Re: [osg-users] A simulation project

2008-03-17 Thread Robert Osfield
Hi Harold,

The OSG could certainly handling the visual part of the simulation.
Key things are getting your model in and managing the animations.  As
for doing things optimally, well there is a huge open ended task.  One
needs to know real specifics of whats required to know how to things
optimally.  Personally I'd just go for good enough - so work out what
is good enough, i.e. 30Hz, 60Hz?  There is so much one can put in a
simulation I can't really give you guidance in a simple email.

Robert.

On Sun, Mar 16, 2008 at 9:16 PM, wanyama harold [EMAIL PROTECTED] wrote:
 Hi Robert,
  Yes i mean a visual simulation that can respond to
  inputs and get an output(my problem is whether a user
  can play with inputs on an osg model).The model is abt
  a building with a finite number of classrooms and
  labaratories and is supposed to determine how they can
  be used optimumlly
  Harold



  Hi Harold,

  When you say Simulation do you mean a visual
  simulation?

  The OSG is just a 3d graphics toolkit, it doesn't do
  anything beyond
  visual simulation.

  As for whether its appropriate for what you want to do
  I have no clue
  as its hard to work out what you actual require.  If
  its visuals then
  yes the OSG can help.


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Re: [osg-users] osgShadow example and gerneral question

2008-03-17 Thread Wojciech Lewandowski
Hi Robert and All,

I am back from vacations. Ready to take the responsibility for my changes in 
osgShadow::ShadowMap ;-). Does the problem Adrian refers happen only with 
PSSM or standard ShadowMap as well ? Its not obvious from forum emails and I 
am unable to replicate it with standard ShadowMap.

I looked once again at the my submitted osgShadow::ShadowMap code and I have 
NOT changed polygon offset.
PolygonOffset remains untoched in several latest revisions.

However, I do have my objections against default ShadowMap cullface/polygon 
offset settings. I remember that former (pre 2.0 osgShadow nodekit) 
DepthShadowMap example was using frontface culling and polygon offset 
factor=1.1 and units = 4. These were the settings that were also recommended 
by NVidia ShadowMaping presentations (ShadowMapping with Today's OpenGL 
Hardware Mark J. Kilgard NVidia). I use this as defaults in my work and I 
am quite happy with them. I also noticed that Terry Welsh PSSM example also 
used similar defaults.

But for some reason these recommended settings were changed when 
osgShadow::ShadowMap was introduced. Whats more, I don't know in which 
version exactly, but at some moment self shadowing and negative offset was 
added (front face culling remained). See line 210 in 
osgShadow::ShadowMap.cpp. In my opinion this is bit unusual method but I 
understand that different databases and different render approaches may 
benefit from different cull face/polygon offset settings.

Currently I work only with NVidia boards but I know that ATI may require 
different settings. I used to play with Direct3D DepthBias on NVidia and ATI 
some time ago and results were significantly different for the same depth 
bias values. I guess its the same situation with PolygonOffset in OpenGL.

I am afraid that completely getting rid of PolygonOffset is impossible 
because there is no substitute for slope bias (PolygonOffset factor). No 
Depth range nor Perspective matrix tricks could replace it. MJ. Kilgard 
Presentation I mentioned earlier has nice expalanation of this topic. (I can 
send it if anyone wants to have a look)

Cheers,
Wojtek Lewandowski

- Original Message - 
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Sunday, March 16, 2008 2:31 PM
Subject: Re: [osg-users] osgShadow example and gerneral question


HI Sebastian,

I see the artificate on Nvidia hardware so this rules out an ATI bug.
So far it I looks like an osgShadow bug, exactly what's gone amiss I
don't know though...

Robert.

On Sun, Mar 16, 2008 at 10:15 AM, Sebastian Messerschmidt
[EMAIL PROTECTED] wrote:




 Hi Adrian,



 As I've pointed out in the osg-users list, there seems to be a bug in 
 recent
 ATI drivers where the t-coordinate in the generated shadow texture is
 screwed up, i.e. inversed. Your screenshots don't look exactly like the
 artefacts I've seen but it might be related I reckon.

