoFrame()) frame();
}
else
{
frame();
}

// work out if we need to force a sleep to hold back the frame rate
osg::Timer_t endFrameTick = osg::Timer::instance()-tick();
double frameTime =
osg::Timer::instance()-delta_s(startFrameTick, endFrameTick);
if (frameTime  minFrameTime)
OpenThreads::Thread::microSleep(100.0*(minFrameTime-frameTime));
}

return 0;
}

The code isn't final yet, but is certainly good enough for us to start
testing.  You can test it by setting the env vars:

   OSG_RUN_FRAME_SCHEME=ON_DEMAND

or go back to default

   OSG_RUN_FRAME_SCHEME=CONTINUOUS

And

   OSG_RUN_MAX_FRAME_RATE=60.0

or switch off and the default

   OSG_RUN_MAX_FRAME_RATE=0.0


You can also use the following command line options:

  osgviewer cow.osg --run-on-demand

  osgviewer cow.osg --run-continuous

  osgviewer cow.osg --run-continuous  --run-max-frame-rate 30.0


The on demand frame rendering does already support paged databases,
and I've updated various event handles to manually do a
requestRedraw() which prompts the viewer::run() to rendering a new
frame.   What I have got working yet is handling of the update visitor
doing updates. so on demand rendering just freezes things like
particle systems and animations till you move the eye point, trigger
an event.  I'll have a look at support event callbacks next.

Please note this support only affect viewer::run() it doesn't effect
apps that roll their own frame loop.

Robert.
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Re: [osg-users] 2 GraphicContexts, 2 viewports, 2 cameras and 1 scene question

2009-04-24 Thread Cristina
Hi Robert,

The osgstereoimage example does not create 2 cameras.
Also I'm not sure what 
osg::DisplaySettings::instance()-setStereo(true);
does, but I don't think this example helps me.
I could have n number of viewports each one with their own camera, and when I 
traverse the scene graph, based on a certain mask I would like to show 
different thingsTo be more precise, some cameras will show objects with day 
texture and some will show objects with thermo texture.

Regards,
Cristina

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Re: [osg-users] line intersection performance

2009-04-24 Thread Peter Amstutz

Hi Jean-Sébastien,

Jean-Sébastien Guay wrote:
So the answer IMHO would be that in any case, you will want to try and 
build a good scene graph (both for culling performance and 
intersection performance). Whether you want to make a global kd-tree 
for the whole scene will depend on how dynamic your scene is, and if 
you can take the time to implement it so that only parts that change 
need updating.
In my case I am reading OpenFlight files produced by a third party, so I 
don't have much control over whether it was constructed efficiently or 
not.  Since the terrain will be static, my thought was to build a mostly 
static KdTree of scene graph nodes separate from the normal rendering 
state graph and to be used for culling and intersection tests.  I 
believe a number of other 3D engines use this approach.  However my 
question was really whether something like this already existed in OSG, 
to which the answer is no.
This is not implemented currently. It's another one of those little 
projects I'd like to do eventually. It's what some publications call 
test-intersection vs find-intersection.


Test-intersection: If all you want to know is if something intersects 
(for example, for shadow tests in raytracing) some shortcuts can be 
taken.


Find-intersection: If you really want to find all objects that 
intersect (and potentially then sort by distance so you can get the 
closest one) (for example, for the main rays in raytracing) then you'd 
do it more or less the way it's done right now.


If you want to implement test-intersection, you could subclass 
IntersectionVisitor/LineSegmentIntersector, or you could do it 
directly in these classes as an option and then submit it to OSG. :-)
I do need this feature, so I will look into implementing it in 
osgUtil::IntersectionVisitor.  This should be as simple as setting a 
flag, I think, and modifying the traversal to return as soon as an 
intersection is found.  I will let the list know how it goes.


