[osg-users] [osgPlugins] DXF-Plugin SmoothingVisitor
Hi, Im Using the OsgDXFPlugin to read DXF Files, i searched for an solution to add more normals for better smoothing, and found the SmoothingVisitor. I applied it in the scene.h (osgdxfplugin) under the function createTriGeometry and createQuadGeometry osgUtil::SmoothingVisitor::smooth(*geom) and works fine. But now i need to include the hole osgdfxplugin in my application how can i apply the smooth after the readNodeFile Operation ? So i would not need to include the hole dxfplugin and execeute the smooth after the read out on the resulting Node. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10185#10185 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Postbuild error with ot11-OpenThreads??
Hello All, I am trying to compile the plain vanilla OSG with MSVC++ 9 (2008) on Vista (Home) It all appears to compile fine until I build 'INSTALL', then I get the following output, and the Installer halts without having installed the files: -- Build started: Project: INSTALL, Configuration: Release Win32 -- 1 1Performing Post-Build Event... 1-- Install configuration: Release 1-- Up-to-date: C:/Program Files/OpenSceneGraph/lib/pkgconfig/openscenegraph.pc 1-- Up-to-date: C:/Program Files/OpenSceneGraph/lib/pkgconfig/openthreads.pc 1-- Up-to-date: C:/Program Files/OpenSceneGraph/lib/OpenThreads.lib 1-- Installing: C:/Program Files/OpenSceneGraph/bin/ot11-OpenThreads.dll 1CMake Error at src/OpenThreads/win32/cmake_install.cmake:50 (FILE): 1 file INSTALL cannot copy file 1 D:/OSG/OpenSceneGraph/build/bin/Release/../../bin/ot11-OpenThreads.dll to 1 C:/Program Files/OpenSceneGraph/bin/ot11-OpenThreads.dll. 1Call Stack (most recent call first): 1 src/OpenThreads/cmake_install.cmake:36 (INCLUDE) 1 src/cmake_install.cmake:32 (INCLUDE) 1 cmake_install.cmake:36 (INCLUDE) 1Project : error PRJ0019: A tool returned an error code from Performing Post-Build Event... 1Build log was saved at file://d:\OSG\OpenSceneGraph\build\INSTALL.dir\Release\BuildLog.htm 1INSTALL - 1 error(s), 0 warning(s) == Build: 0 succeeded, 1 failed, 195 up-to-date, 0 skipped == The file D:/OSG/OpenSceneGraph/build/bin/Release/../../bin/ot11-OpenThreads.dll exists in the path D:\OSG\OpenSceneGraph\build\bin ...the convoluted path is theoretically pointing to the correct location. ( I have UAC swtiched on still - would that become an issue? ) Can anyone point me in the right direction for fixing this please? I have searched for similar problems, but either get None or 1000+ off topic results. Thanks. 8) John Montgomery, Glassel, Scotland. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10186#10186 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera control like in Google Earth - how to do that?
Hi everybody. So far my 3D simulation and visualization uses the trackball manipulator for controlling the camera. Is there anything built into OpenSceneGraph that mimicks the way that one can control the camera in Google Earth? Has anyone succeeded building such type of camera control with OpenSceneGraph? Would anyone know about any patent issues with the way Google do it? Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Postbuild error with ot11-OpenThreads??
Hah! Thanks Ismail, That was the problem. 1INSTALL - 0 error(s), 0 warning(s) == Build: 1 succeeded, 0 failed, 195 up-to-date, 0 skipped == I'm a happy bunny :D 8) John Montgomery, Glassel, Scotland. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10189#10189 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it possible to redrirct all readimage call to a customed method
Thanks, Problem has been solved, and for others reference, code clue listed below: class FileReadOnceCallback : public osgDB::Registry::ReadFileCallback { private: typedef mapstring,osg::ref_ptrosg::Object PathPointerMap; PathPointerMap pathpointermap; public: virtual osgDB::ReaderWriter::ReadResult readImage(const std::string filename, const osgDB::ReaderWriter::Options* options) { PathPointerMap::iterator itr=pathpointermap.find(filename); if (itr==pathpointermap.end()) //没有找到,读取文件 { osgDB::ReaderWriter::ReadResult result; result=osgDB::Registry::instance()-readImageImplementation(filename,options); osg::ref_ptrosg::Image refobj=result.getImage(); if (result.validImage()) pathpointermap[filename]=refobj; //将资源以ref_ptr形式记入map return result; } else //找到,直接返回存贮的指针 { osgDB::ReaderWriter::ReadResult result(itr-second.get(),osgDB::ReaderWriter::ReadResult::FILE_LOADED); return itr-second.get(); } } ~FileReadOnceCallback(){std::coutDestruct FileReadOnce CallBack.;} }; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10190#10190 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Drawable optimization
Hi all, I am currently working on a kind of drawable optimizer. My goal is to make primitive set groups and have only one drawable per group. ( grouping vertexs linked by any face of the group ) The effect will be to avoid to have separated objects in a same drawable. In same way, i want to merge small drawables containing only few faces but are in the same object. I have a node visitor wich will do this for all drawable in each geode. When i look at primitive set types generated by any importer, i notice that sometimes it is drawArrays, and other times drawElements. So my question is if there is any osg optimisation wich choose between drawArrays or drawElements alone ? drawElements is usually faster than drawArray calls, so i wonder if i can convert everything in drawElements type without lose fps .. Another question, osg doesnt seem to use VBOs by default, is there any reason ? thank you for your attention. Regards, Harold -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10191#10191 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Initial cut at CMake support + branch of osgEphemeris
