Re: [osg-users] A simulation project
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. ___ Rise to the challenge for Sport Relief with Yahoo! For Good http://uk.promotions.yahoo.com/forgood/ ___ 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] osgShadow example and gerneral question
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...
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 __ Gordon Tomlinson Email : [EMAIL PROTECTED] YIM/AIM : gordon3dBrit MSN IM : [EMAIL PROTECTED] Website : www.vis-sim.com www.gordontomlinson.com __ Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -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. ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.
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. ___ 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] osgShadow example and gerneral question
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency order
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 ___ 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] Problem with LightPoint
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with LightPoint
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 ___ 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] SceneView and Multi-camera render to texture
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. ___ 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.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgNETDemo
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG on OpenGL ES Progress?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency order
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNETDemo
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 ___ 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