Re: [osg-users] VPB: Multitexture control question

2009-10-06 Thread J.P. Delport

Hi,

BTW, did you place the high res images on a different layer when using vpb?

jp

J.P. Delport wrote:

Hi,

Alejandro Aguilar Sierra wrote:

Hello:

I have a terrain with two layers of texture, the first one is from
bluemarble and the other is a landsat image of much higher resolution.
I first tested the multitexturecontrol example with just one landsat
image and it works fine: from a distance it shows only the bluemarble
layer. When I approach to the terrain, it fades to the landsat image.

Next I rebuild the terrain, this time with all the mosaic of landsat
images over Mexico (image attached). Now it shows landsat images from
any distance. I have been playing with the maxElevationTransition
parameter in the source code without any change.

Any hint?


you can just call setTextureWeight manually to get whatever mix of 
textures you want. The example only shows one possible way to use it, 
where the weight is coupled to height.


jp



Regards.

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Re: [osg-users] New OpenGL texture object and buffer object pool support

2009-10-06 Thread J.P. Delport

Hi Robert,

Robert Osfield wrote:

A word of warning though, I have almost completely rewritten the way
that the backend that drives texture objects and buffer objects, even
when you don't enable the texture/buffer object pools, the code
managing the GL objects is still completely different. With major
changes like this comes the likelihood of regressions.  I've been
doing a range of tests at my end, but it's still far more limited in
scope to what the community will expose the OSG to, so... there you
may way see problems that I haven't.  The best I can do is endeavor to
get them fixed as quickly as possible, just let me know if you see
something odd and I we can work together to spot what the underlying
problem and squish it.  The more testing we can get the quicker we can
shape the code up to being release quality.


I have problems with PBOs since updating to the latest svn. I'm not 
setting any pool env variables. One can recreate the problem with 
osgmovie. E.g.


$ osgmovie --mouse --interactive --shaders -e ffmpeg file.avi

_maxTexturePoolSize=0
_maxBufferObjectPoolSize=0
GLBufferObjectSet::GLBufferObjectSet _profile._size=1228800
Error numInList + _orphanedTextureObjects.size() != _numOfTextureObjects
numInList = 1
_orphanedTextureObjects.size() = 0
_pendingOrphanedTextureObjects.size() = 0
_numOfTextureObjects = 0
terminate called after throwing an instance of 'char const*'
Aborted

Can you confirm if this happens on your side too?

jp




Have fun with it :-)
Robert.
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Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support

2009-10-06 Thread pankaj nagarkoti
I'm looking at similar requirements and was looking at osgPPU today to see if 
multisampling was implemented.

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Re: [osg-users] New OpenGL texture object and buffer object pool support

2009-10-06 Thread pankaj nagarkoti
The benefit the GL object pools provide is that we can scale up the
scene graph in main memory without blowing OpenGL driver and GPU
memory as we would do without the new pools.

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread pankaj nagarkoti
To compile, is there a way to avoid using the debug libraries of
openthreads, fftw and osgviewer?

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Re: [osg-users] [build] How to open OSG in a CView MFC ?

2009-10-06 Thread Nemo Ulysse
Hi Cory

No it don’t do what I want.

In fact the CMDIChildWnd in which the 3D scene should be open is at the good 
place 
But the 3D scene is not in the CMDIChildWnd
If I do a ctrl+tab I have this result :

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Re: [osg-users] VPB: Is it possible to use a texture atlas over a vpb generated terrain?

2009-10-06 Thread Robert Osfield
Hi Alejandro,

On Tue, Oct 6, 2009 at 1:37 AM, Alejandro Aguilar Sierra
algsie...@gmail.com wrote:
 Is it possible to use a texture atlas over a vpb generated terrain? How?

You just decorate your scene graph with the StateSet that contains
your texture, and a use a TexGenNode to generate the coordinates.

 Or which is the best way to be able to supperpose many time dependent
 different textures over a terrain?

I'm afraid this question is too open ended for me to answer.  Do you
at the same time?  What do exactly you mean by super impose in this
context?

Robert.
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Re: [osg-users] setUpViewerAsEmbeddedInWindow and wxPython glcanvas

2009-10-06 Thread Robert Osfield
Hi Randolf,

I have never tried what you are doing but, but use of
GraphicsWindowEmbedded feature of osgViewer is pretty straightforward,
have a look at the osgviewerSDL and osgviewerGLUT examples for
guidance, your own code shouldn't need to be much different than
these.

Robert.

On Tue, Oct 6, 2009 at 3:39 AM, Randolph Fritz rfritz...@gmail.com wrote:
 Does anyone have an example of this? I'm developing a C++ class that
 I'm importing via Boost.python. I can't figure out what arguments to
 pass, what methods to call, or when to call them.  yet I know people
 have done this. Anyone?

 --
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  design machine group, architecture department, university of washington
 rfr...@u.washington.edu -or- rfritz...@gmail.com

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Re: [osg-users] New OpenGL texture object and buffer object pool support

2009-10-06 Thread Robert Osfield
HI J.P.,

On Tue, Oct 6, 2009 at 8:26 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 I have problems with PBOs since updating to the latest svn. I'm not setting
 any pool env variables. One can recreate the problem with osgmovie. E.g.