On Fri, Apr 10, 2009 at 11:33 AM, Robert Osfield robert.osfi...@gmail.comwrote: Which goes pretty sweetly till it tries to link the plugin. These are the errors I get: [ 86%] Building CXX object src/osgEphemeris/CMakeFiles/osgEphemeris.dir/StarField.o [ 93%] Building CXX object src/osgEphemeris/CMakeFiles/osgEphemeris.dir/sun_image.o Linking CXX shared library ../../lib/libosgEphemeris.so [ 93%] Built target osgEphemeris Scanning dependencies of target osgdb_osgephemeris [100%] Building CXX object src/osgPlugins/osgEphemeris/CMakeFiles/osgdb_osgephemeris.dir/IO_EphemerisModel.o Linking CXX shared module /osgPlugins-2.9.2/osgdb_osgephemeris.so /usr/bin/ld: cannot open output file /osgPlugins-2.9.2/osgdb_osgephemeris.so: No such file or directory collect2: ld returned 1 exit status make[2]: *** [/osgPlugins-2.9.2/osgdb_osgephemeris.so] Error 1 make[1]: *** [src/osgPlugins/osgEphemeris/CMakeFiles/osgdb_osgephemeris.dir/all] Error 2 Hmm, server appears down for me so I can't have a look at this right now. I'm guessing that the problem has something to do with setting the PREFIX target property which I think is what OSG uses to force the plugins into an osgPlugins-x.y.z folder? Could you add the following after the declaration of add_library(osgephemeris MODULE...) message(CMAKE_LIBRARY_PATH = ${CMAKE_LIBRARY_PATH}) message(CMAKE_LIBRARY_OUTPUT_DIRECTORY = ${CMAKE_LIBRARY_OUTPUT_DIRECTORY}) get_target_properties(the_prefix osgephemeris PREFIX) message(the prefix is = ${the_prefix}) -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] simple water shader?
Hi Martin, I've made some time ago a simple water shader based on this article : http://www.bonzaisoftware.com/wfs.html It seems to directly provide a GLSL shader now. Good luck ! On Tue, Apr 14, 2009 at 1:50 PM, Martin Scheffler osgfo...@tevs.eu wrote: Hi, For my project I need indoor water for puddles. Because I don't have much time to spend on this I would like your advice on how to do this the fastest way. I don't need scene reflections or even transparent water, a glossy animated normal map would be good enough for me. * Is there pre-existing stuff out there that I can use? * If not, how would I go at creating a shader for this? Is it necessary to have multiple normal maps or does it suffice to combine some sine functions to deform the local normal? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10192#10192 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] simple water shader?
Hi, For my project I need indoor water for puddles. Because I don't have much time to spend on this I would like your advice on how to do this the fastest way. I don't need scene reflections or even transparent water, a glossy animated normal map would be good enough for me. * Is there pre-existing stuff out there that I can use? * If not, how would I go at creating a shader for this? Is it necessary to have multiple normal maps or does it suffice to combine some sine functions to deform the local normal? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10192#10192 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Postbuild error with ot11-OpenThreads??
Hi John, could it be a permission problem? Can you see other files written into that folder? On Vista, one may need adminisrative priviliges to write into program files folder. You may try to run Visual C++ as Administrator. I am using Vista Business with VC9 on my secondary laptop as well, but never tried to *install* osg! HTH Ismail On Tue, Apr 14, 2009 at 11:43 AM, John Montgomery j.t.montgom...@abdn.ac.uk wrote: Hello All, I am trying to compile the plain vanilla OSG with MSVC++ 9 (2008) on Vista (Home) It all appears to compile fine until I build 'INSTALL', then I get the following output, and the Installer halts without having installed the files: -- Build started: Project: INSTALL, Configuration: Release Win32 -- 1 1Performing Post-Build Event... 1-- Install configuration: Release 1-- Up-to-date: C:/Program Files/OpenSceneGraph/lib/pkgconfig/openscenegraph.pc 1-- Up-to-date: C:/Program Files/OpenSceneGraph/lib/pkgconfig/openthreads.pc 1-- Up-to-date: C:/Program Files/OpenSceneGraph/lib/OpenThreads.lib 1-- Installing: C:/Program Files/OpenSceneGraph/bin/ot11-OpenThreads.dll 1CMake Error at src/OpenThreads/win32/cmake_install.cmake:50 (FILE): 1 file INSTALL cannot copy file 1 D:/OSG/OpenSceneGraph/build/bin/Release/../../bin/ot11-OpenThreads.dll to 1 C:/Program Files/OpenSceneGraph/bin/ot11-OpenThreads.dll. 1Call Stack (most recent call first): 1 src/OpenThreads/cmake_install.cmake:36 (INCLUDE) 1 src/cmake_install.cmake:32 (INCLUDE) 1 cmake_install.cmake:36 (INCLUDE) 1Project : error PRJ0019: A tool returned an error code from Performing Post-Build Event... 1Build log was saved at file://d:\OSG\OpenSceneGraph\build\INSTALL.dir\Release\BuildLog.htm 1INSTALL - 1 error(s), 0 warning(s) == Build: 0 succeeded, 1 failed, 195 up-to-date, 0 skipped == The file D:/OSG/OpenSceneGraph/build/bin/Release/../../bin/ot11-OpenThreads.dll exists in the path D:\OSG\OpenSceneGraph\build\bin ...the convoluted path is theoretically pointing to the correct location. ( I have UAC swtiched on still - would that become an issue? ) Can anyone point me in the right direction for fixing this please? I have searched for similar problems, but either get None or 1000+ off topic results. Thanks. 8) John Montgomery, Glassel, Scotland. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10186#10186 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem of points showing