 To check this I recommend replacing the fixed function vertex shader by 
 your
 own code which does the EYE_PLANE projection and play around with the
 coordinates.



 Cheers

 Sebastian



  


 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von Adrian
 Egli OpenSceneGraph (3D)
  Gesendet: Donnerstag, 13. März 2008 21:57
  An: OpenSceneGraph Users
  Betreff: Re: [osg-users] osgShadow example and gerneral question





 some screenshots of the bug

  /adi


 2008/3/13, Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:

 Since the OSG 2.2 or event some version before, osgShadow is broken. I 
 don't
 yet know why. but it doesn't work on ATI based computers as far as i could
 test it.


 2008/3/13, Raymond de Vries [EMAIL PROTECTED]:



 Hi,

  All I know that the PSSM implementation was not changed, the last I
  looked at the svn version (some weeks ago), compared to 2.2.0. I will
  test the svn version example also asap, and let you know.

  Now that you mention PSSM, I've send a (small) patch some months ago and
  suggested to change the interface a little so that parameters can be
  changed at runtime (where it is currently only possible at startup).

  Also I've send a bug report to the list in which I showed an artifact,
  incl source code.

  Within some weeks I would like to dive into PSSM again, so hopefully we
  can join forces.

  Cheers

  Raymond



  Jean-Sébastien Guay wrote:
   Hi Adrian,
  
  
   i have retested osgShadow and get some really strange behaviour. event
   PSSM doesn't work on my ATI x1600 based pc. was there changes and did 
 we
   really test all options of osgshadow / implementation, or do
   i only have such a problem
  
  
   I remarked a while ago that osgshadow --pssm did not work for me on my
   nVidia card (even with the --NVidea (sic) switch, I see no shadows). No
   idea what's wrong, as I have no time to go into the details...
  
   I know I'm not much help, but at least you know you're not alone.
  
   J-S
  


  

Re: [osg-users] RE OSG to Multi-Gen Creator...

2008-03-17 Thread Image Modelling Limited (IML)
Creator 3.4 can also Inport/Export:

Collada Document: (.dae)

John



- Original Message - 
From: Gordon Tomlinson [EMAIL PROTECTED]
To: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
Sent: Friday, March 14, 2008 12:23 PM
Subject: Re: [osg-users] RE OSG to Multi-Gen Creator...


 Creator 3.x

 Can open

 Open flight (versions back to 14.2)
 OBJ  (wavefront and x-plane )
 DXF  ( older versions of DXF )
 3ds  ( studio not max )
 KML
 STL




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 MSN IM  : [EMAIL PROTECTED]
 Website : www.vis-sim.com www.gordontomlinson.com

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 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert
 Osfield
 Sent: Friday, March 14, 2008 7:11 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] RE OSG to Multi-Gen Creator...

 Hi Neil,

 I don't know Creator myself either, but I would have thought that it
 supports some of the export routes that the OSG has - COLLADA and .obj are
 two there there is a chance it'd support.  Perhaps others with Creator
 itself will be able to answer it.

 As mentioned in another thread recently there is always 3rd party tools 
 like
 Polytrans.

 Robert.

 On Fri, Mar 14, 2008 at 11:07 AM,  [EMAIL PROTECTED] wrote:
 Hi Robert,

  Sorry for the noise. In part I couldn't remember what I'd asked before,
 but also the emphasis of my request was slightly different in that, as I
 don't know creator at all and don't even have the application, I don't 
 know
 what other formats it can take in. I do, however, have a client who needs 
 to
 get models into that package. I was merely asking whether there was an
 alternative route to getting an osg scene into creator - even via a third
 party if necessary - so that I could at least get something for my client
 whilst the OSG pluggin was being developed further by Paul.

