[osg-users] osgUtil::Tessellator getting back new structure.

2008-08-25 Thread I-Misra, Abhay
Hi Every one,

   I am using osgUtil::Tessellator to tessellate a few polygons. However
I don't want to use the viewer to draw them. I just want the vertices of
the new structure returned. 

I am using the following options


gtess-setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY);
gtess-setBoundaryOnly(true);
gtess-setWindingType(
osgUtil::Tessellator::TESS_WINDING_POSITIVE)


After running 

retessellatePolygons()


How do I access the vertices of the new structure. I have tried
getPrimList, but seem to be getting a few points that are way off.

Thanks,
Abhay
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[osg-users] OSG plugin for SEDRIS data

2008-08-25 Thread Neusch, Dominik
Hi,
 
has someone of you already implemented a OSG plugin to load SEDRIS data?

 
Thanks, 
 
Dominik
 
 
 
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Re: [osg-users] ODE Trimesh with OSG ?

2008-08-25 Thread Mattias Helsing
Hi Carlos,

I havn't got to osg::TriMesh (yet( so you'll have to dig the source on that.

I wrote terrain nodetree, so could be anything from flt to ive to
3ds, i.e the algo the I described need only vertices and drawables.

I dont' know what your software will eventually do, and you may need
the osg::TriMesh (and perhaps we should to). However - osg::TriMesh is
not ode::TriMesh even though they may be easily converted to one
another. If you need ode you will need to convert whatever
datastructure you have to ode:dVector array to create a trimesh in
ode.

regards
Mattias

regards

On 8/22/08, Carlos Sanches [EMAIL PROTECTED] wrote:
 I said terrain but I want to load a object from 3DMAX  and do collision if
 trimesh in ODE.


 First ,I m trying to understand how to transform my object that I read like
 a .ive file in a osg::TriMesh .
 May you explain me ?



 On Mon, Aug 18, 2008 at 4:06 AM, Mattias Helsing [EMAIL PROTECTED]wrote:

 Hello Carlos!

 We use a TriangleRecorder (it's a NodeVisitor) and applies that to our
 terrain nodetree. It records vertices and triangles on all drawables.
 We then memcpy those into ode::dVector3[numVertices] (vertices) and
 int[3*numTriangles] (triangles). Then run

 dGeomTriMeshDataBuildSimple(
 and
 dCreateTriMesh

 unfortunately a cannot publish any code. I once had a plan to
 implement this better in my spare time but haven't got around to it
 yet. Yuo might watn to look at Delta3d since I know that they
 integrate ode with osg. I haven't looked at ode code in Delta3d myself
 but I'm sure it fine.

 Also:
  * the above simple description doesn't mention dynamic(paged) terrain
 so you may need to think about that.
  * Some of the terrains we have tried have been simplified, i.e. some
 trianles are very large, and ode seems to have problems with that.

 hope this helps
 Mattias


 On 8/18/08, Carlos Sanches [EMAIL PROTECTED] wrote:
  Hi!
  I m doing collisions using ODE with OSG and this is very cool, but , I
 want
  to do a deformed ground with some triangles in 3DSMAX for example. I
  know
  that I have to use trimesh but how do I have to load the object ground
 that
  ODE understand ??
 
  Have anybody an example using trimesh ??
 
  Thank you!
 
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 --
 Carlos Sanches
 Analista de Sistemas e computação gráfica
 Tel: 55 11 3816 2888
 Cel: 55 11 9650 7137

 Somar Meteorologia
 www.somarmeteorologia.com.br

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Re: [osg-users] How to Monitor VideoMemory usage

2008-08-25 Thread Lionel Lagarde

try
http://nuclearplayground.com/NuclearPlayground/MemStatus/content.php


Jason Daly wrote:

Bob Balfour wrote:

I've used RivaTuner to monitor video memory usage on WinXP, but it
doesn't do it on Vista (it says due to Vista's virtualization of video
memory?).  Does anyone know of a way to monitor video memory usage on
WinVista?  I have a very choppy scene (using quad-core HP, 2 Nvidia
GTX8800, Vista, multi-thread OSG2.4-based app), and I suspect its due to
texture overload.  Whatever Vista is virtualizing didn't seem to help!
  


