Re: [osg-users] [vpb] Some questions about VPB and cloud of points

2009-08-26 Thread Andrea Martini
Hi Glenn,
thank you for your answer. What do you think about the first question?
Can i create a dem file starting from a cloud of points using osgdem? This 
cloud of points is an ascii file with n rows each one with x,y,z values. These 
values are referred to a coordinate system (i know this one).
If i do that, i can create earth and seaground with osgdem then i will assembly 
them with osgearth. Is it right?

Thank you!
Andrea

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Re: [osg-users] Assigning one image to another

2009-08-26 Thread Ulrich Hertlein

Hi Brett,

On 25/08/09 10:00 PM, Brett Thomas Lee wrote:

Hi I also tried lots of methods like
img-setImage(64,64,1,GL_RGBA,GL_RGBA,GL_UNSIGNED_BYTE,rendTexture-getImage()-data(),osg::Image::NO_DELETE);


Are you rendering to 'rendTexture' (the name implies something like that).

The texture data isn't automatically read-back into the associated image but there are 
calls in osg::Image that can read the current texture.


Hope this helps,
/ulrich
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Re: [osg-users] Updating a texture(urgent)

2009-08-26 Thread Robert Osfield
Hi Tim,

On Tue, Aug 25, 2009 at 10:47 PM, Tim Allenosgfo...@tevs.eu wrote:
 The real problem im facing is when Im editing the images i am getting popping 
 textures.

What do you mean by popping textures?  How are you editing the images?
 You really are provide way too little information for anyone to
really know how to give you any advice.

Robert.
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[osg-users] view-dependent Billboard clouds

2009-08-26 Thread Basheer Joukhadar
Hi,

I'm trying to implement billboard clouds for a 3d object .
i have already started and implemented the billboard clouds for 
view-independent case . but now i need to upgrade my code to view-dependent 
case . i'll appreciate any kind of help

Thank you!

Cheers,
Basheer

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Re: [osg-users] dynamic QuadTree on spherical terrain

2009-08-26 Thread Eric Pouliquen
Hi Art and Jason,

Thanks for your answers, very interesting paper, and Jason you're absolutly 
right, osgEarth is the answer :)

Eric

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Re: [osg-users] view-dependent Billboard clouds

2009-08-26 Thread Roland Smeenk
Hi Basheer,

A scenegraph solution is possible by using a nodemask. This way different views 
can traverse into different parts of the scenegraph containing the nodes you 
want to use for a specific view. However in this case the scenegraph is 
specifically tailored for the number of views you are using. 

A more generic solution would be to create a viewdependent node that 
automatically adjusts to the views traversing that node. Take a look at how 
it's done in osgShadow::ViewDependentShadowTechnique. I used the same mechanism 
to create view dependent reflections on a view dependent infinite plane. 
osg::Billboard also adjusts itself to each view traversing the node.

regards,

Roland Smeenk

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Re: [osg-users] osgOcean application

2009-08-26 Thread Hou Xl
Hi,kim

I print screen and get some images.From the three images you maybe know what 
happen in spaceship flame trail.In fact ,i want to get the reason why the flame 
trail turns grey or white when i toggle glare and dof(underwater) false at run 
time.

Thank you!

Cheers,
houxl

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Re: [osg-users] osgOcean application

2009-08-26 Thread Hou Xl
Hi,kim
in osgocean example :
...
_oceanScene-enableUnderwaterDOF(false);
_oceanScene-enableGlare(false);
...
i print screen and get some images.

Thank you!

Cheers,
houxl[/img][/quote]

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attachment: (run-time )disable glare and	dof(underwater).JPGattachment: (application init) disable glare and	dof(underwater).JPGattachment: render correctly no ocean.JPG___
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Re: [osg-users] osgOcean application

2009-08-26 Thread Kim Bale
Hi Houxl,

Try disabling the default shader (which is enabled by default in oceanscene)

void OceanScene::setUseDefaultSceneShader( bool enable )
 {
_enableDefaultShader = enable;
 }

Regards,

Kim.

2009/8/25 Hou Xl osg...@163.com:
 Hi,kim

 I print screen and get some images.From the three images you maybe know what 
 happen in spaceship flame trail.In fact ,i want to get the reason why the 
 flame trail turns grey or white when i toggle glare and dof(underwater) false 
 at run time.

 Thank you!

