[osg-users] Choice of body-specific coordinate system origin by dae (COLLADA) reader

2009-01-15 Thread Fabian Aichele
Hello, osg-users! I have a question regarding the choice of the body-specific coordinate system made by the COLLADA reader (daeReader/Writer in osgDB). When I import a geometry from a COLLADA document, the osgDB plugin returns a osg::Group that contains the nodes declared in the COLLADA

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Ahmed Nawar
Dear All, I used OpenTissue for some physics simulation application with osg for rendering. Vista.bibalex.org As i red the PAL will support OpenTissue sooner. I think the multi threading is a must, it is the future, because we must use all of our cores specialty in such heave application.

Re: [osg-users] Long-standing Particle System File loading IO performance trouble

2009-01-15 Thread Robert Osfield
Hi David, I'm kinda surprised that you are using an external file for particle effects, this really isn't how I'd tackle it. Is there are reason why you aren't just creating the required particle system programmatically? Robert. On Wed, Jan 14, 2009 at 9:13 PM, David Guthrie

Re: [osg-users] altitude terrain shading...

2009-01-15 Thread Robert Osfield
Hi Shayne, The standard way to do this would be to use a Texture1D for the colour banding and TexGenNode to compute the tex coords for you. See the osgtexture1D example. Robert. On Wed, Jan 14, 2009 at 10:42 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:

Re: [osg-users] OT: but Qt goes LPGL...

2009-01-15 Thread Robert Osfield
Hi Colin, On Thu, Jan 15, 2009 at 12:33 AM, co...@mve.com wrote: Not sure if anybody has alraedy posted this but Several yesterday posts already spread the news, but they were embedded in another thread so not surprising you missed them. today Nokia announced that as of Qt 4.5 (March) Qt in

Re: [osg-users] DatabasePager failed when loading ive with outside image

2009-01-15 Thread Rick Appleton
Sorry for the delays, but here I am. Robert, I've not been able to test my issue with the Registry turned off. It simple takes too long and a non-variable amount of time to see if that would avoid the issue. We were getting the crash when running for anything between 2 and 24 hours. As far as

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Robert Osfield
Hi Sukender, On Wed, Jan 14, 2009 at 8:59 PM, Sukender suky0...@free.fr wrote: Well, multithreading *is* an issue, but we need to address the problem. I guess the order of steps would be: - When it is time to update the physics, run the physics update traversal (say PUT) in a physics thread

Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2009-01-15 Thread Johan Nouvel
Hi all, We already have a ReaderWriter using zlib, reading from stream and from file, writing to file. But we compile it with our Makefile system, not with CMake. I can post the source right now, if someone have time to do the OSG CMake part. Cheers, Johan. Robert Osfield a écrit : Hi

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
(coninued...) I forgot to mention a thing about interpolating. Yes, this could be a nice idea to interpolate (or extrapolate) data, but I think this is a great risk for something that may not be very useful for common physics usage. I belive that realtime engines generally run at something

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
Hi Paul, I'm not really sure the framerate would suffer. Actually this is what I do in my engine (I use ODE). There is absolutely no problem running 3 physics steps and then one display step. Of course this would depend on the complexity of the scene! Anyway, as explained in another post, I

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
(coninued again... sorry for posting multiple times!) I got a problem about using a kind of ThreadSafeMatrixTransform... What if object 1 is updated, but not object 2 when display update traversal (DUT) happens? Well we would see inconsistencies (like interpenetrations) too... So I'm wondering

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
Hi Ahmed, I think the multi threading is a must [...] 100% agreed :) I used an idea such as Sukender one but with out locking any thread. This because I have one thread(physics) put data in a shared memory and one thread (OSG) read this data. Is it like a ThreadSafeMatrixTransform? What

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Ahmed Nawar
Hi Sukender, What happens if OSG updates the scene while the physics do the same??? In my case i will have some of the nodes with time t and some with t-1. but this will be fixed in almost the second osg frame ( osg is much more fast than physics) and because osg scene graph is separated from