You probably need something like gDEBugger that can talk to the video 
card's performance counters directly.  Unfortunately, it isn't free, 
but you can get a free 30-day trial to see if it works for what you're 
trying to do.


--J

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Re: [osg-users] AutoTransform and SMALL_FEATURE_CULLING

2008-08-25 Thread Robert Osfield
Hi Sherman,

I don't think your code is in error, nor that AutoTransform or small
feature culling is in error, rather it's unfortunately chicken and the
egg which came first? type dependency.

The ways to break the culling of custom node in the first frame would be:

   To switch off small feature culling or set its value very low.

   To override the computeBound() of the AutoTransform so that it
returns an invalid bounding sphere for
   the first frame till its been through the cull traversal once, once
its been set correct then let the
   bounding sphere be computed correctly.

   To override the computeBound() of the AutoTransform so that it
returns an large default bounding sphere
   for the first frame till its been through the cull traversal once,
once its been set correct then let the
   bounding box be computed correctly.

The two later solutions could possibly be rolled into AutoTransform itself.

Robert.

On Mon, Aug 25, 2008 at 2:53 AM, sherman wilcox
[EMAIL PROTECTED] wrote:
 I've attached a small demo app that illustrates an issue I've
 discovered (known?) with AutoTransform nodes and small feature
 culling. Briefly summarized, if I add a custom AutoTransform node (see
 code for trivial example) to the scenegraph just under the root node
 everything seems fine, with or without small feature culling enabled.
 However, if I add this AutoTransform node as a member of a osg::Group
 and then add the group to the scenegraph then this node's accept
 function no longer is called after the first traversal if small
 feature culling is enabled. However, if I disable small feature
 culling all is well.

 Is this a bug or am I doing something wrong?

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Re: [osg-users] How to hide a RTT camera's clear color

2008-08-25 Thread Robert Osfield
Hi Coz,

If your RTT is set up correctly, then It might be simply that the
texturing you are using in your shaders of your main scene graph (that
uses the RTT textures) aren't doing what you want.  From your texture
it does kinda sound like your aren't using texturing though...  There
is so much unsaid about your setup I can't really guess what might be
up.

Robert.

On Mon, Aug 25, 2008 at 3:18 AM, Eduardo Alberto Hernández Muñoz
[EMAIL PROTECTED] wrote:
 Hi again,

 I have already set my RTT color buffer as RGBA; the texture attached
 to the camera is an osg::TextureCubeMap that I'm setting it up with

texture-setInternalFormat( GL_RGBA );
texture-setSourceFormat( GL_RGBA );
texture-setSourceType( GL_FLOAT );

 and using

std::cerr 
 _Cameras[i]-getBufferAttachmentMap()[osg::Camera::COLOR_BUFFER]._internalFormat
  std::endl;

 prints GL_RGBA. I have already set the camera's clear color to an
 alpha of 0 with

osg::Vec4 color ( 0.0, 1.0, 0.0, 0.0 );
cam-setClearColor( color);

 I have also tried

cam-attach( osg::Camera::COLOR_BUFFER, GL_RGBA );

 Before attaching my texture, but probably this isn't related.

  -Coz


 You'll need to make sure that the clear colour has an alpha of 0, and
 that you RTT cololur buffer is RGBA.

 [...]

 I have a RTT camera for cube mapped reflections; it now works well,
 except that I want to show only the reflected objects, not the clear
 color, when applied to an object; I have tried using the clear color's
 alpha with TexEnv, TexEnvCombine and AlphaFunc but I never got the
 result I wanted.

 Any pushes in the right direction?
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Re: [osg-users] osgText - size is half of font resolution

2008-08-25 Thread David Callu
Hi Sherman,


I download the FontForge http://fontforge.sourceforge.net/ editor on
sourceforge.
When I examine a Glyph of arial.ttf font with a size of 12 :
   - A, there are 9 line for the glyph and 3 blank line under.
   - a, there are 2 blank line on the top, 7 line for the glyph and 3
blank line under.
   - q, there are 2 blank line on the top, 10 line for the glyph.