 Cheers,
 houxl

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Re: [osg-users] texture to file

2009-08-26 Thread Peter Wraae Marino
Hi Rafa,

thanks.. i used your suggestion and it works.

my only problem now is that the RTT i have created generates a
GL_LUMINANCE image,
which format do I use?

I would like to load and use this texture again as luminance texture.

any suggestions,
Peter

On Tue, Aug 25, 2009 at 12:25 PM, Rafa Gaitanrafa.gai...@gmail.com wrote:
 Hi Peter

 You can attach an image to the camera doing the rtt.

 osg::Image *image = new osg::Image;
 image-allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE);

 // attach the image so its copied on each frame.
 camera-attach(osg::Camera::COLOR_BUFFER, image);

 Rafa.



 On Tue, Aug 25, 2009 at 12:22 PM, Peter Wraae Marinoosgh...@gmail.com wrote:
 Hi Maxim ,

 I believe the readPixels is reading from the framebuffer and not the
 texture (or am I mistaken??)
 remember a RTT usually means I have 2 or more cameras in my scene...
 where one is used
 to do the RTT... so this can lead to a question how would osg::Image
 know which buffer to read from?

 Peter

 On Tue, Aug 25, 2009 at 12:16 PM, Maxim Gammermaxgam...@gmail.com wrote:
 Hi...

 osg::ref_ptrosg::Image image = new osg::Image;

 image-readPixels. example

 if (osgDB::writeImageFile(*image,_filename))

 {

 std::cout  Saved screen image to `_filename` std::endl;

 }

 2009/8/25 Peter Wraae Marino osgh...@gmail.com

 Hi osgUsers,

 I have a question about texture to file. Currently I have render to
 texture (RTT) and would like to save this texture to a file. Is there
 a straight forward method of doing this?

 anyone?

 --
 Regards,
 Peter Wraae Marino

 www.osghelp.com - OpenSceneGraph support site
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 Regards,
 Peter Wraae Marino

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 Rafael Gaitán Linares
 Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
 Ciudad Politécnica de la Innovación
 Universidad Politécnica de Valencia
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Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
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Re: [osg-users] Z-buffer transparency / Alpha

2009-08-26 Thread Sergey Polischuk
Hi,

If u didn't solved that yet - try 2 things:
1st: when doing prerender - on root stateset set GL_DEPTH_TEST to ON|OVERRIDE 
and  DEPTH attrib to LESS and turn it ON|OVERRIDE(seems like depth write turned 
off for transparent objects by default, which is right thing in general :D )
2nd: when doing prerender - render depth with a shader and set there 
gl_FragColor.a = 1.0;

Cheers,
Sergey

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Re: [osg-users] [vpb] Some questions about VPB and cloud of points

2009-08-26 Thread Glenn Waldron
Andrea,

I'm afraid I don't know the answer to that one. All the OSG terrain
options take a regular grid of height postings as input, so you would
probably need to preprocess an arbitrary could if you want to go that
route. osgdem, osgEarth, etc. all use GDAL under the hood to read data
formats; you might explore the GDAL utilities
(http://remotesensing.org/gdal) and see it there's a pathway there.

Once you have regular gridded data in a known format, you can use
either osgdem/VPB or osgEarth to create your terrain (you don't need
both in this case).

Wish I could be of more assistance.

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



On Wed, Aug 26, 2009 at 2:19 AM, Andrea Martinimartini.and...@gmail.com wrote:
 Hi Glenn,
 thank you for your answer. What do you think about the first question?
 Can i create a dem file starting from a cloud of points using osgdem? This 
 cloud of points is an ascii file with n rows each one with x,y,z values. 
 These values are referred to a coordinate system (i know this one).
 If i do that, i can create earth and seaground with osgdem then i will 
 assembly them with osgearth. Is it right?

 Thank you!
 Andrea

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Re: [osg-users] [vpb] Some questions about VPB and cloud of points

2009-08-26 Thread jago jagoc
Hi Andrea,
you can create a .dem by 3dem software, download it at
http://freegeographytools.com/3dem_setup.exe
When you start the software you have to selet File-load terrain
model-XYZ PointCloud and after File-Save Ugs asci dem.

Hope this helps,
/Jagovic


 Andrea,

 I'm afraid I don't know the answer to that one. All the OSG terrain
 options take a regular grid of height postings as input, so you would
 probably need to preprocess an arbitrary could if you want to go that
 route. osgdem, osgEarth, etc. all use GDAL under the hood to read data
 formats; you might explore the GDAL utilities
 (http://remotesensing.org/gdal) and see it there's a pathway there.