Hi Lingyun, std::bad_alloc is thrown when operator new cannot allocate memory, which indicates there is not enough memory. You may reserve your array before hand, as Paul mentioned, but it may throw as well. This could reduce, if nothing, copy operations. It may also prevent exception, because when expanding, std::vector will have two large copies at the same time. That is: e.g. old array length was 150 expand by 50 While allocating 200 elements, previous 150 elements will also be alive/allocated, that requires room for 350 elements in total. Resize may reduce this cost to 200 only, because vector will not have to expand afterwards (i.e. during push_back), which requires a copy operation. Note that C++ standard allocator doesn't do realloc(). Instead, vector will allocate a block of N * sizeof(T) items (or little more), copy existing block into new one, then free existing block. // instantiate vertices normally vertices = new osg::Vec3Array; // if number of parts is greater than 1000, // reserve your items before. if (NumPart 1000) { try { vertices-reserve(NumPart); } catch (std::bad_alloc e) { // handle exception here; log and return error from this function. // alternatively, you can rethrow here, and catch in caller. } } // wrap your push_back calls in a try-catch block try { vertices-push_back(...); } catch (std::exception) { } To be on the safe side, handle your exceptions and wrap your pointers in a smart pointer class. If an exception is thrown and you rethrow/return from function, you need to delete your Geode, Group and other objects. You may get all these for free, if you use a smart pointer (osg::ref_ptrT, in this case, as osg::Node's destructor is protected, IIRC, which prevents it to be deleted externally, but only when its ref count reaches 0). HTH Ismail 2009/4/13 Paul Martz pma...@skew-matrix.com: Hi Lingyun Yu -- You don't have a variable named 'galaxy' defined, so the addDrawable(galaxy) is suspicious. I'd so a resize on the vertex and color arrays, rather than a push_back, for efficiency reasons. I don't think numParts100 should cause any problems. OpenGL doesn not place an upper limit on the number of primitives you can render with a single glDrawArrays call. I don't really see anything that would cause a crash so I guess you should use a debugger and look at the call stack, like you would any other crash. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sent: Monday, April 13, 2009 9:27 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Problem of points showing Hi, everybody, I met a problem when I want to show huge amount of points, as you can see the code below, if my NumPart is 100, no problem, it shows points properly. But if the NumPart is 200, then it shows a lot of lines. If NumPart is even bigger, the program complained like this:Microsoft C++ exception: std::bad_alloc at memory location 0x0030e898. I don't know that's because the dataset is too big or not? because while it shows not so many points, everything goes well. By the way, the data in P array are all right. osg::Geode *makeGalaxy() { osg::Geode *geode = new osg::Geode(); osg::Geometry *geometry= new osg::Geometry(); osg::Vec3Array *vertices = new osg::Vec3Array(); osg::Vec4Array *colors = new osg::Vec4Array(); osg::Vec4 ini(1,0.1,0.55,1); osg::Vec4 fin(0,1,0,1); for (int i = 1; i = NumPart; i++) { vertices-push_back(osg::Vec3(P[i].Pos[0],P[i].Pos[1],P[i].Pos[2])); colors-push_back(ini+(fin-ini)*(i*1/NumPart)); } geometry-setVertexArray(vertices); geometry-setColorArray(colors); geometry-setColorBinding(osg::Geometry::BIND_PER_VERTEX); geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, NumPart)); geode-addDrawable(galaxy); return geode; } ... Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10166#10166 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Drawable optimization
Yes, you can write a NodeVisitor to convert DrawArrays to DrawElements. I wrote one just recently and saw a huge performance boost on NVIDIA's OS X drivers for the GF8800. The display list default is probably historical. OSG's Drawables predate buffer objects. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Harold Comere Sent: Tuesday, April 14, 2009 5:38 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Drawable optimization Hi all, I am currently working on a kind of drawable optimizer. My goal is to make primitive set groups and have only one drawable per group. ( grouping vertexs linked by any face of the group ) The effect will be to avoid to have separated objects in a same drawable. In same way, i want to merge small drawables containing only few faces but are in the same object. I have a node visitor wich will do this for all drawable in each geode. When i look at primitive set types generated by any importer, i notice that sometimes it is drawArrays, and other times drawElements. So my question is if there is any osg optimisation wich choose between drawArrays or drawElements alone ? drawElements is usually faster than drawArray calls, so i wonder if i can convert everything in drawElements type without lose fps .. Another question, osg doesnt seem to use VBOs by default, is there any reason ? thank you for your attention. Regards, Harold -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10191#10191 ___ 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] Camera control like in Google Earth - how to do that?