My conclusion is when you specify a size for a font,
this ensure that all glyph of the font have a height lesser to the specified
size.
But the place of the glyph is for someone largely over the base line ( for
example `),
and for other under the base line, _. So all the height is used by the
font.

Other source:
In Qt documentation, for a given Font, height is equal to ascend of this
Font
(space over the base line) + descend of this Font (space under the base
line)
+ 1 ( for the base line) pixels.






try attached example,

I take your code and adapt it in a main function.
I print text with height equal to the screen height
(1024 for me, modify the SCREEN_SIZE in file
osgtext_sherman2 : l.11 if you need). When the text is
display in fullscreen, you are sure that all text have
a height less or equal to the screen height,
many time the glyph height is half of the screen
height, but for some glyph ( for example the | or $ glyph)
 the height is 3/4 of the screen height.



HTH
David Callu










2008/8/22 sherman wilcox [EMAIL PROTECTED]

 Can someone explain why the code below consistently produces text that
 is half the height specified? If I render this text, take a screenshot
 and measure the height of the text ABC in a paint program it will
 measure up as approximately 64 pixels tall for a character size /
 resolution of 128. I change the 128 to 256, the text will then
 measures 128 and so on. Always measures half of what I specify. Should
 this not render text that is approximately 128 pixels in height? I
 understand that the characters won't be exactly the width/height I
 specify, but half? Is this a bug or what?

 {
osg::Vec3d pos(osg::DegreesToRadians(someLat),
 osg::DegreesToRadians(someLon), 0);
ellipsoidModel-convertLatLongHeightToXYZ(pos[0], pos[1], pos[2],
 pos[0], pos[1], pos[2]);
osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform();
mt-setMatrix(osg::Matrix::identity());
mt-setMatrix(osg::Matrix::translate(pos));

osg::ref_ptrosgText::Text text = new osgText::Text;
text-setFont(Arial.ttf);
osgText::Text::BackdropType type = osgText::Text::OUTLINE;
text-setBackdropType(type);
text-setColor(osg::Vec4(1,1,1,1));
text-setBackdropColor(osg::Vec4(0,0,0,1));
text-setAlignment(osgText::TextBase::CENTER_CENTER);
text-setAutoRotateToScreen(true);
text-setText(ABC);
text-setCharacterSizeMode( osgText::TextBase::SCREEN_COORDS );
text-setCharacterSize(128);
text-setFontResolution(128, 128);


osg::ref_ptrosg::Geode geode = new osg::Geode();
geode-addDrawable(text.get());

mt-addChild(geode.get());
mt-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,
 osg::StateAttribute::OFF);
root-addChild(mt.get());
  }
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#include osg/Geode
#include osg/MatrixTransform
#include osgText/Text
#include osgGA/TrackballManipulator
#include osgGA/StateSetManipulator
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers

//#include 

#define SCREEN_SIZE 1024

int main()
{
osgViewer::Viewer viewer;
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()-getOrCreateStateSet()) );
viewer.addEventHandler(new osgViewer::WindowSizeHandler);
viewer.addEventHandler(new osgViewer::StatsHandler);


 

osg::ref_ptrosgText::Text text = new osgText::Text;
text-setFont(arial.ttf);
text-setBackdropType(osgText::Text::OUTLINE);
text-setColor(osg::Vec4(1, 1, 1, 1));
text-setBackdropColor(osg::Vec4(0, 0, 0, 1));
text-setAlignment(osgText::TextBase::CENTER_CENTER);
text-setAutoRotateToScreen(true);
text-setText(!\#$%'()*+,-./123456789:;=[EMAIL PROTECTED]|}~);
text-setCharacterSizeMode(osgText::TextBase::SCREEN_COORDS);
text-setCharacterSize(SCREEN_SIZE);
text-setFontResolution(SCREEN_SIZE, SCREEN_SIZE);

osg::ref_ptrosg::Geode geode(new osg::Geode());
geode-addDrawable(text.get());