Thanks,
Peter
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Re: [osg-users] 2 GraphicContexts, 2 viewports, 2 cameras and 1 scene question

2009-04-24 Thread Cristina
Thanks Robert.
I was able to figure it out.
My culling mask was wrong.

Regards,
Cristina

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Re: [osg-users] IntersectVisitor vs IntersectionVisitor

2009-04-24 Thread Peter Amstutz

Thanks Robert.

For anyone on this list using Delta 3D: I actually ran into this because 
Delta 3D 2.2 dtCore::Isector wrapper still uses osg::IntersectVisitor 
instead of osgUtil::InteresctionVisitor.  I've informed the Delta 3D 
team that this is obsolete and should be updated.


Peter

Robert Osfield wrote:

HI Peter,


On Fri, Apr 24, 2009 at 6:14 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
  

Would I be correct in thinking that osgUtil::IntersectVisitor is the old
and deprecated way of doing intersection tests, and
osgUtil::IntersectionVisitor is the new way to do it?  Is there a reason
(besides backwards compatibility) for IntersectVisitor to even still
exist?



OsgUtil::IntersectVisitor only exists for backwards compatibility.
Reviewing the headers right now reveals that the deprecated status
wasn't mention so I've just added this and checked it into svn/trunk
and OSG-2.8 branch

  

 Also, what's the difference between osgUtil::IntersectionVisitor and
osgSim::LineOfSight?



osgSim::LineOfSight is a higher level classes that manages line of
sight calculations and handling of paged databases automatically.
IntersectionVisitor is used within the LineOfSight class.

Robert.
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Re: [osg-users] line intersection performance

2009-04-24 Thread Robert Osfield
On Fri, Apr 24, 2009 at 7:45 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
 Hi Jean-Sébastien,

 Jean-Sébastien Guay wrote:

 So the answer IMHO would be that in any case, you will want to try and
 build a good scene graph (both for culling performance and intersection
 performance). Whether you want to make a global kd-tree for the whole scene
 will depend on how dynamic your scene is, and if you can take the time to
 implement it so that only parts that change need updating.

 In my case I am reading OpenFlight files produced by a third party, so I
 don't have much control over whether it was constructed efficiently or not.
  Since the terrain will be static, my thought was to build a mostly static
 KdTree of scene graph nodes separate from the normal rendering state graph
 and to be used for culling and intersection tests.  I believe a number of
 other 3D engines use this approach.  However my question was really whether
 something like this already existed in OSG, to which the answer is no.

If your data is stored in a flat group the osgUtil::Optimizer
spatialize groups visitor will be able to build a quad tree for you.

Robert.
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Re: [osg-users] On demand and frame rate capping schemes from Viewer::run()

2009-04-24 Thread Robert Osfield
On Fri, Apr 24, 2009 at 8:11 PM, Roland Smeenk roland.sme...@tno.nl wrote:
 Interesting development. For a current project we need one view that runs at 
 5 Hz and several other views that run at 15 Hz (all in separate 
 graphicscontexts). No, I am not joking. This is used to simulate real life 
 camera behaviour. We do our own version of the frame method, but that still 
 is too high level for achieving the required timing granularity.

 How about this?

This type of frame rate management is well beyond what I'd expect the
viewer convenience methods like run to handle.  You should expect to
roll your own frame management for this type of app.

Robert.
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Re: [osg-users] On demand and frame rate capping schemes from Viewer::run()

2009-04-24 Thread Roland Smeenk
Interesting development. For a current project we need one view that runs at 5 
Hz and several other views that run at 15 Hz (all in separate 
graphicscontexts). No, I am not joking. This is used to simulate real life 
camera behaviour. We do our own version of the frame method, but that still is 
too high level for achieving the required timing granularity.

How about this?

kind regards,

Roland

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Re: [osg-users] OpenFlight, subsurfaces and PolygonOffset settings

2009-04-24 Thread Peter Amstutz

Hi Robert,

I have seen this problem (in my case manifested by having the road draw 
on top of buildings (!) next to the road) in OSG 2.6 so I am glad to 
know it is a bug in the OpenFlight loader.


