Re: [osg-users] [vpb] Some questions about VPB and cloud of points
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16732#16732 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Assigning one image to another
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Updating a texture(urgent)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] view-dependent Billboard clouds
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16704#16704 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dynamic QuadTree on spherical terrain
Hi Art and Jason, Thanks for your answers, very interesting paper, and Jason you're absolutly right, osgEarth is the answer :) Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16735#16735 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] view-dependent Billboard clouds
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16736#16736 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean application
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16707#16707 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean application
Hi,kim in osgocean example : ... _oceanScene-enableUnderwaterDOF(false); _oceanScene-enableGlare(false); ... i print screen and get some images. Thank you! Cheers, houxl[/img][/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16706#16706 attachment: (run-time )disable glare and dof(underwater).JPGattachment: (application init) disable glare and dof(underwater).JPGattachment: render correctly no ocean.JPG___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean application
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16707#16707 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] texture to file
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rafael Gaitán Linares Instituto de Automática e Informática Industrial http://www.ai2.upv.es Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Z-buffer transparency / Alpha
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16739#16739 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Some questions about VPB and cloud of points
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16732#16732 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Some questions about VPB and cloud of points
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16732#16732 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Setting my ZNear and ZFar clipping planes?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16746#16746 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Picking primitive subset
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16747#16747 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 } } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Paging strategies for road tiles
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 This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. • -osg-users-boun...@lists.openscenegraph.org wrote: - To: 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 } } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Assigning one image to another
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16755#16755 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting my ZNear and ZFar clipping planes?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] checking StateAttribute::OVERRIDE
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting my ZNear and ZFar clipping planes?
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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16762#16762 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting my ZNear and ZFar clipping planes?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg DIS (Distributed Interactive Simulation)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg, Qt and python
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16765#16765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org