osg::ref_ptrosg::Group root = new osg::Group();
root-addChild(geode.get());
root-getOrCreateStateSet()-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);

viewer.setSceneData(root.get() );
viewer.setThreadSafeReferenceCounting(true);
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);

viewer.realize();

while (viewer.done() == false)
{
viewer.frame();
}

return 0;
}

[osg-users] Getting current eyepoint

2008-08-25 Thread Bob Balfour
I have an update callback that needs the current frames (i.e. the one 
that's about to be rendered with the cull/draw traversals to follow) 
eyepoint.  When I used the camera's view matrix, I seemed to be getting 
last frame's eyepoint - it hadn't been updated yet?  When I changed my 
update callback to use the current matrix manipulator (fly,drive,etc) 
eyepoint, which had already been updated in the event traversal, I now 
got this frame's current eyepoint.  Making my update callback a cull 
callback using the camera view matrix also worked.


Is there a good way to get the current, updated eyepoint in an update 
callback?  When does the camera view matrix become current?


Thanks.

Bob.

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Re: [osg-users] Getting current eyepoint

2008-08-25 Thread Robert Osfield
Hi Bob,

The default setting of the view matrix is done at the end of
Viewer::updateTraversal(), after the update visitor runs through the
scene graph calling update callbacks.  This is done so that any camera
manipulators that track nodes can set themselves correctly.

In your case you are looking for the camera position before its been
set so in effect you only have the previous frames value.  To get the
correct value in an update callback you'll need to either dispense
with using camera manipulators and set the view matrix yourself, or
override the updateTraversal() so that the camera manipulators are set
before the update traversal.  The updateTraversal() method is
deliberately written as a virtual function to allow you to customize
it in such a way.

Robert.

On Mon, Aug 25, 2008 at 2:49 PM, Bob Balfour [EMAIL PROTECTED] wrote:
 I have an update callback that needs the current frames (i.e. the one that's
 about to be rendered with the cull/draw traversals to follow) eyepoint.
  When I used the camera's view matrix, I seemed to be getting last frame's
 eyepoint - it hadn't been updated yet?  When I changed my update callback to
 use the current matrix manipulator (fly,drive,etc) eyepoint, which had
 already been updated in the event traversal, I now got this frame's current
 eyepoint.  Making my update callback a cull callback using the camera view
 matrix also worked.

 Is there a good way to get the current, updated eyepoint in an update
 callback?  When does the camera view matrix become current?

 Thanks.

 Bob.

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[osg-users] matrix concept - newbie

2008-08-25 Thread ami guru
Hello forum,

Quite new to this rendering system.

I would like to know which file does contain the mapping of the OSG
matrix(2D) to the OpenGL matrix(1D) in the Source?


Regards
Sajjad
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Re: [osg-users] matrix concept - newbie

2008-08-25 Thread Robert Osfield
Hi Sajjad,

The OSG only has 4x4 Matrix classes, OpenGL itself also just has 4x4
matrices, save for some specific uniforms that have 4x3 matrices.
There are no 2D or 1D matrices in either the OSG or OpenGL.

Could you please explain what you are trying to achieve, then perhaps
others will be able to point you in the right direction.

Robert.

On Mon, Aug 25, 2008 at 4:20 PM, ami guru [EMAIL PROTECTED] wrote:
 Hello forum,

 Quite new to this rendering system.

 I would like to know which file does contain the mapping of the OSG
 matrix(2D) to the OpenGL matrix(1D) in the Source?


 Regards
 Sajjad

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Re: [osg-users] matrix concept - newbie

2008-08-25 Thread Gerrick Bivins
Sounds like he is referring to how OpenGL stores the matrices, as a 1d array
of 16 elements, while OSG stores them as a 2d array of 4x4.
biv


On 8/25/08 10:43 AM, Robert Osfield [EMAIL PROTECTED] wrote:

 Hi Sajjad,
 
 The OSG only has 4x4 Matrix classes, OpenGL itself also just has 4x4
 matrices, save for some specific uniforms that have 4x3 matrices.
 There are no 2D or 1D matrices in either the OSG or OpenGL.
 