In my application, I have had success with osg::PolygonOffset(1.0f, 
4.0f) to push the terrain below the roads (rather than the roads above 
the terrain; I thought I read somewhere that negative values in 
glPolygonOffset are not allowed but I guess I was mistaken).  I presume 
that osg::PolygonOffset(-1.0f, -4.0f) applied to the roads would produce 
the same effect.  I also have the roads in a separate render bin that 
renders after the terrain and set the depth test function on roads to be 
LEQUAL instead of LESS to ensure that z buffer ties are broken in the 
favor of the road surface.


- Peter

Robert Osfield wrote:

Hi OpenFlight users,

I had a support email this morning that led me to investigate problems
with the way the OSG's present OpenFlight plugin handles subsurfaces.
The particular problem observed was that a road that had been modelled
in creator was clipping out vehicles on top of the road.  I
investigated and found out that the OpenFlight loaded was created used
code from src/osgPlugins/OpenFlight/GeometryRecords.cpp:

386  static osg::ref_ptrosg::PolygonOffset polygonOffset
= new osg::PolygonOffset(-10.0f, -40.0f);
387 stateset-setAttributeAndModes(polygonOffset.get(),
osg::StateAttribute::ON);
388 
389 static osg::ref_ptrosg::Depth depth = new
osg::Depth(osg::Depth::LESS, 0.0, 1.0,false);
390 stateset-setAttribute(depth.get());

The use of static vars was a bit dodgy so I replaced these with
variables stored in Document, but this is really just an side show to
the real problem - the excessive PolygonOffset settings, a factor of
-10, and units -40 is very aggressive a setting pushing out the
subsurfaces way further than is either necessary or safe.   Scaling
these values back to -1, -1 resulted in my better results on the
models I have without causing problems with the subsurfaces having z
fighting. -1, -1 may be too conservative though.

I'd like to get feedback from the community on what works for your
OpenFlight models.  I've checked in my changes into svn/trunk and the
OSG-2.8 branch.  It'd be useful to import OpenFlight models and
convert to .osg or .ive and then update the OSG version + compile it,
then redo the conversion, then compare the before and after results.

As an another little aside, in testing on my ATI card I found that the
original hack that was introduced into osg::PolygonOffset, to try and
cope with implementations differences of glPolygonOffset between ATI
and NVidia, now is doing more harm than good.  Commenting out this
hack so that glPolygonOffset values are passed identically produces
the best results for me.  I never got to try out the hack first hand
before I got this ATI card, and I never got really definitive feedback
on how the previous settings were working.  It does seem appropriate
to now revert this old hack though, looks like ATI cards/drivers are
behaving much more similar to NVidia now which is a good thing.

On all these counts I really like feedback.  Was sub surfaces working
OK for you prior to my changes today, or do todays changes improve
things?

Robert.
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Re: [osg-users] On demand and frame rate capping schemes from Viewer::run()

2009-04-24 Thread Roland Smeenk

 
 This type of frame rate management is well beyond what I'd expect the
 viewer convenience methods like run to handle. You should expect to
 roll your own frame management for this type of app.
 


That's what I thought you would answer. Well, didn't hurt to try.
Thanks.

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Re: [osg-users] line intersection performance

2009-04-24 Thread Peter Amstutz

Robert Osfield wrote:

If your data is stored in a flat group the osgUtil::Optimizer
spatialize groups visitor will be able to build a quad tree for you.
  

Oh excellent, just what I had in mind :-)

Thanks,
Peter

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Re: [osg-users] determine record type from OpenFlight files?

2009-04-24 Thread Paul Martz
I just realized... One issue with DescriptionList is that the OpenFlight
plugin uses it for Comment record data. This is really only a problem if you
load a FLT file, store the record type in the DescriptionList, and then
export it back out. Your record type data would then be exported as comment
records, which is probably not what you want.