  I shall assume, from your response, that there isn't really an
 alternative that I can take, and I shall await the release of the new
 pluggin from Paul.

  Once again, sorry for the noise.

  Kind regards

  Neil.

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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.

2008-03-17 Thread Robert Osfield
Hi Rahul,

I haven't yet written the docs for the new VPB features.  I am
planning to start this this month.  Unfortunately I've been swept off
my feet with work so lower priority stuff like online docs for the
wider community has had to wait.  As soon as docs are available I'll
notify the community.

Robert.

On Mon, Mar 17, 2008 at 9:23 AM, Rahul Jain [EMAIL PROTECTED] wrote:
 Hi All,
  Is there any tutorial or document explaining how to use the new features
  of VPB. Also there are lot many applications shipped with VPB,  but I am
  not able to found any document or thread, where these application have
  been explained. I also looked at
  http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
  but it has not been updated. It will be really helpful if some one can
  provide me with the pointers to the new features.
  best regards
  RJ



  Robert Osfield wrote:
   Hi All,
  
   Details on the new release (rather short on detail, you'll need to
   look at the ChangeLog which is pretty full if you want all the
   details):
  
   http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
  
   * OpenSceneGraph-2.3.5, released on 14th March 2008. Changes
   include : New osgthirdpersonview example that demonstrate use of
   CompositeViewer? to create a 3rd person view on the main windows view,
   and a new osgmultitexturecontrol example that demonstrate how to
   implement smooth blending between different layers in a whole earth
   paged database using multi-texturing. Various bug, cross platform
   build, typo fixes and minor feature enhancements.
  
   source package : OpenSceneGraph-2.3.5.zip
   svn tag: svn co
   
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.5
   OpenSceneGraph
  
   I've also tagged the VirtualPlanetBuidlder 0.9.6 release:
  
 http://www.openscenegraph.org/projects/VirtualPlanetBuilder
  
   --
  
   Both these projects are nearing the point that I could probably do
   OSG-2.4 and VPB-1.0 release quite soon, feature wise I feel they both
   are pretty near feature complete enough to go with a stable release,
   so its really about making sure they are robust enough and compile
   properly across platforms.   If these dev releases look reasonable
   then we could possible go for a stable release of both projects in the
   next week or two.
  
   Thoughts on stable releases?
  
   Robert.


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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.

2008-03-17 Thread Rahul Jain
Hi All,
Is there any tutorial or document explaining how to use the new features
of VPB. Also there are lot many applications shipped with VPB,  but I am
not able to found any document or thread, where these application have
been explained. I also looked at
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
but it has not been updated. It will be really helpful if some one can
provide me with the pointers to the new features.
best regards
RJ

Robert Osfield wrote:
 Hi All,

 Details on the new release (rather short on detail, you'll need to
 look at the ChangeLog which is pretty full if you want all the
 details):

 http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases

 * OpenSceneGraph-2.3.5, released on 14th March 2008. Changes
 include : New osgthirdpersonview example that demonstrate use of
 CompositeViewer? to create a 3rd person view on the main windows view,
 and a new osgmultitexturecontrol example that demonstrate how to
 implement smooth blending between different layers in a whole earth
 paged database using multi-texturing. Various bug, cross platform
 build, typo fixes and minor feature enhancements.

 source package : OpenSceneGraph-2.3.5.zip
 svn tag: svn co
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.5
 OpenSceneGraph

 I've also tagged the VirtualPlanetBuidlder 0.9.6 release:

   http://www.openscenegraph.org/projects/VirtualPlanetBuilder

 --

 Both these projects are nearing the point that I could probably do
 OSG-2.4 and VPB-1.0 release quite soon, feature wise I feel they both
 are pretty near feature complete enough to go with a stable release,
 so its really about making sure they are robust enough and compile
 properly across platforms.   If these dev releases look reasonable
 then we could possible go for a stable release of both projects in the
 next week or two.

 Thoughts on stable releases?

