[osg-users] bluring model edges

2009-03-22 Thread Julia Guo
Hi,

Is it possible to blur the edges of a model in OSG with whatever is behind?
Currently the edges of the models in my scene are too sharp and would look 
better if there was a translucent overlap at the edges.

Is this possible to achieve in OSG, or is this kind of functionality more 
relevant to OpenGL?

Thank you,
Julia

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Re: [osg-users] generate height map using fractal

2009-03-22 Thread Paul Martz
Wow. That article is like 13 years old. I think I wrote it with VC4 and
OpenGL 1.1.
 
As a debugging technique, try to separate the heightfield population
algorithm from the rendering issue. For example, try populating the
heightfield with an array of linearly increasing values and see if it
renders as you would expect. If it still renders wrong, then you know the
fractal algorithm isn't to blame and the problem is probably with how you
are using OSG. As a result, you'll have a much simpler example to post here.
 
I'd also suggest using Geometry instead of some other Drawable, as Geometry
is more flexible (you can run them through the Simplifier, for example).
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com  
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ami guru
Sent: Sunday, March 22, 2009 7:46 AM
To: OpenSceneGraph Users
Subject: [osg-users] generate height map using fractal


Hello forum,

I have been using the Paul's article about generating terrain using fractals

http://gameprogrammer.com/fractal.html


I am populating the values in the osg height map structure.


But The rendering is giving me a flat surface.


I hope that Paul sees that as well.



  osg::ref_ptr myTerrain = new osg::Geode;

  //Now load the terrain

  /*
  osg::ref_ptr terrainNode (osgDB::readNodeFile("Terrain2.3ds"));
  terrainScaleMat->addChild(terrainNode.get());
  */

  //generate the 2D fractal
  float *heightData = alloc2DFractArray(512);


  //Define some constants for the fractal terrain
  static const float DEF_HEIGHT_SCALE = 0.1f;
  static float TILING_SURFACE = 3;
  int randomSeed = 1;
  float H = 0.3;
  float iteration = 10;


  fill2DFractArray (heightData,512, randomSeed,DEF_HEIGHT_SCALE,H);
  
  //using the height field
  osg::ref_ptr heightMap = new osg::HeightField;

  //allocate the space for the height field
  heightMap->allocate(512,512);

  //populate the height map
  for(unsigned int i = 0; i < heightMap->getNumColumns();i++)
{
  for(unsigned int j = 0; j < heightMap->getNumRows();j++)
{
  int size = heightMap->getNumRows();
  heightMap->setHeight(i,j,heightData[(i*size)+j]);

  //std::cout << heightMap->getHeight(i,j) << std::endl;
}
}

  //now add the drawable to  the terain
  myTerrain->addDrawable(new osg::ShapeDrawable(heightMap.get()));








Regards,

Sajjad

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Re: [osg-users] Camera vs Projection

2009-03-22 Thread Guy
Robert,

 I didn't mean to annoy, I tried to see if there is a conventional
solution within the tools I already used. I didn't want to change the
Projection to camera.

For me the problem was to keep the Z order when using different
projection matrices.

What finally solved the solution was to project the object under one
projection, then use the z value in osg::Depth as both the minimum and
maximum range, and then even when I use other projection, for the
object, it is still ordered correctly by the z value in the scene.

 

In the process I've learned a lot about other stuff too,

So thanks for the suggestions and guidelines,

 

 Guy.  

 



 

2009/3/22 Guy 

Is it possible to prevent near-far planes calculations locally without
using osg::Camera?


Just disable the computation of near/far planes on the viewer's camera.

Robert. 

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Re: [osg-users] Camera vs Projection

2009-03-22 Thread Robert Osfield
2009/3/22 Guy 

>  Is it possible to prevent near-far planes calculations locally without
> using osg::Camera?
>

Just disable the computation of near/far planes on the viewer's camera.

Robert.
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Re: [osg-users] generate height map using fractal

2009-03-22 Thread Robert Osfield
HI Ajjad,

I don't have time to go chase online articles, but as a general note please
use osgTerrain for rendering terrain, node ShapeDrawable.

Robert.

