Re: [osg-users] test (please ignore)
Finally... Dreamhost have fixed today's screw up... The support query I lodged today got the reply that they had run a script on their severs to disabled inactive lists... and disabled active ones due to a bug in their scripts.. You would have thought they'd test the scripts offline before running them on live servers... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] test (please ignore)
Robert Osfield wrote: Finally... Dreamhost have fixed today's screw up... The support query I lodged today got the reply that they had run a script on their severs to disabled inactive lists... and disabled active ones due to a bug in their scripts.. You would have thought they'd test the scripts offline before running them on live servers... Hmm, that's a stupid mistake. I'm not sure it's related, it seems to much of a coincidence, but I got a Your message To: OpenSceneGraph Users Subject: SVN RSS feed Sent:Thu, 29 May 2008 18:09:08 +0200 did not reach the following recipient(s): osg-users@lists.openscenegraph.org on Thu, 29 May 2008 18:09:10 +0200 You do not have permission to send to this recipient. For assistance, contact your system administrator. korteweg.uva.nl #5.7.1 smtp;554 5.7.1 osg-users@lists.openscenegraph.org: Relay access denied from our local mail server. This seems to be a somewhat different message I'd expect for a disabled list. At least the list seems to be fixed now. Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Debugging example hangs in Cygwin and need some insight into cygwin_osgdb_osg.dll
Alberto Luaces wrote: This almost seems as if iot has something to do with the actually writing of the osg file when it writes the data and then something not terminating as it should. I think this could be a non-valid example, because osgDB::DynamicLibrary on UNIX (including Cygwin) only loads symbols when needed (it opens them with the RTLD_LAZY specifier), so the OSG's plugin register could realize the mismatch before trying to load any symbols from the DLL. Alberto, I'm not sure I understand. Are you saying that even though the debug messages say that the dll was opened that there are still parts of the dll whcih have not been loaded and that it is within these areas (when they are finally loaded) that the interaction with cygwin causing the hang ultimately makes itself visible? Thus the simple fact of open and closing the dll does nothing that helps us unless we can get to the point of something occurring which causes the parts of the dll we need to be loaded. Not really sure how to ask what I wrote above so I hope you can understand what I am asking. bk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VPB: Non-geocentric spherical data set
Hey all, I have a couple questions about VPB. I've been playing around with it for about a month now, and have reached as far as I can go. After some help from here a month ago (thanks all) I spent some time digging through the source code to see what I could find and have reached about as far as I can go by myself. It appears that I am trying to do something that VPB does not support yet. I was hoping I could find a simple change to do what I want, but it doesn't appear to be that easy. Or at least, my mind couldn't get around the code enough to figure it out. Anyway, here are my questions/concerns: 1) I am trying to do a model of the Moon. I have data in PDS format that reads into GDAL just fine. I can run osgdem -l 1 -d foo.pds -o bar.ive and it works fine. If I peek at the resulting ive file, I can see it has a CoordinateSystemNode at the top with the right WKT in it. There is no Ellipsoid because the terrain is flat. And a quick look at the vertices seem to put them in the right area (uses moon radius, not Earth radius). But I really need to do a spherical model of the Moon, since I am doing Lander simulations and things like that matter. The only way I know to make a spherical terrain is to use the --geocentric command. After tracing all over the code, it appears that this forces VPB to use the WGS84 coordinate system, no matter what else I try. When the intermediate and destination coordinate systems are created, it automatically creates the default WGS84 coordinate system with appropriate Ellipsoids, no matter what the input data is. So no matter how I try, I always get an Earth-like Ellipsoid with WGS84 coordinate system in my output. Am I doing something wrong? Is there a command-line to indicate what I want the final coordinate system to be? I have a WKT for the moon. Is there a way to force that? I tried entering that WKT in, but it was never used for creating the intermediate and destination data sets. 2) My data is in a Polar Stereographic projection, rather than a cylindrical type projection. Which means that the center of the image is the North (or South) Pole. Lat lines radially extend from the center and Lon-lines are concentric rings around the center. When I use this on for a --geocentric data set, it shows up as a partial wedge or orange slice from the north pole to about 75 degrees North. It appears to me that it is being treated like a cylindrical projection. I have not looked into this problem as much. Is this a GDAL issue? Where does the projection from a given pixel to a Lat-Lon happen? Anyway, thanks for the help. VPB is a pretty amazing piece of software. I've been able to do huge datasets quickly and easily, so I'm really excited to get it working on the Moon too. I appreciate any help. Paul Brewster Data Visualization and Analysis Lab NASA Langley Research Center ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with osgProducerViewer on new GeForce video cards