 Could you please explain what you are trying to achieve, then perhaps
 others will be able to point you in the right direction.
 
 Robert.
 
 On Mon, Aug 25, 2008 at 4:20 PM, ami guru [EMAIL PROTECTED] wrote:
 Hello forum,
 
 Quite new to this rendering system.
 
 I would like to know which file does contain the mapping of the OSG
 matrix(2D) to the OpenGL matrix(1D) in the Source?
 
 
 Regards
 Sajjad
 
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[osg-users] Geometry Instancing

2008-08-25 Thread GMD GammerMaxyandex.ru
How should I make visualization of many objects-links (Geometry Instancing)?
How can I use extetion OpenGL EXT_draw_instanced for that?
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[osg-users] QUAD_BUFFER stereo in embedded window

2008-08-25 Thread Yanling Liu
Hi, I was trying to enable QUAD_BUFFER stereo in my OSG based application
but failed. OSG reports error message saying error reported in OpenGL after
Renderbin:draw().

I am using osgViewer::setUpViewerAsEmbeddedInWindow() to use OSG with
fox-toolkit:

//parepare fox OpenGL canvas
m_pGLVisual = new FXGLVisual(getApp(), VISUAL_DOUBLEBUFFER|VISUAL_BEST);
m_pGLCanvas = new FXGLCanvas(pGLFrame, m_pGLVisual, this, ID_CANVAS,
LAYOUT_FILL);

//create osgViewer object and enable stereo
m_pGLCanvas-makeCurrent();

// create the view of the scene.
m_osgViewer = new osgViewer::Viewer;
m_osgGraphicsWindow =
m_osgViewer-setUpViewerAsEmbeddedInWindow(0,0,4,3);
m_osgViewer-setCameraManipulator(new osgGA::TrackballManipulator);
m_osgViewer-addEventHandler(new osgViewer::StatsHandler);
m_osgViewer-getCamera()-setClearColor(osg::Vec4f(1.0f, 1.0f, 1.0f,
1.0f));

osg::DisplaySettings* pDS = new osg::DisplaySettings;
pDS-setStereo(true);
pDS-setStereoType(osg::DisplaySettings::QUAD_BUFFER);
m_osgViewer-setDisplaySettings(pDS);

m_osgViewer-realize();

m_osgGraphicsWindow-resized(m_pGLCanvas-getX(), m_pGLCanvas-getY(),
m_pGLCanvas-getWidth(), m_pGLCanvas-getHeight());
m_osgGraphicsWindow-getEventQueue()-windowResize(
m_pGLCanvas-getX(), m_pGLCanvas-getY(), m_pGLCanvas-getWidth(),
m_pGLCanvas-getHeight());

m_pGLCanvas-makeNonCurrent();

Any help on this? Maybe this is not the correct way to osgViewer with
stereo? Or should I use osgViewer in its own window in order to enable
QUAD_BUFFER stereo? I can pass --stereo QUAD_BUFFER to the osgViewer
application to enable stereo on my machine. So it must be something wrong in
my code:(

Many thanks,
Yanling
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Re: [osg-users] FLT writer and PositionAttitudeTransform

2008-08-25 Thread Argentieri, John-P63223
Paul,
 
Thanks a million for taking care of this for all of us. 
 
Sincerely,
 
John




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Friday, August 22, 2008 1:19 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] FLT writer and PositionAttitudeTransform


There is shared code for all the Transforms that depends on a Matrix
representation, and it appears that the code for converting the
PositionAttitudeTransform to a Matrix is bogus. I'm working on a fix and
should post it shortly.
   -Paul
 




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Thursday, August 21, 2008 7:50 AM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] FLT writer and
PositionAttitudeTransform


Paul,
 
The attached file demonstrates the bug with
PositionAttitudeTransform if you convert it to FLT. View it in wireframe
to see the problem.
 