I don't really see this as a showstopper issue though. Go for it.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter
Amstutz
Sent: Friday, April 24, 2009 11:38 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] determine record type from OpenFlight files?

Hmm, I never noticed the DescriptionList feature before -- I presume
DescriptionList gets saved to and loaded from .osg and .ive files?  That
would simplify some other work I did to add custom attributes to nodes
(which I acomplished using UserData, but it is a bit more complicated).

I will take a look at the OpenFlight importer.

Thanks,
Peter

Paul Martz wrote:
 You're right, the OpenFlight importer doesn't preserve the record type 
 in the UserData.

 You'll need to modify the OpenFlight importer to store the necessary 
 information. I'd suggest using the Node DescriptionList and storing 
 the record as a simple std::string, much less complicated than trying 
 to use UserData for this task.

 If you modify the code in such a way that this is done based on a 
 ReaderWriter::Option, you could commit your change back to OSG.

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 +1 303 859 9466
   
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Re: [osg-users] line intersection performance

2009-04-24 Thread Jean-Sébastien Guay

Hello Peter,

However my 
question was really whether something like this already existed in OSG, 
to which the answer is no.


Indeed. And in your use case I agree that a kd-tree would be pretty 
efficient. Perhaps we could have a scheme where kd-trees can be turned 
on or off for particular subgraphs, so that static parts of the scene 
will use them and dynamic parts will use the BVH.


I do need this feature, so I will look into implementing it in 
osgUtil::IntersectionVisitor.  This should be as simple as setting a 
flag, I think, and modifying the traversal to return as soon as an 
intersection is found.  I will let the list know how it goes.


Yep, that should do it.

J-S
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[osg-users] OpenSceneGraph-2.9.4 dev release tagged

2009-04-24 Thread Robert Osfield
Hi All,

I've just tagged 2.9.4, you cn read about it on my blog:

  http://blog.openscenegraph.org.

Time for me to adjourn for the evening/weekend.  Have fun!

Robert.
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Re: [osg-users] 3d Triangle mesh generator

2009-04-24 Thread Martin Beckett
First pass at a 2/3D mesh generator to improve on DelayneyTriangulator. 

It's based on the Poisson surface reconstruction technique here 
(http://www.cs.jhu.edu/~misha/Code/PoissonRecon/) 

So far I have done a minimal OSG interface to the existing code (see 
GridTriangulator/GridTriangulator.cpp) an example usage is in osgtest.cpp  See 
GridTriangulator file for more explanation. 

Sample 2d data is in sample.osg, for 3d any of the normal models work well. You 
can download the original source form the above link, the file sample.npts is 
the same data in the format required. 

Martin

(ps - this was bounced form the list because of the size of the attachment - 
see the forums for the download file)

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Re: [osg-users] On demand and frame rate capping schemes fromViewer::run()

2009-04-24 Thread Paul Martz
Hi Robert -- You said the code isn't final yet, but I wondered if the
osgviewer options and environment variables are final? Or do you intend to
remove them after development? 


Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, April 24, 2009 12:13 PM
To: OpenSceneGraph Users
Subject: [osg-users] On demand and frame rate capping schemes
fromViewer::run()

Hi All,

When following up on a bug report about the pager not handling on
demand/lazy frame rendering I resolved the the problems wasn't down to the
pager, just the way the end user viewer code was set up to the the on demand
frame rendering.  Rather than leave this type of viewer usage open to end
users come up with lots of different schemes to attempt to the same thing,
and with it the potential fall out in terms of support of trying to help
debug them I've coded up a solution for osgViewer that can either be used
directly or as a template for others to learn from.

What I have done is to refactor osgViewer::ViewerBase::run() so that it's
frame loop now has two new capabilities:

   1) On demand (lazy) frame rendering  vs Continuous frame rendering (the
original functionality, and still the default.)
   2) Optional frame rate capping to a specified maximum frame rate
(defaults to off.)