2009/3/22 ami guru 

> Hello forum,
>
> I have been using the Paul's article about generating terrain using
> fractals
>
> http://gameprogrammer.com/fractal.html
>
>
> I am populating the values in the osg height map structure.
>
>
> But The rendering is giving me a flat surface.
>
>
> I hope that Paul sees that as well.
>
> 
>
>   osg::ref_ptr myTerrain = new osg::Geode;
>
>   //Now load the terrain
>
>   /*
>   osg::ref_ptr terrainNode
> (osgDB::readNodeFile("Terrain2.3ds"));
>   terrainScaleMat->addChild(terrainNode.get());
>   */
>
>   //generate the 2D fractal
>   float *heightData = alloc2DFractArray(512);
>
>
>   //Define some constants for the fractal terrain
>   static const float DEF_HEIGHT_SCALE = 0.1f;
>   static float TILING_SURFACE = 3;
>   int randomSeed = 1;
>   float H = 0.3;
>   float iteration = 10;
>
>
>   fill2DFractArray (heightData,512, randomSeed,DEF_HEIGHT_SCALE,H);
>
>   //using the height field
>   osg::ref_ptr heightMap = new osg::HeightField;
>
>   //allocate the space for the height field
>   heightMap->allocate(512,512);
>
>   //populate the height map
>   for(unsigned int i = 0; i < heightMap->getNumColumns();i++)
> {
>   for(unsigned int j = 0; j < heightMap->getNumRows();j++)
> {
>   int size = heightMap->getNumRows();
>   heightMap->setHeight(i,j,heightData[(i*size)+j]);
>
>   //std::cout << heightMap->getHeight(i,j) << std::endl;
> }
> }
>
>   //now add the drawable to  the terain
>   myTerrain->addDrawable(new osg::ShapeDrawable(heightMap.get()));
>
>
>
>
> 
>
>
>
> Regards,
>
> Sajjad
>
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Re: [osg-users] How to start application in non fullscreenmode

2009-03-22 Thread Guy

It's the top - left corner of the window

Guy.

Thank you Robert, 


> You can set an environment variable to set the initial size set
> OSG_WINDOW="100 100 500 500"


I've choosen this solution, it's working very well. What exactly are the
first two values of 100 ? First i thought minimum width and height, but
it must be something else.

@Gordon
I would also welcome the solution with code integration, which would be
very elegant.

Thank you very much !

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Re: [osg-users] FFmpeg plugin

2009-03-22 Thread Carlos Sanches
good news :)
this weekend i m trying to do ffmpeg run in my  home computer.
Here I have ubuntu too .
The error dont appear here :)
but , when I enter the directory OSG/bin  and run the osgmovie example the
terminal stay waiting and nothing happens . no errors.
i m trying these commands :
./osgmovie /home/carlos/videos/test.avi
./osgmovie -e ffmpeg /home/carlos/videos/test.avi

nothing happens :(

I ll try run 'ldd osgdb_ffmpeg.so'  tomorrow in my job.
here in my home I m using ATI radeon x1600 card and ubuntu 7.10
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Re: [osg-users] How to start application in non fullscreenmode

2009-03-22 Thread Yafes
Thank you Robert, 


> You can set an environment variable to set the initial size set
> OSG_WINDOW="100 100 500 500"


I've choosen this solution, it's working very well. What exactly are the first 
two values of 100 ? First i thought minimum width and height, but it must be 
something else.

@Gordon
I would also welcome the solution with code integration, which would be very 
elegant.

Thank you very much !

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Re: [osg-users] Camera vs Projection

2009-03-22 Thread Guy
Is it possible to prevent near-far planes calculations locally without
using osg::Camera?

 

Thanks, 

 Guy.

 



 

Hi Guy,

I can't easily follow your email, but I think the answer is no.

Robert.

2009/3/22 Guy 

 

 



 


An osg::Camera that has it's RenderOrder to NESTED will just set the
project and view matrices, it want clear any buffers and will nest all
enclosed sugraph within the current RenderStage.  This makes it pretty
close to the use of Projection node and MatrixTransform ndoe that used
to have to be used before.

 

 Another question about Camera and near-far plane computation.
If a
camera does calculate near far planes during the culling, but
has
somewhere underneath other cameras or projections, does these
affect the
near-far calculations? Does the near far planes that were
calculated
affect the other cameras/projections?


The computation of the near far is optional and controlled via the
ComputeNearFarMode.  When enabled the near far computation happens in
the cull traversal for the camera being traversed.