Try the TerrainManipulator. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian Buchner Sent: Tuesday, April 14, 2009 3:44 AM To: OpenSceneGraph Users Subject: [osg-users] Camera control like in Google Earth - how to do that? Hi everybody. So far my 3D simulation and visualization uses the trackball manipulator for controlling the camera. Is there anything built into OpenSceneGraph that mimicks the way that one can control the camera in Google Earth? Has anyone succeeded building such type of camera control with OpenSceneGraph? Would anyone know about any patent issues with the way Google do it? Christian ___ 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] HDR Skybox
I've tried it with both R32G32B32A32 DDS file and HDR files. I recently upgraded to 2.8, but no luck still. I'm wondering if it has something to do with the textures being coppied into the cube image from seperate files, so I'll see about loading those files into a non cube texture. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10198#10198 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem of points showing
Thank you, Paul and Ismail! I will try Ismail's solution, and will tell you the result. On Tue, Apr 14, 2009 at 2:27 PM, Ismail Pazarbasi pazarb...@gmail.comwrote: Hi Lingyun, std::bad_alloc is thrown when operator new cannot allocate memory, which indicates there is not enough memory. You may reserve your array before hand, as Paul mentioned, but it may throw as well. This could reduce, if nothing, copy operations. It may also prevent exception, because when expanding, std::vector will have two large copies at the same time. That is: e.g. old array length was 150 expand by 50 While allocating 200 elements, previous 150 elements will also be alive/allocated, that requires room for 350 elements in total. Resize may reduce this cost to 200 only, because vector will not have to expand afterwards (i.e. during push_back), which requires a copy operation. Note that C++ standard allocator doesn't do realloc(). Instead, vector will allocate a block of N * sizeof(T) items (or little more), copy existing block into new one, then free existing block. // instantiate vertices normally vertices = new osg::Vec3Array; // if number of parts is greater than 1000, // reserve your items before. if (NumPart 1000) { try { vertices-reserve(NumPart); } catch (std::bad_alloc e) { // handle exception here; log and return error from this function. // alternatively, you can rethrow here, and catch in caller. } } // wrap your push_back calls in a try-catch block try { vertices-push_back(...); } catch (std::exception) { } To be on the safe side, handle your exceptions and wrap your pointers in a smart pointer class. If an exception is thrown and you rethrow/return from function, you need to delete your Geode, Group and other objects. You may get all these for free, if you use a smart pointer (osg::ref_ptrT, in this case, as osg::Node's destructor is protected, IIRC, which prevents it to be deleted externally, but only when its ref count reaches 0). HTH Ismail 2009/4/13 Paul Martz pma...@skew-matrix.com: Hi Lingyun Yu -- You don't have a variable named 'galaxy' defined, so the addDrawable(galaxy) is suspicious. I'd so a resize on the vertex and color arrays, rather than a push_back, for efficiency reasons. I don't think numParts100 should cause any problems. OpenGL doesn not place an upper limit on the number of primitives you can render with a single glDrawArrays call. I don't really see anything that would cause a crash so I guess you should use a debugger and look at the call stack, like you would any other crash. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sent: Monday, April 13, 2009 9:27 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Problem of points showing Hi, everybody, I met a problem when I want to show huge amount of points, as you can see the code below, if my NumPart is 100, no problem, it shows points properly. But if the NumPart is 200, then it shows a lot of lines. If NumPart is even bigger, the program complained like this:Microsoft C++ exception: std::bad_alloc at memory location 0x0030e898. I don't know that's because the dataset is too big or not? because while it shows not so many points, everything goes well. By the way, the data in P array are all right. osg::Geode *makeGalaxy() { osg::Geode *geode = new osg::Geode(); osg::Geometry *geometry= new osg::Geometry(); osg::Vec3Array *vertices = new osg::Vec3Array(); osg::Vec4Array *colors = new osg::Vec4Array(); osg::Vec4 ini(1,0.1,0.55,1); osg::Vec4 fin(0,1,0,1); for (int i = 1; i = NumPart; i++) { vertices-push_back(osg::Vec3(P[i].Pos[0],P[i].Pos[1],P[i].Pos[2])); colors-push_back(ini+(fin-ini)*(i*1/NumPart)); } geometry-setVertexArray(vertices); geometry-setColorArray(colors); geometry-setColorBinding(osg::Geometry::BIND_PER_VERTEX); geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, NumPart)); geode-addDrawable(galaxy); return geode; } ... Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10166#10166 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___
[osg-users] OsgNode/SceneGraph in TreeView
Hello, I need to show an complete SceneGraph in an TreeView (QT), to browse trough the scene objects. Im asking here, cause i hope somebody can give me examples or some information how to solve that problem. Google want give me more :( Thankas a lot ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10199#10199 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem of points showing
The c++ standard also requires that the memory for vector is contiguous like a C array. You can try reserving the memory soon after program start and keep the array around until you load the data, the memory has the least chance of being fragmented before anything else is allocated. You can also split the data into smaller blocks and attach multiple geometries to the same geode - the 3dc plugin does this to limit the blocks to 10,000 points -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10201#10201 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ray tracing using OSG
Hello Sajjad, So far i have got from the forum Jean-Sébastien Guay did his Masters thesis on that domain and it would be really nice if he provide the link to the report, at least it would be a starting point for me. My Masters thesis was written in French unfortunately, and translating it all would take too much time. Anyways, the subject was not really ray tracing but an extension to PRT (Precomputed Radiance Transfer) to be able to recompute shading interactively in dynamic scenes. Ray tracing with OSG is actually pretty easy if you just want to raytrace a picture of your scene, just get your viewer camera's parameters, generate some rays and use the kdtree support in LineSegmentIntersector to trace through the scene. Of course, if you want to do global illumination or advanced effects then it's more complicated, but there's been a lot written on those subjects, and it's not OSG's main focus, so you're pretty much on your own... Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem of points showing