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
Hi Robert, So, to avoid having two objects updated with 2 different time stamps, is it ok if I: - Fill matrix buffers with physics timestamped matrices (PUT - physics thread) - Update in a batch all the display matrices from the latest timestamp that is available over all buffers (display

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
Hi Ahmed, In my case i will have some of the nodes with time t and some with t-1. This may be not a problem with OpenTissue, but may be one for other engines. I think we should adress that problem. 2- what we want is a conversion from OSG scene node to PAL. this conversion will be done in

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Robert Osfield
Hi Sukender, On Thu, Jan 15, 2009 at 12:06 PM, Sukender suky0...@free.fr wrote: So, to avoid having two objects updated with 2 different time stamps, is it ok if I: - Fill matrix buffers with physics timestamped matrices (PUT - physics thread) - Update in a batch all the display matrices

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Robert Osfield
Hi Sukender, On Thu, Jan 15, 2009 at 10:48 AM, Sukender suky0...@free.fr wrote: I like your idea. I'm not a threading expert, but won't this cost much? I mean locking/unlocking is quite expensive, as far as I know, and depending on the number of matrices to lock, this could cost much. Anyway

Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2009-01-15 Thread Johan Nouvel
Hi Robert, Unfortunately our plugin read only .gz file, not .zip nor .tar.gz. I didn't know about osg 2.7 .gz plugin, we always use osg 1.2. We hope to upgrade to 2.X in the next months, and I will closer look at CMake in the same time. Regards, Johan. Robert Osfield a écrit : Hi Johan,

[osg-users] osgAL + latest OSG SVN

2009-01-15 Thread Alexandre Amalric
Hi osg-users, I recently downloaded latest svn version from osg and osgAL but I don't succeed to compile osgAL svn with OSG svn. There is an error about fstream, because of including osgDB::FileUtils in SoundManager.cpp. Has anyone tried to compile latest osgAL (svn) with latest OSG (svn) ? --

Re: [osg-users] osgAL + latest OSG SVN

2009-01-15 Thread Sukender
Hi Alexandre, Did you also try the latest osgAL SVN ( https://osgal.svn.sourceforge.net/svnroot/osgal )? It works fine for me, using OpenAL-Soft, WinXP SP3, MSVC8, in Debug. Please not that there is a new CMake build system that you should (must?) use. Sukender, also working on osgAL PVLE -

Re: [osg-users] ANN: osgSWIG/Py available

2009-01-15 Thread R Fritz
osgswig only works with Windows Python 2.6--if pygtk works in that environment, try it there. There's a lot of apps, btw, that doesn't work with Windows Python 2.6, because VS 2008 is needed to build plugins for it--there is no numpy, for instance. Beware. Randolph On Jan 14, 2009, at

Re: [osg-users] rendering ive model (shaders)

2009-01-15 Thread Ümit Uzun
Hi Selman Abi, Firsty if you have textures in your hand seperatly you can use this code to send textures in uniform variable, // Create a texture object osg::Texture2D * normal = new osg::Texture2D; normal-setImage( osgDB::readImageFile( XXX ) ); normal-setWrap( osg::Texture2D::WRAP_S,

Re: [osg-users] osgAL + latest OSG SVN

2009-01-15 Thread Alexandre Amalric
Hi Sukender, I already downloaded the latest osgAL SVN ( https://osgal.svn.sourceforge.net/svnroot/osgal ) with the latest osg SVN version. I use the new CMAKE build system. Maybe am I missig an hidden parameter ;-) When I use osgAL 0.6.1 with OSG 2.6.0 it works fine, no errors about some

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
Hi Robert, hi all, Robert, I didn't say it before, but thanks for giving us your thoughts/ideas. So there is, IMO, 3 viable solutions: 1. A simple thread safe matrix transform. Benefits: Simple and fast. Drawbacks: You may have t and t-1 matrices. Can't do interpolations/extraploations. That

Re: [osg-users] osgAL + latest OSG SVN

2009-01-15 Thread Sukender
Undefined base class??? That sounds very strange. If you find the reason, that may help others. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 15 Jan 2009 15:41:54 +0100, Alexandre Amalric alex.pix...@gmail.com a écrit: Hi Sukender, I already