 Robert.
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Re: [osg-users] osgShadow example and gerneral question

2008-03-17 Thread Wojciech Lewandowski
Robert,

I replicated the problem with osgShadow::ShadowMap. I will try to find the 
cause...

Cheers,
Wojtek

- Original Message - 
From: Wojciech Lewandowski [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, March 17, 2008 11:57 AM
Subject: Re: [osg-users] osgShadow example and gerneral question


Hi Robert,

There are few versions from 2000-2002. I found earlier 2000 version on
NVidia site. But 2002 version has the PolygonOffset section extended in
comparison to 2000.  It looks like siggraph 2002 presentation could be found
under this link:

http://www1.cs.columbia.edu/~ravir/6160/papers/shadowmaps.ppt

Slides 20-27 refer to PolygonOffset topic.

Cheers,
Wojtek

- Original Message - 
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, March 17, 2008 11:26 AM
Subject: Re: [osg-users] osgShadow example and gerneral question


Hi Wojtek,

Could you post a link, or the actual presentation, or put it up on the
wiiki, of Mark Kilgrads paper discussing PolygonOffset.

It would nice to isolate the actual differences in implementation of
PolygonOffset across hardware so we can pick appropriate settings for
different hardware.  There are already some factors set in
PolygonOffset itself to try and cope with this but the values where
just set from basic experience with osgText, and not done is rigorous
way.  I would to roll this back and do a rigorous testing of different
hardware so we can get more consistent results across and models
sizes.

Robert.

On Mon, Mar 17, 2008 at 9:47 AM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
 Hi Robert and All,

  I am back from vacations. Ready to take the responsibility for my changes
 in
  osgShadow::ShadowMap ;-). Does the problem Adrian refers happen only with
  PSSM or standard ShadowMap as well ? Its not obvious from forum emails
 and I
  am unable to replicate it with standard ShadowMap.

  I looked once again at the my submitted osgShadow::ShadowMap code and I
 have
  NOT changed polygon offset.
  PolygonOffset remains untoched in several latest revisions.

  However, I do have my objections against default ShadowMap
 cullface/polygon
  offset settings. I remember that former (pre 2.0 osgShadow nodekit)
  DepthShadowMap example was using frontface culling and polygon offset
  factor=1.1 and units = 4. These were the settings that were also
 recommended
  by NVidia ShadowMaping presentations (ShadowMapping with Today's OpenGL
  Hardware Mark J. Kilgard NVidia). I use this as defaults in my work and
 I
  am quite happy with them. I also noticed that Terry Welsh PSSM example
 also
  used similar defaults.

  But for some reason these recommended settings were changed when
  osgShadow::ShadowMap was introduced. Whats more, I don't know in which
  version exactly, but at some moment self shadowing and negative offset
 was
  added (front face culling remained). See line 210 in
  osgShadow::ShadowMap.cpp. In my opinion this is bit unusual method but I
  understand that different databases and different render approaches may
  benefit from different cull face/polygon offset settings.

  Currently I work only with NVidia boards but I know that ATI may require
  different settings. I used to play with Direct3D DepthBias on NVidia and
 ATI
  some time ago and results were significantly different for the same depth
  bias values. I guess its the same situation with PolygonOffset in OpenGL.

  I am afraid that completely getting rid of PolygonOffset is impossible
  because there is no substitute for slope bias (PolygonOffset factor). No
  Depth range nor Perspective matrix tricks could replace it. MJ. Kilgard
  Presentation I mentioned earlier has nice expalanation of this topic. (I
 can
  send it if anyone wants to have a look)

  Cheers,
  Wojtek Lewandowski



  - Original Message -
  From: Robert Osfield [EMAIL PROTECTED]
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Sent: Sunday, March 16, 2008 2:31 PM
  Subject: Re: [osg-users] osgShadow example and gerneral question


  HI Sebastian,

  I see the artificate on Nvidia hardware so this rules out an ATI bug.
  So far it I looks like an osgShadow bug, exactly what's gone amiss I
  don't know though...