Thanks Martin, yes, this is also a solution. thank you very much. Yun On Tue, Apr 14, 2009 at 4:04 PM, Martin Beckett m...@mgbeckett.com wrote: The c++ standard also requires that the memory for vector is contiguous like a C array. You can try reserving the memory soon after program start and keep the array around until you load the data, the memory has the least chance of being fragmented before anything else is allocated. You can also split the data into smaller blocks and attach multiple geometries to the same geode - the 3dc plugin does this to limit the blocks to 10,000 points -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10201#10201 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cheers, Yun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ray tracing using OSG
ami guru wrote: Hello Forum, I was wondering if there is anyone have done ray tracing using OSG. I once made a very quick and dirty example that merely uses OSG's KD-tree support to do ray tracing. See this thread: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-July/014399.html Regards, Paul So far i have got from the forum Jean-Sébastien Guay did his Masters thesis on that domain and it would be really nice if he provide the link to the report, at least it would be a starting point for me. What do you think Jean? Regards Sajjad ___ 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] Blueberry3D high detail terrain solution for OpenSceneGraph
Hello Christian, Bionatics have several game developers as customers. But for the moment there are no games on the market using Blueberry3D technology. All trees have been planted automatically according to procedural rules set by the user in the Editor. Blueberry3D works with Terrain Classes (multi layered definition, ground, canopy, grass, bush, trees, of different types of terrain) that are linked to a land use map. Terrain Class information also contains information about the nature of the ground, if its, rough, bumpy, flat. Blueberry3D is using fractal models for vegetation scattering, ground creation (filling in information in between elevation data to make it look realistic) It is also possible to place trees and object manually, e.g. geo-specific Open-Flight models, that are important for the simulation environment. The database from Mediterranean area you see in video is 50x30km big and took, one person, about 5 weeks to create from scratch using GIS data. Regards, Enrico -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10203#10203 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgslice example can not run in windows vista?
Hi, osgslice example can not run in windows vista? but linux works. Error: unable to create graphics window Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10206#10206 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to share texture object when loading a model many times?
Hi, In my case,many trees models are readed in memory and they use the same image as their textures. I have realized all models in memory share the same image object. as shown in : http://forum.openscenegraph.org/viewtopic.php?t=2215 while in rendering stage, I found out that 1G or so memory were consumed. is it because I texture objects are not shared between models? or is it because mipmap are created during rendering stage? could we have some remedy to solve this problem? thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10208#10208 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OsgNode/SceneGraph in TreeView
Hi Michael -- I've seen many people ask for this, but no one has ever explained how they would want the tree view to behave in the presence of multiparenting. Both osgEdit and Orihalcon have such tools, but I haven't played with them. I have a NodeVisitor that creates a wx tree view. This is actually a trivial programming task, quite simple to do as long as the code doesn't have to support multiparenting. The NodeVisitor just needs to keep a stack of folder controls, top of stack is the parent of new folder controls that get added for each node. Just push and pop the stack around each traverse() call. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Hasler Sent: Tuesday, April 14, 2009 7:55 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] OsgNode/SceneGraph in TreeView Hello, I need to show an complete SceneGraph in an TreeView (QT), to browse trough the scene objects. Im asking here, cause i hope somebody can give me examples or some information how to solve that problem. Google want give me more :( Thankas a lot ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10199#10199 ___ 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] [build] Postbuild error with, ot11-OpenThreads??
Hah! Thanks Ismail, That was the problem. 1INSTALL - 0 error(s), 0 warning(s) == Build: 1 succeeded, 0 failed, 195 up-to-date, 0 skipped == I'm a happy bunny :D 8) John Montgomery, Glassel, Scotland. I had that problem too, under Vista, and noted it in the OSG build how-to on the wiki. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] any help would be appreciated - updating a group of cameras (UNCLASSIFIED)
Classification: UNCLASSIFIED Caveats: NONE I am new to OSG and I am stuck and need help/insight. I'm created a Heads up display by extending the group class. My Hud is an osg::Group and has several cameras in it. The Hud displays fine. The Hud class has several variables that control how information is displayed such as the heading. I've written a callback and attached it to my Hud. After attaching my Hud to my scene, I want to the callback for the Hud to change its variables but the cameras in my Hud don't use the updated variables to redraw themselves. I've used osg::notify to show that the callback is getting executed and to print out the value of the heading variable I am changing. I realize I'm not showing any code only because there is so much of it. Can anyone give me an idea of where to look to figure out why all the children in my HUD class aren't updating? My HUD (an osg::Group) class constructor creates several cameras that draw a variety of elements on the screen. I've looked through most of the examples but I'm not sure what I'm looking for. Any help would be greatly appreciated. Danny Konkle Classification: UNCLASSIFIED Caveats: NONE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] any help would be appreciated - updating a group of cameras (UNCLASSIFIED)
Hello Danny, Can anyone give me an idea of where to look to figure out why all the children in my HUD class aren't updating? Perhaps you're using an osg::Geometry and you're not calling dirtyDisplayList() on it? osg::Geometry by default uses display lists, so if you change the geometry you need to tell OSG to update the display lists. If you're modifying the geometry once per frame then you might as well disable display lists by calling useDisplayList(false) otherwise you'll waste time updating the display lists each frame. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] terrain database popping...