I understand, but suppose the mode of camera A is to calculate near far
planes and the mode for camera B which is under A is also to calculate
near far planes, and suppose A has frustum projection and B has
orthographic projection, does geometry under B will affect A near far
calculations? (Theoretically they should not). Does A near far planes
will affect B projection matrix?

 

If both answers are 'NO' I'm reassured :-)

 

Thanks Robert,

 

Guy. 


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[osg-users] generate height map using fractal

2009-03-22 Thread ami guru
Hello forum,

I have been using the Paul's article about generating terrain using fractals

http://gameprogrammer.com/fractal.html


I am populating the values in the osg height map structure.


But The rendering is giving me a flat surface.


I hope that Paul sees that as well.



  osg::ref_ptr myTerrain = new osg::Geode;

  //Now load the terrain

  /*
  osg::ref_ptr terrainNode (osgDB::readNodeFile("Terrain2.3ds"));
  terrainScaleMat->addChild(terrainNode.get());
  */

  //generate the 2D fractal
  float *heightData = alloc2DFractArray(512);


  //Define some constants for the fractal terrain
  static const float DEF_HEIGHT_SCALE = 0.1f;
  static float TILING_SURFACE = 3;
  int randomSeed = 1;
  float H = 0.3;
  float iteration = 10;


  fill2DFractArray (heightData,512, randomSeed,DEF_HEIGHT_SCALE,H);

  //using the height field
  osg::ref_ptr heightMap = new osg::HeightField;

  //allocate the space for the height field
  heightMap->allocate(512,512);

  //populate the height map
  for(unsigned int i = 0; i < heightMap->getNumColumns();i++)
{
  for(unsigned int j = 0; j < heightMap->getNumRows();j++)
{
  int size = heightMap->getNumRows();
  heightMap->setHeight(i,j,heightData[(i*size)+j]);

  //std::cout << heightMap->getHeight(i,j) << std::endl;
}
}

  //now add the drawable to  the terain
  myTerrain->addDrawable(new osg::ShapeDrawable(heightMap.get()));








Regards,

Sajjad
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Re: [osg-users] osgShadowMap Problems

2009-03-22 Thread Ricky Do
osgShadow really have problem with my VGA card, I use ati radeon 2400xt and the 
same problem appeared when I run osgShadow Example.


Ricky Do

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Re: [osg-users] OSG in an existing OpenGL context

2009-03-22 Thread Lingyun Yu

Robert Osfield wrote:
> Hi Uli,
> 
> Perhaps another solution would be to render the OSG scene to a a
> pbuffer and then use the pbuffer as a texture source for the original
> graphics context.  This would isolate the OSG and your own OpenGL
> context completely from each other.
> 
> Robert.
> 
> 
> On Fri, Jan 23, 2009 at 9:56 AM, Ulrich von Zadow
> <> wrote:
> 
> > Hi,
> > 
> > we are using OSG here to render into an OpenGL context created outside of
> > OSG. The application renders some stuff into the context, then OSG renders
> > its scene graph, and then the application renders some more things on top of
> > what OSG has rendered. This raises some state management questions.
> > 
> > Here is some pseudocode that shows what we're doing:
> > 
> > void render()
> > {
> > renderApplicationScene();
> > 
> > pushGLState();
> > hackToSetStateToWhatOSGExpects();
> > 
> > m_pSceneView->update();
> > m_pSceneView->cull();
> > m_pSceneView->draw();
> > 
> > popGLState();
> > 
> > renderMoreApplicationStuff();
> > }
> > 
> > This works, but the line that sais 'hackToSetStateToWhatOSGExpects()'
> > bothers me ;-). Is there a way to tell OSG to set the OpenGL state in a
> > non-lazy fashion once?
> > 
> > Some background: This is a plugin for the 2d engine libavg that places an
> > OSG scene graph inside of the 2d scene graph that libavg uses. libavg itself
> > has no dependency on OSG and it's rendering state should be completely
> > independent of the OSG state.
> > 
> > Any ideas?
> > 
> > Thanks,
> > 
> > Uli
> > 
> > --
> > Ulrich von Zadow
> > Software Engineer (Dipl. Inf.)
> > Exhibit Development
> > 
> > Tel +49 (0)30 / 2000 577 12
> > Fax +49 (0)30 / 2000 577 20
> > Skype: uzadow
> > 
> > Archimedes Solutions GmbH
> > SaarbrüŸcker Str. 24 10405 Berlin
> > 
> > www.archimedes-solutions.com
> > 
> > GeschŠftsfŸührung:
> > A. Valder | D. Feser | W. Rien | J. Schmidtsiefen | S. Spenling
> > 
> > Amtsgericht: Berlin Charlottenburg
> > HR Nr.: 107563 B
> > UST-ID Nr.: DE-253.771.793
> > 
> > 
> > 
> > 
> > 
> > ___
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> > 
> > 
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If I use pbuffer, I can still keep osg manipulator somewhere?