Hello, folks, Some time ago there was a discussion here about osgviewer rendering junk when running in multi-threaded mode on newer GeForce video cards and multi-core CPUs. One solution was to use single-threaded mode instead. This works on my own Windows XP box as well, but when I tried osgProducerViewer, it seems to render junk regardless of what threading mode I'm using. I tried setting the environmental variable OSG_CAMERA_THREADING to SingleThreaded to make it run in single threaded mode. At least that's what I think as the way to turn the producer viewer into single-threaded mode. Has anybody encountered this as well? Found solutions? My set up has a Intel Core2 Quad Q9300 and two GeForce 9800GX2 cards, although right now there are only two displays connected to a single video card. Cheers, Yefei ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with osgProducerViewer on new GeForce videocards
Hi Yefei, I can't offer any insight into the multi-cpu issue, but I think the environment variable OSG_THREADING is the one that you want to use. -Justin -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yefei He Sent: Thursday, May 29, 2008 6:18 PM To: OSG Users Subject: [osg-users] Problem with osgProducerViewer on new GeForce videocards Hello, folks, Some time ago there was a discussion here about osgviewer rendering junk when running in multi-threaded mode on newer GeForce video cards and multi-core CPUs. One solution was to use single-threaded mode instead. This works on my own Windows XP box as well, but when I tried osgProducerViewer, it seems to render junk regardless of what threading mode I'm using. I tried setting the environmental variable OSG_CAMERA_THREADING to SingleThreaded to make it run in single threaded mode. At least that's what I think as the way to turn the producer viewer into single-threaded mode. Has anybody encountered this as well? Found solutions? My set up has a Intel Core2 Quad Q9300 and two GeForce 9800GX2 cards, although right now there are only two displays connected to a single video card. Cheers, Yefei ___ 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] osgDEM usage...
All, I've made an attempt in generating a database using my own height field and texture per the instructions located at http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem. So far, I have not had any luck in getting the height field to display correctly. The texture is present just fine but the terrain is either completely flat or is uncorrelated with the texture. This is the command I'm issuing to generate the terrain. osgdem --xx 90 --yy 90 -t n39_texture.tif --xx 90 --yy 90 -d n39_height_.tif -l 4 -v 0.1 -o myterrain.ive -a myterrain.osga The height field tif file comes from a 1 degree by 1 degree of DTED that is 3 arc second level 1, hence the reason for my spacing of 90 meters. If I increase the -v option scaling factor from 0.1 to 50, the terrain height shows up but it is totally uncorrelated with the texture. If anyone has any input on what I'm doing wrong or missing, it would be most appreciated if you could point it out. -Shayne smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CMake issue on RHEL 5
Hi, all, On Red Hat Enterprise 5 (update 2), I'm getting the following from CMake with the latest svn: CMake Error: PkgConfig_DIR is not set. It must be set to the directory containing PkgConfigConfig.cmake in order to use PkgConfig. This is with CMake 2.4.5 (the version that ships with RHEL 5). I checked out the 2.4.0 tag, and that one builds fine, so I'm guessing this came from the recent additions for the SVG plugin. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How can I archieve antialiasing in osg 2.4?
Hi, all I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or GL_POLYGON_SMOOTH something in it. The lines and edges of polygons in my scene are jagged( shown in the attachment ), so I'm trying to find some antialiasing way. I've tried the fllowed way which seemed helped nothing. 1) set the Mode of scene group with GL_MULTISAMPLE_ARB; 2) using osg:: DisplaySetting-insence()-setSampleNum( 4 or 8 or 16 ); 3) set the Attribute of scece root with osg::Hint or osg::MultiSample; all above occured nothing change of the jagged edges and lines. Could someone hits me a little? PS: I'm not using osgViewer::Viewer directly, I'm using osgUtil:: SceneView to render my scene and developing on VC 2003.net. 3x. 2008-05-30 Leeten attachment: problem.JPG___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I archieve antialiasing in osg 2.4?