John



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Wednesday, August 20, 2008 10:03 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] FLT writer and
PositionAttitudeTransform


Sounds like a bug. You can fix it yourself and submit a change,
or post a .osg file that can be ran through osgconv to repro the issue.
I'll add it to my queue, or maybe someone else will chip in and fix it.
I do recall PAT was someone difficult to support during FLT export.
   -Paul
 




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Wednesday, August 20, 2008 3:00 PM
To: [EMAIL PROTECTED]
Subject: [osg-users] FLT writer and
PositionAttitudeTransform



All, 

I've built a little cube and placed it on the surface of
a big square using PositionAttitudeTransform. 

No surprise that this works great during runtime in OSG
2.6. 

Then, I make a call to osgDB::writeNodeFile and save it
as both IVE and FLT. 
In the IVE file, it looks just like it did during
runtime. 
BUT, in the FLT file, it looks like it breaks the order
of rotate/translate operations and flops the little cube way off the
surface of the big square.

Any thoughts? 

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

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Re: [osg-users] matrix concept - newbie

2008-08-25 Thread ami guru
Hi

I am going the the quick starter guide and also  the Math Link in the
website where Robert and Don explained some issues related to matrix.

At some point it is specified that the pre-multiplication style matrix
operation are the opposite of  what we usually find in OpenGL
documentation.

I would like find out how it is happening.

As it says that OpenGL notation produces the same result because opengl's
post-multiplication notation with column-major matrices is
equivalent to osg's pre-multiplication style operators row-major matrices.


I would like to understand how and where is that equivalent.

It will be nice if you kindly locate me to them.


Regards
Sajjad




On Mon, Aug 25, 2008 at 5:56 PM, Gerrick Bivins [EMAIL PROTECTED]
 wrote:

 Sounds like he is referring to how OpenGL stores the matrices, as a 1d
 array
 of 16 elements, while OSG stores them as a 2d array of 4x4.
 biv


 On 8/25/08 10:43 AM, Robert Osfield [EMAIL PROTECTED] wrote:

  Hi Sajjad,
 
  The OSG only has 4x4 Matrix classes, OpenGL itself also just has 4x4
  matrices, save for some specific uniforms that have 4x3 matrices.
  There are no 2D or 1D matrices in either the OSG or OpenGL.
 
  Could you please explain what you are trying to achieve, then perhaps
  others will be able to point you in the right direction.
 
  Robert.
 
  On Mon, Aug 25, 2008 at 4:20 PM, ami guru [EMAIL PROTECTED] wrote:
  Hello forum,
 
  Quite new to this rendering system.
 
  I would like to know which file does contain the mapping of the OSG
  matrix(2D) to the OpenGL matrix(1D) in the Source?
 
 
  Regards
  Sajjad
 
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Re: [osg-users] Model orientation after using 'osgconv'

2008-08-25 Thread Martin Spott
Paul Melis wrote:
 Martin Spott wrote:

  FlightGear typically uses the AC3D format for drawing aircraft models
  and scenery buildings. This works quite nicely - this is one of our
  usual eye-catchers:
 
http://foxtrot.mgras.net/bitmap/FGFS/ggb-ac.png
[...]
http://foxtrot.mgras.net/bitmap/FGFS/ggb-ive.png

 Oops :)
 
 When I load your model in .ac format together with axes.osg the Golden 
 Gate's road is along the Z axis, with the Y axis pointing up.
 Is that what you expect?

Now, finally the secret behind the funny behaviour was disclosed to me
- and it's so bizarre that I'd like to share it with you:
The AC3D loader in OSG works properly - obviously. But FlightGear has
to switch the orientation when loading AC3D models in order to comply
with the mis-behaviour of the formerly used AC3D loader in PLIB.
Instead, for all the other file formats, FlightGear relies on proper
orientation - which is why the Golden Gate bridge looks so strange when
converted into .ive

Oh man   ;-)
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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[osg-users] PageLOD Terrain Database

2008-08-25 Thread Pablo Perez
Hi,

I have built a PageLOD terrain database with osgdem and now I want to modify
osgviewer to add diferents images for each terrain tile and LOD. I try to
add a texture2D to the root-getChild Node but only can see the texture2D in
the areas  where there aren´t terrain images.
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