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Re: [osg-users] Camera vs Projection

2009-03-22 Thread Robert Osfield
Hi Guy,

I can't easily follow your email, but I think the answer is no.

Robert.

2009/3/22 Guy 

>
>
>
>  --
>
>
>
>
> An osg::Camera that has it's RenderOrder to NESTED will just set the
> project and view matrices, it want clear any buffers and will nest all
> enclosed sugraph within the current RenderStage.  This makes it pretty close
> to the use of Projection node and MatrixTransform ndoe that used to have to
> be used before.
>
>
>
>  Another question about Camera and near-far plane computation. If a
> camera does calculate near far planes during the culling, but has
> somewhere underneath other cameras or projections, does these affect the
> near-far calculations? Does the near far planes that were calculated
> affect the other cameras/projections?
>
>
> The computation of the near far is optional and controlled via the
> ComputeNearFarMode.  When enabled the near far computation happens in the
> cull traversal for the camera being traversed.
>
> I understand, but suppose the mode of camera A is to calculate near far
> planes and the mode for camera B which is under A is also to calculate near
> far planes, and suppose A has frustum projection and B has orthographic
> projection, does geometry under B will affect A near far calculations?
> (Theoretically they should not). Does A near far planes will affect B
> projection matrix?
>
>
>
> If both answers are 'NO' I'm reassured J
>
>
>
> Thanks Robert,
>
>
>
> Guy.
>
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Re: [osg-users] Camera vs Projection

2009-03-22 Thread Guy
 

 



 


An osg::Camera that has it's RenderOrder to NESTED will just set the
project and view matrices, it want clear any buffers and will nest all
enclosed sugraph within the current RenderStage.  This makes it pretty
close to the use of Projection node and MatrixTransform ndoe that used
to have to be used before.

 

 Another question about Camera and near-far plane computation.
If a
camera does calculate near far planes during the culling, but
has
somewhere underneath other cameras or projections, does these
affect the
near-far calculations? Does the near far planes that were
calculated
affect the other cameras/projections?


The computation of the near far is optional and controlled via the
ComputeNearFarMode.  When enabled the near far computation happens in
the cull traversal for the camera being traversed.

I understand, but suppose the mode of camera A is to calculate near far
planes and the mode for camera B which is under A is also to calculate
near far planes, and suppose A has frustum projection and B has
orthographic projection, does geometry under B will affect A near far
calculations? (Theoretically they should not). Does A near far planes
will affect B projection matrix?

 

If both answers are 'NO' I'm reassured :-)

 

Thanks Robert,

 

Guy. 

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Re: [osg-users] How to start application in non fullscreenmode

2009-03-22 Thread Gordon Tomlinson
Hi

You can set an environment variable to set the initial size set
OSG_WINDOW="100 100 500 500"

>From the command line you can use : --window 100 100 500 500

e.g. osgviewer cow.osg --window 100 100 500 500


You can also use a config file to set the windows up  osgviewer cow.osg -c
OpenSceneGaph-Data/Configuration/SmallWindow.view
With an environment variable :
OSG_CONFIG_FILE=OpenSceneGaph-Data/Configuration/SmallWindow.view


And of course you can set the window size thru code as you have all the
source I'll leave that as simple exercise for you to look at what is needed


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gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Yafes
Sent: Sunday, March 22, 2009 4:58 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How to start application in non fullscreenmode

Hi,

guys, i would like to know, how it is possible to start the application in
window?


Thank you.

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Re: [osg-users] How to start application in non fullscreenmode

2009-03-22 Thread Robert Osfield
Hi Yafes,

On Sun, Mar 22, 2009 at 8:58 AM, Yafes
wrote:

> guys, i would like to know, how it is possible to start the application in
> window?
>

This is rather an open ended question  what type of application are we
talking about here?