Leeten wrote: Hi, all I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or GL_POLYGON_SMOOTH something in it. The lines and edges of polygons in my scene are jagged(shownin the attachment), so I'm trying to find some antialiasing way. I've tried the fllowed way which seemed helped nothing. 1) set theMode of scene group with GL_MULTISAMPLE_ARB; 2) using osg:: DisplaySetting-insence()-setSampleNum(4 or 8 or 16); 3) set the Attribute of scece root with osg::Hint or osg::MultiSample; all above occured nothing change of the jagged edges and lines. Could someone hits me a little? Your hardware has to support multisample anti-aliasing for the above code to work. What hardware are you running? (If we know what you have, we might be able to give you more specific help). Try looking in the display properties. If you've got Nvidia hardware, look in the Manage 3D Settings panel of Nvidia Control Panel and try changing the Antialiasing - Setting property. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Error in Viewer.Frame()
Using Windows XP, VS2005 debug, OSG 2.3.7. Getting an exception inviewer.frame(OSGSimTime); the first time through the render loop. Looking at the auto variable values, it appears that BoundingSphere has returned an error. I do call : terrainGroup-addChild(terrainNode); const osg::BoundingSphere bs = terrainNode-getBound(); but not in the actual render loop. Its value seem OK. The actual exception occurs in vector at this line here: _Myt operator++() {// preincrement _-- this line_ _SCL_SECURE_VALIDATE(this-_Mycont != NULL); _SCL_SECURE_VALIDATE_RANGE(_Myptr ((_Myvec *)(this-_Mycont))-_Mylast); ++_Myptr; return (*this); }- VStudio Auto variable values: _Mycont0x {_Myfirstiter=??? }const std::_Container_base * _MyfirstiterCXX0017: Error: symbol not found -this{_ptr=0x } std::_Vector_const_iteratorosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node * const -ptr{_ptr=0x }osg::ref_ptrosg::Node -_ptr0x {_initialBound={...} _computeBoundCallback={...} _boundingSphere={...} ...}osg::Node * +osg::Object{_name={...} _dataVariance=??? _userData={...} }osg::Object +_initialBound{_center={...} _radius=??? } osg::BoundingSphere +_computeBoundCallback{_ptr=??? } osg::ref_ptrosg::Node::ComputeBoundingSphereCallback -_boundingSphere{_center={...} _radius=??? } osg::BoundingSphere -_center{_v=0x004b }osg::Vec3f -_v0x004bfloat [3] [0]CXX0030: Error: expression cannot be evaluated [1]CXX0030: Error: expression cannot be evaluated [2]CXX0030: Error: expression cannot be evaluated _radiusCXX0030: Error: expression cannot be evaluated _boundingSphereComputedCXX0030: Error: expression cannot be evaluated _parents{_Myfirst=??? _Mylast=??? _Myend=??? } std::vectorosg::Group *,std::allocatorosg::Group * +_updateCallback{_ptr=??? }osg::ref_ptrosg::NodeCallback _numChildrenRequiringUpdateTraversalCXX0030: Error: expression cannot be evaluated +_eventCallback{_ptr=??? }osg::ref_ptrosg::NodeCallback _numChildrenRequiringEventTraversalCXX0030: Error: expression cannot be evaluated +_cullCallback{_ptr=??? }osg::ref_ptrosg::NodeCallback _cullingActiveCXX0030: Error: expression cannot be evaluated _numChildrenWithCullingDisabledCXX0030: Error: expression cannot be evaluated _numChildrenWithOccluderNodesCXX0030: Error: expression cannot be evaluated _nodeMaskCXX0030: Error: expression cannot be evaluated _descriptions{_Myfirst=??? _Mylast=??? _Myend=??? } std::vectorstd::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::allocatorstd::basic_stringchar,std::char_traitschar,std::allocatorchar +_stateset{_ptr=??? }osg::ref_ptrosg::StateSet Stack Trace : osg33-osgd.dll!std::_Vector_const_iteratorosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node ::operator++() Line 117 + 0x33 bytesC++ osg33-osgd.dll!std::_Vector_iteratorosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node ::operator++() Line 337C++ osg33-osgd.dll!osg::Group::traverse(osg::NodeVisitor nv={...}) Line 60 + 0x8 bytesC++ osg33-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 181 + 0x1c bytesC++ osg33-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::Node node={...}) Line 36 + 0xf bytesC++ osg33-osgd.dll!osg::NodeVisitor::apply(osg::Group node={...}) Line 236 + 0x22 bytesC++ osg33-osgd.dll!osg::Group::accept(osg::NodeVisitor nv={...}) Line 38 + 0x41 bytesC++ osg33-osgd.dll!osg::Group::traverse(osg::NodeVisitor nv={...}) Line 62 + 0x25 bytesC++ osg33-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 181 + 0x1c bytesC++ osg33-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::Node node={...}) Line 36 + 0xf bytesC++ osg33-osgd.dll!osg::NodeVisitor::apply(osg::Group node={...}) Line 236 + 0x22 bytesC++ osg33-osgd.dll!osg::NodeVisitor::apply(osg::Transform node={...}) Line 248 + 0x22 bytesC++ osg33-osgd.dll!osg::NodeVisitor::apply(osg::Camera node={...}) Line 249 + 0x22 bytesC++ osg33-osgd.dll!osg::Camera::accept(osg::NodeVisitor nv={...}) Line 46 + 0x41 bytesC++ osg33-osgUtild.dll!osgUtil::GLObjectsOperation::operator()(osg::GraphicsContext * context=0x033a6dc0) Line 174 + 0x2f bytesC++ osg33-osgd.dll!osg::GraphicsOperation::operator()(osg::Object * object=0x033a6dc0) Line 50 + 0x19 bytesC++ osg33-osgd.dll!osg::OperationThread::run() Line 413 + 0x26 bytes C++
Re: [osg-users] How can I archieve antialiasing in osg 2.4?
Hi, Jason Thanks for your answer. I use NV 8800GTS( is it weird ? ) and I have turned on all the options, but it changed nothing. And there is another clew I found. If I run the osg example osgViewer with --samples 8 my_scene_file, it seems more smooth. 2008-05-30 Leeten 发件人: Jason Daly 发送时间: 2008-05-30 10:06:44 收件人: OpenSceneGraph Users 抄送: 主题: Re: [osg-users] How can I archieve antialiasing in osg 2.4? Leeten wrote: Hi, all I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or GL_POLYGON_SMOOTH something in it. The lines and edges of polygons in my scene are jagged( shown in the attachment ), so I'm trying to find some antialiasing way. I've tried the fllowed way which seemed helped nothing. 1) set the Mode of scene group with GL_MULTISAMPLE_ARB; 2) using osg:: DisplaySetting-insence()-setSampleNum( 4 or 8 or 16 ); 3) set the Attribute of scece root with osg::Hint or osg::MultiSample; all above occured nothing change of the jagged edges and lines. Could someone hits me a little? Your hardware has to support multisample anti-aliasing for the above code to work. What hardware are you running? (If we know what you have, we might be able to give you more specific help). Try looking in the display properties. If you've got Nvidia hardware, look in the Manage 3D Settings panel of Nvidia Control Panel and try changing the Antialiasing - Setting property. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I archieve antialiasing in osg 2.4?