Now item 2 isn't a required for on demand frame rendering, but it more for
coping with end user system not having vsync enabled by default.
Since I was working on this piece of code I thought I'd tackle this item as
well.  The actual ViewerBase::run() method (use by both Viewer and
CompositeViewer) now looks like:


int ViewerBase::run()
{
if (!isRealized())
{
realize();
}

const char* str = getenv(OSG_RUN_FRAME_COUNT);
int runTillFrameNumber = str==0 ? -1 : atoi(str);

while(!done() || (runTillFrameNumber=0 
getViewerFrameStamp()-getFrameNumber()runTillFrameNumber))
{
double minFrameTime = _runMaxFrameRate0.0 ? 1.0/_runMaxFrameRate :
0.0;
osg::Timer_t startFrameTick = osg::Timer::instance()-tick();
if (_runFrameScheme==ON_DEMAND)
{
if (checkNeedToDoFrame()) frame();
}
else
{
frame();
}

// work out if we need to force a sleep to hold back the frame rate
osg::Timer_t endFrameTick = osg::Timer::instance()-tick();
double frameTime =
osg::Timer::instance()-delta_s(startFrameTick, endFrameTick);
if (frameTime  minFrameTime)
OpenThreads::Thread::microSleep(100.0*(minFrameTime-frameTime));
}

return 0;
}

The code isn't final yet, but is certainly good enough for us to start
testing.  You can test it by setting the env vars:

   OSG_RUN_FRAME_SCHEME=ON_DEMAND

or go back to default

   OSG_RUN_FRAME_SCHEME=CONTINUOUS

And

   OSG_RUN_MAX_FRAME_RATE=60.0

or switch off and the default

   OSG_RUN_MAX_FRAME_RATE=0.0


You can also use the following command line options:

  osgviewer cow.osg --run-on-demand

  osgviewer cow.osg --run-continuous

  osgviewer cow.osg --run-continuous  --run-max-frame-rate 30.0


The on demand frame rendering does already support paged databases, and I've
updated various event handles to manually do a
requestRedraw() which prompts the viewer::run() to rendering a new
frame.   What I have got working yet is handling of the update visitor
doing updates. so on demand rendering just freezes things like particle
systems and animations till you move the eye point, trigger an event.  I'll
have a look at support event callbacks next.

Please note this support only affect viewer::run() it doesn't effect apps
that roll their own frame loop.

Robert.
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Re: [osg-users] 3d Triangle mesh generator

2009-04-24 Thread Jean-Sébastien Guay

Hi Martin,


(ps - this was bounced form the list because of the size of the attachment - 
see the forums for the download file)


Nah, it got to the list just fine, at 11:59PM EST yesterday - see
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/43650

The auto-reply you get saying that the message has to be approved is not 
true, I get it all the time too, but the message gets there (and too 
fast for it to be approved by anybody...). I wonder if it could be disabled.


However, what was the intent of this message? Do you want this generator 
to be integrated into OSG? If so, you should send it to osg-submissions. 
And the example should be set up as other OSG examples, with a 
meaningful name and associated CMakeLists.txt.


J-S
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Re: [osg-users] 3d Triangle mesh generator

2009-04-24 Thread Jean-Sébastien Guay

Hello Martin,


I think it needs more testing and input from some more knowledgeable users 
before it's included in the main source.


osg-submissions could still be appropriate, Robert will often review 
work-in-progress and give comments even if the code is not ready to be 
merged yet. It's just a way to not let it get drowned in the other 
questions.



Since it includes a considerable amount of 3rd party code it might be better as 
a plugin. Is there an example of writing a none fileIO pugin?


Well, plugins that modify the loaded model in some way include the .rot, 
.trans, .scale pseudo-loaders, also .normals, ... Basically look for 
anything that doesn't look like a file extension :-)


J-S
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