 Once you have regular gridded data in a known format, you can use
 either osgdem/VPB or osgEarth to create your terrain (you don't need
 both in this case).

 Wish I could be of more assistance.

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



 On Wed, Aug 26, 2009 at 2:19 AM, Andrea Martinimartini.and...@gmail.com 
 wrote:
 Hi Glenn,
 thank you for your answer. What do you think about the first question?
 Can i create a dem file starting from a cloud of points using osgdem? This 
 cloud of points is an ascii file with n rows each one with x,y,z values. 
 These values are referred to a coordinate system (i know this one).
 If i do that, i can create earth and seaground with osgdem then i will 
 assembly them with osgearth. Is it right?

 Thank you!
 Andrea

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[osg-users] Setting my ZNear and ZFar clipping planes?

2009-08-26 Thread Andy Lundell
Hi,

I'm trying to set up my system so that I can manually specify the clipping 
planes.
In past projects I would use the SceneView object and the SetComputeNearFarMode 
method.  This project I'm not using a SceneView (Just a viewer) and I have no 
idea how to get at this functionality.

(I'm also looking for a way to override the code that creates the 
left-eye,right-eye matrices.) 

Thank you!


Andy

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Re: [osg-users] Picking primitive subset

2009-08-26 Thread Florian Perteneder
Hi,

I'm new to OpenSceneGraph and working on a similar problem.

I'm trying to write an application that allows the user to select different 
faces of a geometry that I load via Collada and than save the Geometry as a 
Collada file again that contains the selected Geometry as well as the original 
one. So basically I try to write some kind of select-tool to specify some 
regions directly on the geometry. Of course it would also be helpfull to 
highlight them.

I'm already able to pick a certain polygon find the associated geometry and the 
primitiveIndex of the picked Polygon, but I cannot find the associated vertices 
and normals to highlight the faces by generating some additional geometry that 
lies on top of the original one.

Have you (or anyone else) found any solution or example for this problem in the 
meantime?

Thank you!

Cheers,
Florian

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[osg-users] Paging strategies for road tiles

2009-08-26 Thread Björn Blissing
Hi all,

My application involves road vehicles driving down long roads. Approx 1000 km 
of continuous road. The problem is that I can only hold about 100 km of road 
before system memory runs out. Plan B then naturally falls on some sort of 
paging strategy. I rewrote the software so it generates .ive files containing 
about 10-30 km road. Then the plan was to use pagedLOD to page in the files 
when needed. 

My test program only uses four of these tiles, but I do not seem to get it 
right. My pagedLOD nodes all lie under the scene graph root. Each one only 
contains a reference to the corresponding .ive file and a range set from 0 to 
2000 (since I don't want the next geometry to be paged in until I am closer 
than 2000 meters). The center of each pagedLOD node is set to the center point 
of the geometry in the file and the radius is set to half the length of the 
road in the file.

But no geometry is ever paged in. 

If I set the center to (0, 0, 0) the geometry will page in the first segment of 
road, but then the geometry disappears when I traveled more than 2000 meters. 
The other tiles never shows up.

I am obviously missing something when setting up my pagedLOD. If someone could 
give me a hint I would be most thankful.

Best Regards,
Björn

If I output my scenegraph to a osg-file this is the content:

Group {
  nodeMask 0x
  cullingActive TRUE
  num_children 4
  PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 8933.58 -982.774 0
Radius 9008.5
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 1 {
  0 2000
}
NumChildrenThatCannotBeExpired 0
FileNameList 1 {
  c://tile1.ive
}
num_children 0
  }
  PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 19930.8 8704.41 0
Radius 6001
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 1 {
  0 2000
}
NumChildrenThatCannotBeExpired 0
FileNameList 1 {
  c://tile2.ive
}
num_children 0
  }
  PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 34616.1 17445.3 0
Radius 11875
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 1 {
  0 2000
}
NumChildrenThatCannotBeExpired 0
FileNameList 1 {
  c://tile3.ive
}
num_children 0
  }
  PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 47754.4 25857.3 0
Radius 3955
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 1 {
  0 2000
}
NumChildrenThatCannotBeExpired 0
FileNameList 1 {
  c://tile4.ive
}
num_children 0
  }
}
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Re: [osg-users] Paging strategies for road tiles

2009-08-26 Thread Brian R Hill
Hi Bjorn,

It looks like the problem is your tiles are larger than 2000 m radius.

Try setting the range to the tile radius, or some multiple (1.5 * radius,
2.0 * radius).