If you mean an osg example or the osgviewer then try:

  osgviewer cow.osg --window 100 100 800 500

Or the env var:

  export OSG_WINDOW="100 100 800 500"
  osgviewer cow.osg

Or a configuration file from the OpenSceneGraph-Data distribution:

  osgviewer cow.osg -c Configutation/SmallWindow.cfg

This can all be controlled programatically, see the examples like osgcamera
for details.

Robert.
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Re: [osg-users] Camera vs Projection

2009-03-22 Thread Robert Osfield
Hi Guy,

On Sun, Mar 22, 2009 at 8:10 AM, Guy  wrote:

>  While reading through the mailing list I read somewhere that
> osg::Projection is obsolete and replaced by osg::Camera that has much
> more functionality.
>
>  I thought that having another camera, means another pass of rendering,
> which is a quite difference since osg::projection only push the
> projection matrix, replace it and pop it at the end. Am I right?


An osg::Camera that has it's RenderOrder to NESTED will just set the project
and view matrices, it want clear any buffers and will nest all enclosed
sugraph within the current RenderStage.  This makes it pretty close to the
use of Projection node and MatrixTransform ndoe that used to have to be used
before.



>  Another question about Camera and near-far plane computation. If a
> camera does calculate near far planes during the culling, but has
> somewhere underneath other cameras or projections, does these affect the
> near-far calculations? Does the near far planes that were calculated
> affect the other cameras/projections?
>

The computation of the near far is optional and controlled via the
ComputeNearFarMode.  When enabled the near far computation happens in the
cull traversal for the camera being traversed.

Robert.
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Re: [osg-users] Animating vertices in a Geode

2009-03-22 Thread Robert Osfield
HI Laurence,

In svn trunk there is support for morphing between geometries so have a look
at this.  See osganimationmorph.

Robert.

2009/3/20 Laurence Muller 

> Hi,
>
> In the application I am working on, I am trying to create a smooth
> (transition) animation on the vertices inside an object.
>
> Example:
> I have included an illustration to make my problem a bit more clear. The
> current scene contains one geode with a geometry attached.
> The geometry is filled with 7 quads (4 vertices per quad) and is
> illustrated as red dots in the picture. (The 'edges' are stored in a
> separate geode)
>
> The application allows users to select a specific layout (radial, force
> based, etc) for the quads. In the current implementation this change happens
> immediately.
> (It updates the vertex array with new values and uses the dirty() call on
> the vertex array).
>
> On the OSG wiki page I found some information about animating objects in
> the scene graph.
>
> http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation
> http://www.robertpenner.com/easing/easing_demo.html
>
> However, it seems like this will only work on geode level (by modifying the
> Matrix or PositionAttitudeTransformation).
> Another problem with this method is that it seems that you need to create a
> predefined animation.
>
> In my case the new position of a vertex will depend on the current position
> (and the animation only needs to be used once).
>
> Question:
> - Is there a way to use the osgAnimation functions on the vertex array and
> is it possible to use it with the transition methods from the EaseMotion
> demo?
>
> Kind regards,
> - Laurence
>
> --
> Laurence Muller
> Website/Blog/Portfolio:
> http://www.multigesture.net/
>
>
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Re: [osg-users] OSG 2.6.1 and VPB

2009-03-22 Thread Robert Osfield
Hi Michael,

Normally this is pretty straight forward, you just need to point you library
path at the libraries, either via LD_LIBRARY_PATH or your /etc/ld.so.conf.
Obviously you are doing something wrong along the route, but there is no way
for me to know what this is though as I don't have you machine in front of
me.  If you have some colleagues then please get them to walk you through
setting up of paths.

Robert.

On Mon, Mar 16, 2009 at 11:52 PM, Michael W. Hall  wrote:

> Robert,
>
> I have LD_LIBRARY defined as /usr/local/lib64.  This is where
> libOpenThreads.so.11 is located.  I uninstalled OSG and did a make
> clean.  I then ran make and make install.  I am still getting the same
> error.  I am running FC10 x86_64.  should I make a symbolic link
> in /usr/local/lib?  Let me know if I am missing something else.  I am
> going to give that a try.
>
> Michael
>
> On Sat, 2009-03-07 at 09:49 +, Robert Osfield wrote:
> > Hi Michael,
> >
> > You either have to install OSG and VPB or set up LD_LIBARARY and PATH
> > env vars to point to respective lib and bin directories.
> >
> > Robert.
> >
> > On Sat, Mar 7, 2009 at 1:01 AM, Michael W. Hall  wrote:
> > > I appreciate the reply.  I got OSG 2.6.1 and followed the info you
> > > provided to get the version of VPB that was was listed in the table to
> > > work with the version of OSG I have installed.
> > >
> > > It has been a while since I have played with it, but the both build and
> > > installed.  When I try to run osgversion, I get the following:
> > >
> > > ./osgversion: error while loading shared libraries:
> > > libOpenThreads.so.11: cannot open shared object file: No such file or
> > > directory
> > >
> > > I have checked and the above lib is there.  When I run osgdem, I get
> the
> > > following error:
> > >
> > > osgdem: error while loading shared libraries: libvpb.so.8: cannot open
> > > shared object file: No such file or directory
> > >
> > > That lib is there also.  Any ideas to try? I am running FC10.
> > >
> > > Thanks,
> > > Michael
> > >
> > >
> > > On Sun, 2009-01-25 at 11:58 +0100, Ralf Stokholm wrote:
> > >> Hi Michael
> > >>
> > >> I have set up my build of osg using externals in svn.
> > >>
> > >>
> > >> osg
> > >>
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.6.1
> > >> osgdata -r7561
> > >> http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk
> > >> 3rdPartysvn -r403
> > >>
> https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1
> > >> osgdem -r927
> > >> http://www.openscenegraph.org/svn/VirtualPlanetBuilder/trunk
> > >>
> > >> this should work, at least it does on Windows xp and visual studio.
> > >>
> > >> If you simply want to get VPB in 924 or 927 which works for me, then
> > >> simply do an update to revision in svn.
> > >>
> > >> Hope this helps.
> > >>
> > >> Brgs.
> > >> Ralf Stokholm
> > >> www.arenalogic.com
> > >>
> > >>
> > >> 2009/1/25 Michael W. Hall 
> > >> I have built OSG 2.6.1.  Now I am trying to get the VPB to
> > >> build.  I got
> > >> the latest from SVN, but I see that the chart says VPB r924 is
> > >> the one
> > >> to use.  Could someone tell me how to get the version of VPB
> > >> that will
> > >> compile against OSG 2.6.1?
> > >>
> > >> I am using Fedora Core 10 x86_64.
> > >>
> > >> Thanks,
> > >> Michael
> > >>
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> > >>
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Re: [osg-users] how to draw ms3d model

2009-03-22 Thread Robert Osfield
Hi Su Hu,

I'm afraid I know nothing about ms3d format so can't answer specific
questions on this.  On a more general note have you looked at using
osgAnumation for your models rather than your own custom OpenGL code?

Robert.

2009/3/21 su hu 

> Hi all,
>
> In our application, hundreds of human animated models should be loaded into
> scene. We use ms3d format models.
>
> Now we do it as follow:
>
> 1. load models
> 2. create a osg::Geode and add it to scene
> 3. add a osg::Drawable to this Geode
> 4. add a osg::NodeCallback to this Geode
> 5. calculate and update models in the NodeCallback
> 6. draw models in drawImplementation of the Drawable (using OpenGL).
>
> Maybe there is better way to render ms3d model.  Could you please give me
> some advice? Thanks for your helps.
>
>
> Su Hu
>
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Re: [osg-users] Build Error on Windows

2009-03-22 Thread Robert Osfield
HI Mark,

I would recommend using CMake 2.6.x under Windows.

Robert.

On Sat, Mar 21, 2009 at 12:55 AM, Mark Sciabica wrote:

> Hello all,
>
> I'd like to report a build error I encountered on Windows using CMake 2.4
> and default CMAKE_INSTALL_PREFIX. The default value for the install prefix
> is "C:/Program Files/OpenSceneGraph" (without the quotes). The space in the
> path appears to confuse CMake when generating the project file for osgDB.
> The problematic CMake source line is:
>
>
> ADD_DEFINITIONS(-DOSG_DEFAULT_LIBRARY_PATH=${CMAKE_INSTALL_PREFIX}/lib${LIB_POSTFIX}/${OSG_PLUGINS})
>
> CMake splits this line at the space, creating an output line of
>  "-DOSG_DEFAULT_LIBRARY_PATH=C:/Program" plus an additional compiler option
> of "Files/OpenSceneGraph/lib/osgPlugins-2.8.0". The compiler tries to
> compile this as a file and throws an error. Putting quotes around the string
> for the CMAKE_INSTALL_PREFIX option fixes the problem.
>
> In addition to noting this build problem, I would like to question the
> desirability of storing the install path in the binary. The users of my
> software certainly won't be installing OSG in a fixed path determined at the
> time I compile the software, so best case here is a useless check of a
> nonexistent directory. Worst case is that another build of OSG is in that
> directory with plugins built with incompatible compiler options, leading to
> a crash. I suggest removing this osg default library path or having an
> option to disable it (preferably with disabled being the default).
>
> Regards,
>
> Mark
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[osg-users] How to start application in non fullscreenmode