  Robert.

  On Sun, Mar 16, 2008 at 10:15 AM, Sebastian Messerschmidt
  [EMAIL PROTECTED] wrote:
  
  
  
  
   Hi Adrian,
  
  
  
   As I've pointed out in the osg-users list, there seems to be a bug in
   recent
   ATI drivers where the t-coordinate in the generated shadow texture is
   screwed up, i.e. inversed. Your screenshots don't look exactly like the
   artefacts I've seen but it might be related I reckon.
  
   To check this I recommend replacing the fixed function vertex shader by
   your
   own code which does the EYE_PLANE projection and play around with the
   coordinates.
  
  
  
   Cheers
  
   Sebastian
  
  
  

  
  
   Von: 

[osg-users] Problem with LightPoint

2008-03-17 Thread Nilsson Lars
Hi


When I tested airport lighting with OpenSceneGraph, the directional light did 
not work the way I expected.
The light was visible a bit outside the defined sector. Especially for the PAPI 
(Precision Approach Path Indicator),
it is important that the angles are correct.

After rewriting a small piece of code in osgSim/Sector.cpp it seemed to work as 
I wanted.

The change made was in the function computeMatrix() as shown below.

void DirectionalSector::computeMatrix()
{
  double heading = atan2(_direction[0], _direction[1]);
  double pitch   = atan2(_direction[2], sqrt(_direction[0]*_direction[0] + 
_direction[1]*_direction[1]));
  double roll= _rollAngle;

  _local_to_LP = osg::Matrixd::identity();
  _local_to_LP.preMult(osg::Matrix::rotate(heading, 0.0, 0.0, -1.0));
  _local_to_LP.preMult(osg::Matrix::rotate(pitch, 1.0, 0.0, 0.0));
  _local_to_LP.preMult(osg::Matrix::rotate(roll, 0.0, 1.0, 0.0));
}

I am certainly not sure if this change is correct in all aspects, but it solved 
at least the problem for me.

Has anyone else discovered similar problem about light points?

Regards,
Lars Nilsson

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[osg-users] Transparency order

2008-03-17 Thread Michele Bosi
Hello to all,
I have 2 complex intersecting transparent objects A and B: I would
like to draw B always after A but both after opaque objects.

Now I puth both of them under the TRANSPARENT_BIN so that they are
drawn after opaque objects, but how can I tell OSG to draw B always
after A?

Thanks,
Michele
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Re: [osg-users] Transparency order

2008-03-17 Thread Gordon Tomlinson
One simple way would be Create your own Render bins or bins and give the
render bins a higher numbers than the Transparent bin and place you geom in
there, 

So place A in the transparent bin and B into you own bin

See examples etc on how to create a render bin


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michele
Bosi
Sent: Monday, March 17, 2008 11:28 AM
To: OpenSceneGraph Users
Subject: [osg-users] Transparency order

Hello to all,
I have 2 complex intersecting transparent objects A and B: I would like to
draw B always after A but both after opaque objects.

Now I puth both of them under the TRANSPARENT_BIN so that they are drawn
after opaque objects, but how can I tell OSG to draw B always after A?

Thanks,
Michele
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Re: [osg-users] Problem with LightPoint

2008-03-17 Thread Brian R Hill
Lars,

I haven't seen any problems with sectoring, but it's been years since I
last looked into it.

The original code short circuited the matrix calcs and just populated the
final matrix. I'm sure this was done for efficiency, and needs to stay that
way (AFAIK).

I'd be interested in seeing the difference between your final matrix and
the original one.

Brian

[EMAIL PROTECTED] wrote: -


To: osg-users@lists.openscenegraph.org
osg-users@lists.openscenegraph.org
From: Nilsson Lars [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 03/17/2008 10:43AM
Subject: [osg-users] Problem with LightPoint


Hi


When I tested airport lighting with OpenSceneGraph, the directional light
did not work the way I expected.
The light was visible a bit outside the defined sector. Especially for the
PAPI (Precision Approach Path Indicator),
it is important that the angles are correct.