Re: [osg-users] osgAL + latest OSG SVN

2009-01-15 Thread Jean-Sébastien Guay
Bonjour Alexandre, Erreur1error C2504: 'std::basic_fstream_Elem,_Traits' : classe de base non définieC:\Program Files\OpenSceneGraph\include\OsgDB\fstream31 That's in fact a compile error in OSG, not related to osgAL in any way. What compiler/platform are you using? Is

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Wang Rui
Hi Sukender, hi all, I would first introduce the implementation of osgPhysics at present: 1. Create a World (derived from Group) instance. 2. Create some RigidActor (derived from Transform) instances and add them as the World's children. 3. While the simulation running, the World will have a

Re: [osg-users] Vertex list indexing into another vertex list?

2009-01-15 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
This would be a simplified (although not useful) example of the data: Primary_vertex[0] = { 1.0, 1.0, 1.0 }; Secondary_vertex[0] = 0; // Index into primary_vertex list Secondary_vertex[1] = 0; // Index into primary_vertex list TexCoord[0] = { 0.0, 0.0 }; // Texture coord for Secondary_vertex[0]

Re: [osg-users] altitude terrain shading...

2009-01-15 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks to everyone that responded to my inquiry. I'll try the TexGen approach first and then do a shader at a later time... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent:

Re: [osg-users] altitude terrain shading...

2009-01-15 Thread Tomlinson, Gordon
With the Shader approach you still typically use a 1d texture, but can have good control of what color a pixel gets and you can place palettes in the texture etc.. Works well Gordon __ Gordon Tomlinson Product Manager 3D Email :

Re: [osg-users] Choice of body-specific coordinate system origin by dae(COLLADA) reader

2009-01-15 Thread Jason Daly
Fabian Aichele wrote: Hello, osg-users! I have a question regarding the choice of the body-specific coordinate system made by the COLLADA reader (daeReader/Writer in osgDB). When I import a geometry from a COLLADA document, the osgDB plugin returns a osg::Group that contains the nodes

Re: [osg-users] altitude terrain shading...

2009-01-15 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks Gordon. Good points for using a shader. Are there any performance hits with doing this at a pixel level? I wouldn't think so since the shader is pretty thin... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org

[osg-users] Frame rate drop with osgPPU v0.3

2009-01-15 Thread alexandre amyot murray
Hi Art, Do you think its possible that the version 0.3 of osgPPU affect the frame rate considerably ? Since I merge to v0.3 (I was using v0.2 before), my application runs slowly and I get a lot of glitches that never happened before. The code is exactly the same. For now Im stuck to

Re: [osg-users] [osgPPU] Frame rate drop with osgPPU v0.3

2009-01-15 Thread Art Tevs
Hi Alexandre, hmm, one of the main change between 0.2 and 0.3 was a deprecation of Shader class. When you use them you will get a warning that they are deprecated and ShaderAttribute has to be used. Maybe there are some print outs, which slowdone your machine. Also I have tried to solve some

[osg-users] OSG Contracting Question

2009-01-15 Thread Steve Gifford
This is slightly off topic, so I'll keep it short. I'm curious to know if anyone has contract work they need done with OSG. I've been following the project for years and even contributed a bit (TXP demo databases, early versions of the TerraPage loader). Now I'm an independent contractor and

Re: [osg-users] Long-standing Particle System File loading IO performance trouble

2009-01-15 Thread David Guthrie
We never create particle systems in code. Artists create them in the delta3d particle system editor. You can see all of your changes and tweaks in realtime and then save an osg file. I don't see creating a particle system as a programming task at all. It's an art asset. I don't see why you

[osg-users] getting translate rotate scale right.

2009-01-15 Thread Dorosky, Christopher G
I thought I understood this just fine, but I apparently don't. I have a model that is half the size it needs to be. So, I need to scale it by 2.0 in all directions. It is also in the wrong position, so I need to translate it out to (1000, 2000, 3000); Once it is translated, I need to rotate

Re: [osg-users] getting translate rotate scale right.