osgthirdpersonview turns on multisampling. Run it to see if your hardware is capable of multisampling. -Paul On May 29, 2008, at 7:05 PM, Leeten wrote: Hi, all I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or GL_POLYGON_SMOOTH something in it. The lines and edges of polygons in my scene are jagged( shown in the attachment ), so I'm trying to find some antialiasing way. I've tried the fllowed way which seemed helped nothing. 1) set the Mode of scene group with GL_MULTISAMPLE_ARB; 2) using osg:: DisplaySetting-insence()-setSampleNum( 4 or 8 or 16 ); 3) set the Attribute of scece root with osg::Hint or osg::MultiSample; all above occured nothing change of the jagged edges and lines. Could someone hits me a little? PS: I'm not using osgViewer::Viewer directly, I'm using osgUtil:: SceneView to render my scene and developing on VC 2003.net. 3x. 2008-05-30 Leeten problem.JPG___ 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] Error in Viewer.Frame()
1) If there was a call stack in that email, I missed it. 2) Does the problem occur on SVN head? 3) Can you post an .osg file that reproduces the problem in osgviewer? -Paul On May 29, 2008, at 8:40 PM, Mike Greene wrote: Using Windows XP, VS2005 debug, OSG 2.3.7. Getting an exception inviewer.frame(OSGSimTime); the first time through the render loop. Looking at the auto variable values, it appears that BoundingSphere has returned an error. I do call : terrainGroup-addChild(terrainNode); const osg::BoundingSphere bs = terrainNode-getBound(); but not in the actual render loop. Its value seem OK. The actual exception occurs in vector at this line here: _Myt operator++() {// preincrement -- this line _SCL_SECURE_VALIDATE(this-_Mycont != NULL); _SCL_SECURE_VALIDATE_RANGE(_Myptr ((_Myvec *)(this- _Mycont))-_Mylast); ++_Myptr; return (*this); }- VStudio Auto variable values: _Mycont0x {_Myfirstiter=??? }const std::_Container_base * _MyfirstiterCXX0017: Error: symbol not found -this{_ptr=0x } std ::_Vector_const_iterator osg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node * const -ptr{_ptr=0x }osg::ref_ptrosg::Node -_ptr0x {_initialBound={...} _computeBoundCallback={...} _boundingSphere={...} ...}osg::Node * +osg::Object{_name={...} _dataVariance=??? _userData={...} }osg::Object +_initialBound{_center={...} _radius=??? } osg::BoundingSphere +_computeBoundCallback{_ptr=??? } osg::ref_ptrosg::Node::ComputeBoundingSphereCallback -_boundingSphere{_center={...} _radius=??? } osg::BoundingSphere -_center{_v=0x004b }osg::Vec3f -_v0x004bfloat [3] [0]CXX0030: Error: expression cannot be evaluated [1]CXX0030: Error: expression cannot be evaluated [2]CXX0030: Error: expression cannot be evaluated _radiusCXX0030: Error: expression cannot be evaluated _boundingSphereComputedCXX0030: Error: expression cannot be evaluated _parents{_Myfirst=??? _Mylast=??? _Myend=??? } std::vectorosg::Group *,std::allocatorosg::Group * +_updateCallback{_ptr=??? } osg::ref_ptrosg::NodeCallback _numChildrenRequiringUpdateTraversalCXX0030: Error: expression cannot be evaluated +_eventCallback{_ptr=??? } osg::ref_ptrosg::NodeCallback _numChildrenRequiringEventTraversalCXX0030: Error: expression cannot be evaluated +_cullCallback{_ptr=??? } osg::ref_ptrosg::NodeCallback _cullingActiveCXX0030: Error: expression cannot be evaluated _numChildrenWithCullingDisabledCXX0030: Error: expression cannot be evaluated _numChildrenWithOccluderNodesCXX0030: Error: expression cannot be evaluated _nodeMaskCXX0030: Error: expression cannot be evaluated _descriptions{_Myfirst=??? _Mylast=??? _Myend=??? } std ::vector std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std ::allocator std::basic_stringchar,std::char_traitschar,std::allocatorchar +_stateset{_ptr=??? }osg::ref_ptrosg::StateSet Stack Trace : osg33-osgd.dll! std ::_Vector_const_iterator osg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node ::operator++() Line 117 + 0x33 bytesC++ osg33-osgd.dll! std ::_Vector_iterator osg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node ::operator++() Line 337C++ osg33-osgd.dll!osg::Group::traverse(osg::NodeVisitor nv={...}) Line 60 + 0x8 bytesC++ osg33-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 181 + 0x1c bytesC++ osg33-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::Node node={...}) Line 36 + 0xf bytesC++ osg33-osgd.dll!osg::NodeVisitor::apply(osg::Group node={...}) Line 236 + 0x22 bytesC++ osg33-osgd.dll!osg::Group::accept(osg::NodeVisitor nv={...}) Line 38 + 0x41 bytesC++ osg33-osgd.dll!osg::Group::traverse(osg::NodeVisitor nv={...}) Line 62 + 0x25 bytesC++ osg33-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 181 + 0x1c bytesC++ osg33-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::Node node={...}) Line 36 + 0xf bytesC++ osg33-osgd.dll!osg::NodeVisitor::apply(osg::Group node={...}) Line 236 + 0x22 bytesC++ osg33-osgd.dll!osg::NodeVisitor::apply(osg::Transform node={...}) Line 248 + 0x22 bytesC++ osg33-osgd.dll!osg::NodeVisitor::apply(osg::Camera node={...}) Line 249 + 0x22 bytesC++ osg33-osgd.dll!osg::Camera::accept(osg::NodeVisitor nv={...}) Line 46 + 0x41 bytesC++ osg33-osgUtild.dll!osgUtil::GLObjectsOperation::operator()
[osg-users] Loading OSG Models in OpenGL code
Hi, Is there any way, I could load an osg model, use some of the osg api functionalities in an opengl code and render it using opengl, not through osg as in osgviewerGLUT example. -- Siddharth Choudhary ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Realistic Explosions needed!