After rewriting a small piece of code in osgSim/Sector.cpp it seemed to
work as I wanted.

The change made was in the function computeMatrix() as shown below.

void DirectionalSector::computeMatrix()
{
  double heading = atan2(_direction[0], _direction[1]);
  double pitch   = atan2(_direction[2], sqrt(_direction[0]*_direction[0] +
  _direction[1]*_direction[1]));
  double roll= _rollAngle;

  _local_to_LP = osg::Matrixd::identity();
  _local_to_LP.preMult(osg::Matrix::rotate(heading, 0.0, 0.0, -1.0));
  _local_to_LP.preMult(osg::Matrix::rotate(pitch, 1.0, 0.0, 0.0));
  _local_to_LP.preMult(osg::Matrix::rotate(roll, 0.0, 1.0, 0.0));
}

I am certainly not sure if this change is correct in all aspects, but it
solved at least the problem for me.

Has anyone else discovered similar problem about light points?

Regards,
Lars Nilsson

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Re: [osg-users] Problem with LightPoint

2008-03-17 Thread Robert Osfield
Hi Lars,

I haven't heard reports of problem before, but perhaps no one has
looked close enough.  Could you send me the whole modified file so I
can review it side by side against the original.

Thanks,
Robert.

On Mon, Mar 17, 2008 at 2:43 PM, Nilsson Lars
[EMAIL PROTECTED] wrote:




 Hi





 When I tested airport lighting with OpenSceneGraph, the directional light
 did not work the way I expected.

 The light was visible a bit outside the defined sector. Especially for the
 PAPI (Precision Approach Path Indicator),

 it is important that the angles are correct.



 After rewriting a small piece of code in osgSim/Sector.cpp it seemed to work
 as I wanted.



 The change made was in the function computeMatrix() as shown below.



 void DirectionalSector::computeMatrix()

 {

   double heading = atan2(_direction[0], _direction[1]);

   double pitch   = atan2(_direction[2], sqrt(_direction[0]*_direction[0] +
 _direction[1]*_direction[1]));

   double roll= _rollAngle;



   _local_to_LP = osg::Matrixd::identity();

   _local_to_LP.preMult(osg::Matrix::rotate(heading, 0.0, 0.0, -1.0));

   _local_to_LP.preMult(osg::Matrix::rotate(pitch, 1.0, 0.0, 0.0));

   _local_to_LP.preMult(osg::Matrix::rotate(roll, 0.0, 1.0, 0.0));

 }



 I am certainly not sure if this change is correct in all aspects, but it
 solved at least the problem for me.



 Has anyone else discovered similar problem about light points?



 Regards,

 Lars Nilsson


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Re: [osg-users] SceneView and Multi-camera render to texture

2008-03-17 Thread Argentieri, John-P63223
Robert,

Oh and I forgot, we are creating graphics contexts via a class that I
wrote to manage context per window. I remember that I had to create a
fake context along with the first real context to successfully implement
sharing. Is there a nice way to use OSG to manage contexts?

John 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, March 17, 2008 3:28 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] SceneView and Multi-camera render to texture

Hi John,

As you are rolling your own viewer its really open ended how you are
doing things, so its hard to know where to start.  Are you using
pbuffers?  frame buffer objects?   How are you creating graphic
contexts?

Personally I'd recommend using osgViewer, it does mean that you know
it'll work and providing support at our end is much more sane as we
won't have to ask dozens of question trying to work out what setup you
have.  Rolled you own viewer is really expensive for us to support.

Robert.

On Mon, Mar 17, 2008 at 5:46 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:



 Robert and pals,

 We are using osg 2.0. I am trying to duplicate the behavior of the 
 osgdistortion example, but we are using osgUtil::SceneView and not 
 osgViewer::Viewer.