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Björn Blissing bjorn.bliss...@vti.se
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/26/2009 11:56AM
Subject: [osg-users] Paging strategies for road tiles

Hi all,

My application involves road vehicles driving down long roads. Approx 1000
km of continuous road. The problem is that I can only hold about 100 km of
road before system memory runs out. Plan B then naturally falls on some
sort of paging strategy. I rewrote the software so it generates .ive files
containing about 10-30 km road. Then the plan was to use pagedLOD to page
in the files when needed.

My test program only uses four of these tiles, but I do not seem to get it
right. My pagedLOD nodes all lie under the scene graph root. Each one only
contains a reference to the corresponding .ive file and a range set from 0
to 2000 (since I don't want the next geometry to be paged in until I am
closer than 2000 meters). The center of each pagedLOD node is set to the
center point of the geometry in the file and the radius is set to half the
length of the road in the file.

But no geometry is ever paged in.

If I set the center to (0, 0, 0) the geometry will page in the first
segment of road, but then the geometry disappears when I traveled more than
2000 meters. The other tiles never shows up.

I am obviously missing something when setting up my pagedLOD. If someone
could give me a hint I would be most thankful.

Best Regards,
Björn

If I output my scenegraph to a osg-file this is the content:

Group {
  nodeMask 0x
  cullingActive TRUE
  num_children 4
  PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 8933.58 -982.774 0
Radius 9008.5
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 1 {
  0 2000
}
NumChildrenThatCannotBeExpired 0
FileNameList 1 {
  c://tile1.ive
}
num_children 0
  }
  PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 19930.8 8704.41 0
Radius 6001
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 1 {
  0 2000
}
NumChildrenThatCannotBeExpired 0
FileNameList 1 {
  c://tile2.ive
}
num_children 0
  }
  PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 34616.1 17445.3 0
Radius 11875
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 1 {
  0 2000
}
NumChildrenThatCannotBeExpired 0
FileNameList 1 {
  c://tile3.ive
}
num_children 0
  }
  PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 47754.4 25857.3 0
Radius 3955
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 1 {
  0 2000
}
NumChildrenThatCannotBeExpired 0
FileNameList 1 {
  c://tile4.ive
}
num_children 0
  }
}
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Re: [osg-users] Assigning one image to another

2009-08-26 Thread Trajce Nikolov
I believe the method is this one, but make sure to use it in proper place
/** Read the contents of the current bound texture, handling compressed
pixelFormats if present.
  * Create memory for storage if required, reuse existing pixel
coords if possible.
*/
void readImageFromCurrentTexture(unsigned int contextID, bool
copyMipMapsIfAvailable, GLenum type = GL_UNSIGNED_BYTE);

Nick

http://www.linkedin.com/in/tnikolov
Sent from Benoni, Gauteng, South Africa

On Wed, Aug 26, 2009 at 6:38 PM, Brett Thomas Lee brettle...@hotmail.comwrote:

 yes I have the same problem you have mentioned.Can you please be more
 specific about the methods in osg::Image please.

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Re: [osg-users] Setting my ZNear and ZFar clipping planes?

2009-08-26 Thread Jason Daly

Andy Lundell wrote:

Hi,

I'm trying to set up my system so that I can manually specify the clipping 
planes.
In past projects I would use the SceneView object and the SetComputeNearFarMode method.  
This project I'm not using a SceneView (Just a viewer) and I have no idea how 
to get at this functionality.
  


All the functionality is still there, you just have to follow the 
composition and inheritance hierarchy.


Viewer is-a ViewerBase and an osgViewer::View
osgViewer::View is-a osg::View
osg::View has-a Camera
Camera is-a CullSettings

The setComputeNearFar() method is now a part of CullSettings, so:

viewer-getCamera()-setComputeNearFar(...)


It's a long (and fairly winding) road to travel, but it makes sense once 
you get there  :-)



(I'm also looking for a way to override the code that creates the left-eye,right-eye matrices.) 
  


A ComputeStereoMatricesCallback  in osgUtil::SceneView is probably what 
you're looking for.  You can get to the SceneView object through 
osgViewer::Renderer (just a different inheritance road to travel).


--J

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Re: [osg-users] checking StateAttribute::OVERRIDE

2009-08-26 Thread Helbig, Yuen

I Also needed to check that stateset-getAttributePair(ssType) != NULL
before accessing stateset-getAttributePair(ssType)-second

Yuen

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Thrall,
Bryan
Sent: Monday, August 24, 2009 4:44 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] checking StateAttribute::OVERRIDE

Helbig, Yuen wrote on Monday, August 24, 2009 5:37 PM:

 Does anyone know how to check if the StateAttribute::OVERRIDE flag is
set on
 a StateSet? 
 