2009-03-22 Thread Yafes
Hi,

guys, i would like to know, how it is possible to start the application in 
window?


Thank you.

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[osg-users] Camera vs Projection

2009-03-22 Thread Guy

Hi all,

 While reading through the mailing list I read somewhere that
osg::Projection is obsolete and replaced by osg::Camera that has much
more functionality.

 I thought that having another camera, means another pass of rendering,
which is a quite difference since osg::projection only push the
projection matrix, replace it and pop it at the end. Am I right?

 Another question about Camera and near-far plane computation. If a
camera does calculate near far planes during the culling, but has
somewhere underneath other cameras or projections, does these affect the
near-far calculations? Does the near far planes that were calculated
affect the other cameras/projections?

Thanks,
 Guy.  


Hi all,

I've added a new functionality to the forum - RSS feeds. This allows you
(even if you are not registered on the forum) to subscribe to the rss or
atomic feed which are generated by new topics. You can subscribe here
http://forum.openscenegraph.org/smartfeed_url.php.
You can either subscribe to specified subforums or to all of them. There
are couple of properties for the feeds you can setup. Afterwards an URL
is generated, which you can put into your news reader.

Since mailing list is connected to the forum and the forum to the rss
news, hence you can use them as just an indicator of what is going on
currently on the list. Remember, you do not have to be registered to use
that ;)

Best regards,
Art

P.S. The functionality isn't well tested, because I do not really have
enough experience with RSS feeds. I have just installed a modification
for the forum and patched it slightly for our needs. Hence on any error,
let me know ;)

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Re: [osg-users] Need Help.........

2009-03-22 Thread Guy
Amit,

 You should place AttitudeAndPosition transform above your geode, there
is also a transformation that deals with 6DOF under osgSimulation.

You should add a callback that updates the position ond direction of the
transform, and you have it.

 

Guy.

 

 

Hello All,

Does anyone have a program for Air combat simulation. I mean, I want a
program which can plot the trajectories of 2 aircrafts doing Combat. I
have the trajectory path (6DOF), but don't know how to make use of it
for animation in OSG. I have gone through 'osganimation' example but not
able to understand the program.

Can anyone please help me in this regard ...

Thank You...

Regards..

Amit.

 

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Re: [osg-users] Animating vertices in a Geode

2009-03-22 Thread Guy

I think you just need to use update callback for your geometry, in this
callback you set the vertex array with the new locations and then call
dirty() to ensure the update of the display list.

Guy.

Hi,

In the application I am working on, I am trying to create a smooth 
(transition) animation on the vertices inside an object.

Example:
I have included an illustration to make my problem a bit more clear. The

current scene contains one geode with a geometry attached.
The geometry is filled with 7 quads (4 vertices per quad) and is 
illustrated as red dots in the picture. (The 'edges' are stored in a 
separate geode)

The application allows users to select a specific layout (radial, force 
based, etc) for the quads. In the current implementation this change 
happens immediately.
(It updates the vertex array with new values and uses the dirty() call 
on the vertex array).

On the OSG wiki page I found some information about animating objects in

the scene graph.
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAn
imation
http://www.robertpenner.com/easing/easing_demo.html

However, it seems like this will only work on geode level (by modifying 
the Matrix or PositionAttitudeTransformation).
Another problem with this method is that it seems that you need to 
create a predefined animation.

In my case the new position of a vertex will depend on the current 
position (and the animation only needs to be used once).

Question:
- Is there a way to use the osgAnimation functions on the vertex array 
and is it possible to use it with the transition methods from the 
EaseMotion demo?

Kind regards,
- Laurence

--
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Website/Blog/Portfolio:
http://www.multigesture.net/

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