2009-01-15 Thread Dorosky, Christopher G
As usual, when I spend a day or two on something, I figure out the answer immediately after I post a question to this list. Problem was, I was fooling with the matrix afterwards, and recomposing it. GetRotate and GetScale mess up if matrix has both. Decompose is needed. Heh... I just noticed

Re: [osg-users] getting translate rotate scale right.

2009-01-15 Thread Gazi Alankus
I can't tell you the right answer, but maybe this might help a little bit. [rant] OSG matrices are not correct homogeneous transformation matrices. They are transposed. When you come up with a solution that involves multiplication of transformation matrices on paper, you have to reverse the order

Re: [osg-users] getting translate rotate scale right.

2009-01-15 Thread Paul Fotheringham
--- On Thu, 15/1/09, Gazi Alankus ala...@gmail.com wrote: From: Gazi Alankus ala...@gmail.com Subject: Re: [osg-users] getting translate rotate scale right. To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Thursday, 15 January, 2009, 6:25 PM I can't tell you the right

Re: [osg-users] OSG Contracting Question

2009-01-15 Thread Tomlinson, Gordon
Steve Stick your details here Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 Self

Re: [osg-users] OSG Contracting Question

2009-01-15 Thread Tomlinson, Gordon
Whoops wrong control key Steve place your details here http://www.openscenegraph.org/projects/osg/wiki/Community/Contractors Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com

Re: [osg-users] Choice of body-specific coordinate system origin by dae(COLLADA) reader

2009-01-15 Thread Paul Martz
Bullet requires collision shapes to be centered on the origin. OSG models do not necessarily have to be centered on the origin and often are not. You might need to account for this difference using a translation in your own code, so that the collision shapes coincide with the OSG visual

Re: [osg-users] getting translate rotate scale right.

2009-01-15 Thread Gazi Alankus
A correct transformation matrix (which is a 2D entity) according to math literature: R11 R12 R13 Tx R21 R22 R23 Ty R31 R32 R33 Tz 0 0 0 1 That matrix stored in column-major order in 1D memory: R11 R21 R31 0 R12 R22 R32 0 R13 R23 R33 0 Tx Ty Tz 1 That matrix stored in row-major order in 1D

Re: [osg-users] Long-standing Particle System File loading IOperformance trouble

2009-01-15 Thread Jason Daly
David Guthrie wrote: We never create particle systems in code. Artists create them in the delta3d particle system editor. You can see all of your changes and tweaks in realtime and then save an osg file. I don't see creating a particle system as a programming task at all. It's an art

Re: [osg-users] Disabling VSYNC

2009-01-15 Thread Frederic Bouvier
Hi Robert, as far as I can see, only GraphicsWindowCarbon makes use of it (vsync) -Fred - Robert Osfield a écrit : HI Xam, When setting up the GraphicsWindow you pass in a GraphicsContext::Traits object, this has a field vsync that defaults to true. The other route would be to use

Re: [osg-users] getting translate rotate scale right.

2009-01-15 Thread Mark Sciabica
Hi Gazi, It is true that OSG differs from your literature. That does not make OSG incorrect. In fact, the literature wasn't always dominated by the format you're promoting. This link http://steve.hollasch.net/cgindex/math/matrix/column-vec.html provides some history on the matter. One

[osg-users] svn offline?

2009-01-15 Thread Ulrich Hertlein
Is anyone else having problems with the svn server? I'm getting: quote svn: OPTIONS of 'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk': Could not read status line: Connection reset by peer (http://www.openscenegraph.org) /quote ___

Re: [osg-users] svn offline?

2009-01-15 Thread Jean-Sébastien Guay
Hi Ulrich, Is anyone else having problems with the svn server? I'm getting: It just stalls for me (been trying to update for 5 minutes, Tortoise just sits there apparently not getting through to the server but also not getting any error). They've been having trouble with the server

Re: [osg-users] getting translate rotate scale right.

2009-01-15 Thread Gazi Alankus
2009/1/15 Mark Sciabica msciab...@itracs.com Hi Gazi, It is true that OSG differs from your literature. That does not make OSG incorrect. In fact, the literature wasn't always dominated by the format you're promoting. Hi Mark, It's not just my literature, it's the dominant one that