 Yuen Helbig

Perhaps something like the following:

osg::StateAttribute::Type ssType = osg::StateAttribute::TEXTURE; // or
the type of whatever StateAttribute you want if (0 !=
stateset-getAttributePair(ssType)-second 
StateAttribute::OVERRIDE)
{
   osg::notify(DEBUG_FP)  StateAttribute type   ssType   has
OVERRIDE set  std::endl; }

--
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
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Re: [osg-users] Setting my ZNear and ZFar clipping planes?

2009-08-26 Thread Andy Lundell

Jason Daly wrote:
 Andy Lundell wrote:
 Viewer is-a ViewerBase and an osgViewer::View
 osgViewer::View is-a osg::View
 osg::View has-a Camera
 Camera is-a CullSettings
 [...]
 It's a long (and fairly winding) road to travel, but it makes sense once 
 you get there  :-)
 Thank you. I've got it now.  



 A ComputeStereoMatricesCallback  in osgUtil::SceneView is probably what 
 you're looking for.  You can get to the SceneView object through 
 osgViewer::Renderer (just a different inheritance road to travel).

I thought that osg::Util::SceneView was being deprecated?

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Re: [osg-users] Setting my ZNear and ZFar clipping planes?

2009-08-26 Thread Jason Daly

Andy Lundell wrote:
 Thank you. I've got it now.  
  


Glad I could help.


A ComputeStereoMatricesCallback  in osgUtil::SceneView is probably what 
you're looking for.  You can get to the SceneView object through 
osgViewer::Renderer (just a different inheritance road to travel).



I thought that osg::Util::SceneView was being deprecated?
  


Robert has indicated that he intends to replace it at some point.  This 
is the only way I could find to handle it right now (though I could 
certainly be missing something).  If you're worried about it going away, 
you could just create the split view manually using slave cameras.


Are you sure you can't get the results you want by using the controls in 
osg::DisplaySettings and/or osgViewer::View?


--J

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Re: [osg-users] osg DIS (Distributed Interactive Simulation)

2009-08-26 Thread Philip Lowman
Also check out KDIS.

On Tue, Aug 25, 2009 at 8:11 AM, Trajce Nikolov nikolov.tra...@gmail.comwrote:

 OpenDIS looks good. Wasn't aware of it. Thanks for all the feedback
 Nick



 On Tue, Aug 25, 2009 at 2:04 PM, Ralf Stokholm alfma...@arenalogic.comwrote:

 Hi All

 If you need a distributed simulation based on OSG I can recommend Delta3d
 which has already integrated HLA RPRFOM (works with RTI-s MÄK Pitch
 Portico and CERTI) and also DIS based on OpenDIS.

 Brgs.

 Ralf Stokholm
 Arenalogic
 www.arenalogic.com


 2009/8/25 Tomlinson, Gordon gtomlin...@overwatch.textron.com

  And don't forget  HLA  :)  (
 http://en.wikipedia.org/wiki/High_Level_Architecture_(simulationhttp://en.wikipedia.org/wiki/High_Level_Architecture_%28simulation))
 as this has depreicated DIS for many :)


 *Gordon
 Product Manager 3d
 *__
 *Gordon Tomlinson
 **Email * : gtomlinson @ overwatch.textron.com
 __


  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Maxim Gammer
 *Sent:* Tuesday, August 25, 2009 5:57 AM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] osg DIS (Distributed Interactive Simulation)

   Hi,

 what's wrong with CERTI or PORTICO?

 2009/8/25 Trajce Nikolov nikolov.tra...@gmail.com

 Hello community,
 are you interested in opensource crossplatform DIS library?

 cheers,
 Nick

 http://www.linkedin.com/in/tnikolov
 Sent from Benoni, Gauteng, South Africa

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

2009-08-26 Thread Martin Beckett
It seems that following Qt going LGPL we will soon have LGPL python bindings 
(the current pyqt is commercial).

Has anyone any experience/interest in a python QtViewer?
Both the pyqt and the new pyside bindings are very thin wrappers around the Qt 
C++ code so it shoudn't be a huge challenge.

http://arstechnica.com/open-source/news/2009/08/openbossa-announces-new-lgpl-python-bindings-for-qt.ars

Martin

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