Hi Neusch, a technique that is often used in videogames is a mix of particle systems and animated sprites/texture. Usually you start by rendering an animated explosion using Maya or 3D Studio then the animation is exported as a set of textures which will be used later. In your simulation your explosion will be a billboard whose texture is animated using the previously rendered textures. To achieve a more realistic effect then you add one or more particle systems that simulate debris scattered around with its smoke trail and maybe a couple of small polygonal objects projected away from the explosion. By adding more animated billboards symultaneously with different pre-rendered explosions you can achieve quite impressive effects. Of course the final result of this technique depends on the skill of your Maya/3D Studio/Blender modeller. A variant of this technique is to procedurally generate your animated texture, you could start from a noise function or game-of-like kind of function or a more physically correct algorithm that simulates fire. You might also be interested in the Vulcan Demo by Hubert Nguyen from NVIDIA: http://http.developer.nvidia.com/GPUGems/gpugems_ch06.html Regards, Michele On Wed, May 28, 2008 at 2:40 PM, Neusch, Dominik, SDGE1 [EMAIL PROTECTED] wrote: Hi, I am just programming a special effects module that uses OpenSceneGraph. What I need is an explosion or explosion effect that looks as good and realistic as possible. First thing I tried was the osgParticle::ExplosionEffect. Its ok, but I need something that looks like the explosion on the image that I have attached to this mail. Next thing I tried was the Delta3D Particle Editor. The result was much better, but still not enough. It is very difficult to add fragments to the explosion that fly away with a smoke trail behind. For example is it not possible to add an emitter to the fragment. I also tried the OSG Exporter for 3ds max. But the exporter only exports spray and snow particle systems, and in my opinion it is not possible to design good looking explosions with that two particle systems. Furthermore the two particle systems were not exported correctly, so I gave it up. Is there another possibility to create realistic explosion effects with OSG? Or did somebody have success in exporting an explosion from 3ds max to OSG? Any ideas? Thanks, Dominic Neusch Dominic Neusch Diplomand EADS Defence Security System Design Center Germany - SDGE1 88039 Friedrichshafen - Deutschland Telephone: +49 (0) 7545 8-2686 Fax: +49 (0) 7545 8-9630 Email: mailto:[EMAIL PROTECTED] www.eads.com EADS Deutschland GmbH Registered Office: Ottobrunn District Court of Munich HRB 107 648 Chairman of the Supervisory Board: Dr. Thomas Enders Managing Directors: Dr. Stefan Zoller (chairman), Michael Hecht This E-mail and any attachment(s) to it are for the addressee's use only. It is strictly confidential and may contain legally privileged information. No confidentiality or privilege is waived or lost by any mistransmission. If you are not the intended addressee, then please delete it from your system and notify the sender immediateley. You are hereby notified that any use, disclosure, copying or any action taken in reliance on it is strictly prohibited and may be unlawful. - Thank you. Before printing this e-mail, think about our environmental responsibility ___ 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