Just a quick question for the experts out there. When I'm flying through my terrain database, I'm seeing a lot of popping as the database pager brings in higher LODs of terrain. My question is, is there a way to minimize this popping? Is there any geomorphing support in the way OSG pages in the terrain? If there's no geomorphing support to smooth out the LOD transitions across several rendering frames, that would be a nice feature to have in a future release.J Thanks in advance. -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] osgViewer in a FLTK window...
Another question. Can you have an osgViewer embedded in a FLTK windowing framework? If so, can osgViewer still render with multi-threading? I know there are some limitations along this line when an osgViewer is embedded in a GLUT window. I'm wondering if having an osgViewer in a FLTK window suffers from the same limitations. Any input would be appreciated. -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
Re: [osg-users] terrain database popping...
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Just a quick question for the experts out there… When I’m flying through my terrain database, I’m seeing a lot of “popping” as the database pager brings in higher LODs of terrain. My question is, is there a way to minimize this popping? Is there any geomorphing support in the way OSG pages in the terrain? If there’s no geomorphing support to smooth out the LOD transitions across several rendering frames, that would be a nice feature to have in a future release…J The basic LOD/PagedLOD doesn't do any magic to conceal the transition. There was some work to create a FadeLOD years ago: http://archive.netbsd.se/?ml=openscenegraph-usersa=2005-02t=1628815 But I'm not sure where it stands. I couldn't find FadeLOD last time I looked. If you want geomorphing, you should consider using a library like libmini or VTP (which can use libmini and supplies other nice frills too). http://vterrain.org -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] any help would be appreciated - updating a group ofcameras (UNCLASSIFIED)
Hi Danny -- There really isn't much info to go on here. You don't describe the mechanism that is doing the drawing. Cameras don't draw, they only set the matrices. Assuming you are changing a Drawable in your scene graph... One thing to check would be to make sure that you have setUseDisplayLists( false ). You don't want to use display lists for dynamic geometry. If your code is too large to debug, then write a small piece of code to reproduce the problem outside of your larger app, making it as small and simple as possible. This will increase the odds that someone on the list will take the time to look at it. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Konkle, Daniel T AMRDEC/Dynetics Sent: Tuesday, April 14, 2009 9:32 AM To: OpenSceneGraph Users Subject: [osg-users] any help would be appreciated - updating a group ofcameras (UNCLASSIFIED) Classification: UNCLASSIFIED Caveats: NONE I am new to OSG and I am stuck and need help/insight. I'm created a Heads up display by extending the group class. My Hud is an osg::Group and has several cameras in it. The Hud displays fine. The Hud class has several variables that control how information is displayed such as the heading. I've written a callback and attached it to my Hud. After attaching my Hud to my scene, I want to the callback for the Hud to change its variables but the cameras in my Hud don't use the updated variables to redraw themselves. I've used osg::notify to show that the callback is getting executed and to print out the value of the heading variable I am changing. I realize I'm not showing any code only because there is so much of it. Can anyone give me an idea of where to look to figure out why all the children in my HUD class aren't updating? My HUD (an osg::Group) class constructor creates several cameras that draw a variety of elements on the screen. I've looked through most of the examples but I'm not sure what I'm looking for. Any help would be greatly appreciated. Danny Konkle Classification: UNCLASSIFIED Caveats: NONE ___ 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] ray tracing using OSG
Thanks for all the feedback I wondering if osgvolume is doing ray tracing and what is its type. Did that framework follow any published paper? Sajjad On Tue, Apr 14, 2009 at 4:12 PM, Paul Melis p...@science.uva.nl wrote: ami guru wrote: Hello Forum, I was wondering if there is anyone have done ray tracing using OSG. I once made a very quick and dirty example that merely uses OSG's KD-tree support to do ray tracing. See this thread: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-July/014399.html Regards, Paul So far i have got from the forum Jean-Sébastien Guay did his Masters thesis on that domain and it would be really nice if he provide the link to the report, at least it would be a starting point for me. What do you think Jean? Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer in a FLTK window...