 I have been unable to mimic the behavior of the example. If I set my 
 texture camera to PRE_RENDER, all I get is a blank quad set to the 
 color of the osg::geometry. If I set it to NESTED_RENDER, which is 
 wrong, I think it draws the texture to the back buffer, because I can
see it on the screen.

 Can anyone offer me some advice in this area?

 Thanks for your help

 John Argentieri
 Software Engineer
 GENERAL DYNAMICS
 C4 Systems
 (407) 281-5568
 [EMAIL PROTECTED]

 This email message is for the sole use of the intended recipient(s) 
 and may contain GDC4S confidential or privileged information. Any 
 unauthorized review, use, disclosure or distribution is prohibited. If

 you are not an intended recipient, please contact the sender by reply 
 email and destroy all copies of the original message.
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[osg-users] osgNETDemo

2008-03-17 Thread rpingry
Hello All,

I have been working with Phil Tessier on some work using OSG in a managed
code environment.  We tried using OsgDotNet, but we had some problems with
that, and others on this list recommended we use C++/CLI directly to wrap
just what we need form OSG directly, and there is an example provided on the
language wrappers page (osgCppCLIDemo.rar).  I was able to get that
compiled, but it crashes with a __RTDynamicCast exception deep within
osgViewer.dll.   The last thing I can see in the call stack is in the
InitOSG() function, in the line that uses
osg::GraphicsContext::createGraphicsContext(traits.get());

The call stack looks funny to me, because it calls osg.dll, and then
osgViewer.dll.  I am using OSG version 2.0 (because it is compatible with
OsgDotNet) and Visual Studio 2005.  Perhaps I need to upgrade OSG?

Thanks,
-- Rick
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[osg-users] OSG on OpenGL ES Progress?

2008-03-17 Thread Hartmut Seichter

Hi,

Has there been any progress on the OpenGL ES front? I am referring to

http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES

H



--
Dr. Hartmut Seichter
PhD (HKU), Dipl.-Ing. (BUW)
Post-Doctoral Fellow, HIT Lab NZ
+64 3 364 2987 Ext. 3078
http://www.hitlabnz.org/people/hse25
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Re: [osg-users] Transparency order

2008-03-17 Thread Ulrich Hertlein
Quoting Michele Bosi [EMAIL PROTECTED]:
 Just one last question: DepthSortedBin is just a name as the
 documentation seem to suggest or is misteriously interpreted in some
 way by OSG internally?

DepthSortedBin is hard-wired internal to OSG.  It's the name given to the
default back-to-front sorted bin. It's registered in src/osgUtil/RenderBin.cpp.

If you do a 'grep -r DepthSortedBin ./*' in your OSG root you'll see it popping
up quite a bit.

Cheers,
/ulrich
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Re: [osg-users] osgNETDemo

2008-03-17 Thread sherman wilcox
I couldn't tell from reading your post - but if you're not compiling
the OSG yourself (IE...running a binary distribution), grab one of the
developer snapshots and compile that.

On Mon, Mar 17, 2008 at 4:39 PM,  [EMAIL PROTECTED] wrote:
 Hello All,

 I have been working with Phil Tessier on some work using OSG in a managed
 code environment.  We tried using OsgDotNet, but we had some problems with
 that, and others on this list recommended we use C++/CLI directly to wrap
 just what we need form OSG directly, and there is an example provided on the
 language wrappers page (osgCppCLIDemo.rar).  I was able to get that
 compiled, but it crashes with a __RTDynamicCast exception deep within
 osgViewer.dll.   The last thing I can see in the call stack is in the
 InitOSG() function, in the line that uses
 osg::GraphicsContext::createGraphicsContext(traits.get());

 The call stack looks funny to me, because it calls osg.dll, and then
 osgViewer.dll.  I am using OSG version 2.0 (because it is compatible with
 OsgDotNet) and Visual Studio 2005.  Perhaps I need to upgrade OSG?

 Thanks,
 -- Rick
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