I have been busy playing with this. You can have an osgViewer embedded in a FLTK window. I haven't tried to render with multiple threads yet, but it works for a single thread. You can draw FLTK windows in multiple threads but you have to use a mutex (part of the FLTK system) so you can only draw in one window at a time. I am not sure if this also applies to OpenGL (and thus OSG) drawing in FLTK windows. Under Linux (and Windows I think) you can have an OSG window that processes OSG events in a separate thread from your FLTK window in the FLTK thread processing FLTK events. This approach does not work on the Mac, and I'm not entirely sure why. I had to combine my two event processing threads into one to get it to work on the Mac. One annoying limitation in this approach is that if you are selecting an FLTK menu, OSG rendering stops in your other window. There seems to be no way around this. I am playing with an improved FLTK viewer which expands upon the osgviewerFLTK example, but it is still in progress. -Eric On Tue, Apr 14, 2009 at 12:03 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: Another question… Can you have an osgViewer embedded in a FLTK windowing framework? If so, can osgViewer still render with multi-threading? I know there are some limitations along this line when an osgViewer is embedded in a GLUT window. I’m wondering if having an osgViewer in a FLTK window suffers from the same limitations… Any input would be appreciated… -Shayne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] any help would be appreciated - updating a groupofcameras (UNCLASSIFIED)
Classification: UNCLASSIFIED Caveats: NONE thanks. that helps. so if my camera in my group have drawables attached to them how would i get them to be updated? i'm taking your approach and trying to make a useful example that is small. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Tuesday, April 14, 2009 12:30 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] any help would be appreciated - updating a groupofcameras (UNCLASSIFIED) Hi Danny -- There really isn't much info to go on here. You don't describe the mechanism that is doing the drawing. Cameras don't draw, they only set the matrices. Assuming you are changing a Drawable in your scene graph... One thing to check would be to make sure that you have setUseDisplayLists( false ). You don't want to use display lists for dynamic geometry. If your code is too large to debug, then write a small piece of code to reproduce the problem outside of your larger app, making it as small and simple as possible. This will increase the odds that someone on the list will take the time to look at it. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Konkle, Daniel T AMRDEC/Dynetics Sent: Tuesday, April 14, 2009 9:32 AM To: OpenSceneGraph Users Subject: [osg-users] any help would be appreciated - updating a group ofcameras (UNCLASSIFIED) Classification: UNCLASSIFIED Caveats: NONE I am new to OSG and I am stuck and need help/insight. I'm created a Heads up display by extending the group class. My Hud is an osg::Group and has several cameras in it. The Hud displays fine. The Hud class has several variables that control how information is displayed such as the heading. I've written a callback and attached it to my Hud. After attaching my Hud to my scene, I want to the callback for the Hud to change its variables but the cameras in my Hud don't use the updated variables to redraw themselves. I've used osg::notify to show that the callback is getting executed and to print out the value of the heading variable I am changing. I realize I'm not showing any code only because there is so much of it. Can anyone give me an idea of where to look to figure out why all the children in my HUD class aren't updating? My HUD (an osg::Group) class constructor creates several cameras that draw a variety of elements on the screen. I've looked through most of the examples but I'm not sure what I'm looking for. Any help would be greatly appreciated. Danny Konkle Classification: UNCLASSIFIED Caveats: NONE ___ 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 Classification: UNCLASSIFIED Caveats: NONE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer in a FLTK window...
Thanks Eric for the information. Keep me posted on how things progress for your project... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Eric Sokolowsky Sent: Tuesday, April 14, 2009 12:26 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgViewer in a FLTK window... I have been busy playing with this. You can have an osgViewer embedded in a FLTK window. I haven't tried to render with multiple threads yet, but it works for a single thread. You can draw FLTK windows in multiple threads but you have to use a mutex (part of the FLTK system) so you can only draw in one window at a time. I am not sure if this also applies to OpenGL (and thus OSG) drawing in FLTK windows. Under Linux (and Windows I think) you can have an OSG window that processes OSG events in a separate thread from your FLTK window in the FLTK thread processing FLTK events. This approach does not work on the Mac, and I'm not entirely sure why. I had to combine my two event processing threads into one to get it to work on the Mac. One annoying limitation in this approach is that if you are selecting an FLTK menu, OSG rendering stops in your other window. There seems to be no way around this. I am playing with an improved FLTK viewer which expands upon the osgviewerFLTK example, but it is still in progress. -Eric On Tue, Apr 14, 2009 at 12:03 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: Another question. Can you have an osgViewer embedded in a FLTK windowing framework? If so, can osgViewer still render with multi-threading? I know there are some limitations along this line when an osgViewer is embedded in a GLUT window. I'm wondering if having an osgViewer in a FLTK window suffers from the same limitations. Any input would be appreciated. -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] updating a camera's children? (UNCLASSIFIED)
Classification: UNCLASSIFIED Caveats: NONE So from helpful comments, I believe I know what I'm doing wrong. I am creating a group and adding cameras to the group. in the cameras I have various drawables that I'd like to update with my program. i can't get the camera's children to update and can't find an example that works. for an example of what i'm trying to do, i took the osghud example and created a few geometries on it. i added a callback that should change a scale factor for the triangles that i'm adding and update the text in one of the screens. i tried to versions. one that had the callback on the camera and one that has the callback on one of the geodes. I appreciate any help anyone might be able to give. Danny -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Tuesday, April 14, 2009 12:30 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] any help would be appreciated - updating a groupofcameras (UNCLASSIFIED) Hi Danny -- There really isn't much info to go on here. You don't describe the mechanism that is doing the drawing. Cameras don't draw, they only set the matrices. Assuming you are changing a Drawable in your scene graph... One thing to check would be to make sure that you have setUseDisplayLists( false ). You don't want to use display lists for dynamic geometry. If your code is too large to debug, then write a small piece of code to reproduce the problem outside of your larger app, making it as small and simple as possible. This will increase the odds that someone on the list will take the time to look at it. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Konkle, Daniel T AMRDEC/Dynetics Sent: Tuesday, April 14, 2009 9:32 AM To: OpenSceneGraph Users Subject: [osg-users] any help would be appreciated - updating a group ofcameras (UNCLASSIFIED) Classification: UNCLASSIFIED Caveats: NONE I am new to OSG and I am stuck and need help/insight. I'm created a Heads up display by extending the group class. My Hud is an osg::Group and has several cameras in it. The Hud displays fine. The Hud class has several variables that control how information is displayed such as the heading. I've written a callback and attached it to my Hud. After attaching my Hud to my scene, I want to the callback for the Hud to change its variables but the cameras in my Hud don't use the updated variables to redraw themselves. I've used osg::notify to show that the callback is getting executed and to print out the value of the heading variable I am changing. I realize I'm not showing any code only because there is so much of it. Can anyone give me an idea of where to look to figure out why all the children in my HUD class aren't updating? My HUD (an osg::Group) class constructor creates several cameras that draw a variety of elements on the screen. I've looked through most of the examples but I'm not sure what I'm looking for. Any help would be greatly appreciated. Danny Konkle Classification: UNCLASSIFIED Caveats: NONE ___ 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 Classification: UNCLASSIFIED Caveats: NONE osghud.cpp Description: osghud.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] terrain database popping...
Thanks for the input. I'm somewhat familiar with VTP but not with libmini. I'll poke around to get more info... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Tuesday, April 14, 2009 11:16 AM To: OpenSceneGraph Users Subject: Re: [osg-users] terrain database popping... Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Just a quick question for the experts out there… When I’m flying through my terrain database, I’m seeing a lot of “popping” as the database pager brings in higher LODs of terrain. My question is, is there a way to minimize this popping? Is there any geomorphing support in the way OSG pages in the terrain? If there’s no geomorphing support to smooth out the LOD transitions across several rendering frames, that would be a nice feature to have in a future release…J The basic LOD/PagedLOD doesn't do any magic to conceal the transition. There was some work to create a FadeLOD years ago: http://archive.netbsd.se/?ml=openscenegraph-usersa=2005-02t=1628815 But I'm not sure where it stands. I couldn't find FadeLOD last time I looked. If you want geomorphing, you should consider using a library like libmini or VTP (which can use libmini and supplies other nice frills too). http://vterrain.org -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 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
Re: [osg-users] terrain database popping...
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Thanks for the input. I'm somewhat familiar with VTP but not with libmini. I'll poke around to get more info... Libmini is one of the lower-level APIs VTP uses. VTP is certainly a good base to build a geosimulation app on, depending on your requirements. You can try to stick libmini into plain OSG as well, but VTP already has done the integration for you. -Shayne -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to disable the cursor
Thank you Robert, I've got it works now. Awesome. Dat On Tue, Apr 14, 2009 at 12:33 AM, Robert Osfield robert.osfi...@gmail.comwrote: On the graphics window do gw-setCursor(false); See osgcatch or osgstereimage for example usage. On Mon, Apr 13, 2009 at 11:08 PM, tien dat tienda...@gmail.com wrote: Hi all, I'm writing my own viewer class inherited from osgViewer class. It works fine except that the cursor doesn't disappear (it does display full screen, that's great). Could any of you tell me how to simply make the cursor disappear? Thank you very much, Dat ___ 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 -- - Dat Tien Nguyen PhD student, Computer Science Department The University of Iowa, IA 52242 http://cs.uiowa.edu/~tinguyen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Erratic intersections with long line segments
HI All I posting this for one of my folks who's is having some erratic results when using a long vertical line segment and the standard osgUtil::LineSegmentIntersector Basically when he sets a line segment up with end X,Y, 100 and start X,Y, -100 , occasionally we fail to get a hit even though we are in the middle of the terrain skin, although moving the X,Y several meters in any direction and we get a hit. If we reduce the Z of the line segment to 500k and -500k this happens less errant fails, if we reduce the Z's to 1k, -1k then we never get a fail, further when we are failing with the intersections if the camera is further away from the intersection the less fails we get, the more we move closer to the intersection point the more fails we get. Our Near and Far clip are fixed, 1 to 10-20k , the terrain skin is stanard OSG geometry, nothing fancy, some lods, but the level and which lod is showing does not seem to be the issue I'm at at a loss to why this may be happening, we are not doing anything out the oridnary in this case that I can think that would cause this erratic behaviour , any one seen anything like this before ? thanks Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Building a geocentric database with heigh data
Hi, I tryed to build a geocentric database with heigh data from several input images but I did not succeed. I issued the following command line: osgdem --geocentric --whole-globe -t texture_2048.tif -d height_2048.tif -l 4 -v 0.1 -o earth.ive This command causes osgdem to crash. I used the following data, among others, in tiff format: heigh field (fliped vertically!?): http://picasaweb.google.com.br/mauricio.hofmam/Earth#5324691195386557506 texture: http://picasaweb.google.com.br/mauricio.hofmam/Earth#5324691052559797922 The following command works fine (without heigh field): osgdem --geocentric --whole-globe -t texture_2048.tif -l 4 -v 0.01 -o earth.ive The following command also works fine (with heigh field but not geocentric): osgdem -t texture_2048.tif -d height_2048.tif -l 4 -v 0.01 -o earth.ive Am I missing someting? I am using the lastest versions of OpenSceneGraph (2.8.0) and VPB (0.9.10). ... Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10230#10230 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to compile VPB in Windows With MinGW?
I download VPB 0.9.10 from SVN.and have set all required include path and library path/file, when compile ,fellowing error break the compile process. #error GCC no longer implements varargs.h #error Revise your code to use stdarg.h how can I fix it? sincerely zhu liangxiong ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org