 $ osgmovie --mouse --interactive --shaders -e ffmpeg file.avi

 _maxTexturePoolSize=0
 _maxBufferObjectPoolSize=0
 GLBufferObjectSet::GLBufferObjectSet _profile._size=1228800
 Error numInList + _orphanedTextureObjects.size() != _numOfTextureObjects
    numInList = 1
    _orphanedTextureObjects.size() = 0
    _pendingOrphanedTextureObjects.size() = 0
    _numOfTextureObjects = 0
 terminate called after throwing an instance of 'char const*'
 Aborted

 Can you confirm if this happens on your side too?

Just tested this and I can confirm it happens for me too.  I did have
this working as it was one of the elements I first tested, but alas
there has clearly been a regression as I completed the rest of the
task.

I will investigate what had gone a miss.

Robert.
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[osg-users] Problem with NodeCallback at the root node

2009-10-06 Thread Karl Wurzel
Hi,

I have a scene graph with a number of animated nodes which make use of 
osg::AnimationPathCallback.

Now I wanted to register a NodeCallback at the root node of the scene graph 
(which is of type Group) in order to do certain operations that have to be done 
once per frame, and which are not related to a particular subgraph or node of 
the scene graph.

However, when I register a NodeCallback at the root node, all animated objects 
become invisible. I have the suspicion that the update callbacks of the 
animated objects are not called any more.

The NodeCallback itself does nothing yet.

Am I missing something? For example, do I have to do something specific in the 
NodeCallback at the root to make sure that the update callbacks of children are 
being called?

What about data variance? Do I have to set the data variance of the root to 
DYNAMIC when I use update callbacks?


As a workaround, I added a new child node of type Group of the root node, and I 
registered the NodeCallback at this child node instead. If I do this, the 
animated objects are shown again, and everything works fine. However, I would 
like to not have to use this workaround.

Any ideas what I could be doing wrong?

... 

Thank you!

Cheers,
Karl Wurzel

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Kim Bale
Hi Pankaj,
If you don't require the debug versions I think you can simply put in the
names of the release versions in their place within CMake.

And a little word to the wise, posting without signing with your name really
gets on peoples wick here. All the forum posts get forwarded to a mailing
list where we don't get the benefit of avatars and user names to identify
people. So by signing off we all know who we're addressing and it
contributes to keeping a friendly community.

Regards,

Kim.


2009/10/6 pankaj nagarkoti pankajnagarkot...@gmail.com

 To compile, is there a way to avoid using the debug libraries of
 openthreads, fftw and osgviewer?

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Re: [osg-users] [SOLVED] Problem with NodeCallback at the root node

2009-10-06 Thread Karl Wurzel
OK, I solved the problem myself.

If I call traverse(node, nv) in the NodeCallback, the animated objects are 
shown again, even if the NodeCallback is registered at the root node.

... 

Cheers,
Karl

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Re: [osg-users] Import models from 3DS

2009-10-06 Thread Sukender
Hi Felipe,

Please check the textures' paths are correct (you may try loading your 3DS with 
a specialized viewer). It often happens that the 3DS file has reference to a 
file that has moved.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Felipe Lemus yoindra...@hotmail.com a écrit :

 Hi,
 
 I am trying to import some models from 3DS to OSG with the aim to
 create a scene in a road. I can load the models without problems, but
 the models have not colour they are white. I am reading different
 posts in the forum, and I am sure that OSG load model textures good.
 Is there any problem with that?, or this is in this way and I have to
 add colour to the model with OSG? If it is the second one, can you
 help me? 
 
 Thank you very much!
 
 Cheers,
 Felipe
 
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Re: [osg-users] [osgPlugins] Loading a model

2009-10-06 Thread Tomlinson, Gordon
ErrIn C and C++  a single '\'  indicates a control character to
follow and not a directory slash you need to use a double '\\' or a
single forward slash '/'
( I would have thought you would be seeing warnings about unrecognized
control characters when you compile'

   osg::Node* pLoadedModel = osgDB::readNodeFile(
C:\\Programme\\ADTF\\2.1.1\\lib\\OpenSceneGraph-2.6.1\\bin\\tour.obj
);

or

   osg::Node* pLoadedModel = osgDB::readNodeFile(
C:/Programme/ADTF/2.1.1/lib/OpenSceneGraph-2.6.1/bin/tour.obj );

Gordon
Product Manager 3d
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Email  : gtomlinson @ overwatch.textron.com
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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Giering
Joseph
Sent: Saturday, October 03, 2009 10:26 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [osgPlugins] Loading a model

Hi,

I have a problem to load a model by using this code:

// load model
osg::Node* pLoadedModel = osgDB::readNodeFile(
C:\Programme\ADTF\2.1.1\lib\OpenSceneGraph-2.6.1\bin\tour.obj );
if(!pLoadedModel)
{
std::cout  Error: Couldn't find model!  std::endl;
}
m_pTransform-addChild(pLoadedModel);
GetRoot()-addChild(m_pTransform.get());

The readNodeFile can't find the tour object-file. Where needs the file
to be stored? Must I compile the obj-plugin? How Can I compile this
plugin?

Thank you!

Cheers,
GI Jo

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Re: [osg-users] [osgPlugins] Loading an image to a texture

2009-10-06 Thread Tomlinson, Gordon
Again your using single back ssahes in you file name string for the
textures either use '\\' or '/' 


Gordon
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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Giering
Joseph
Sent: Saturday, October 03, 2009 10:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [osgPlugins] Loading an image to a texture

Hi,

I have a problem to load an image to a texture by using this code.

// create drawable geometry object
osg::Geometry* pGeo = new osg::Geometry;

// add 4 vertices creating a quad
osg::Vec3Array* pVerts = new osg::Vec3Array;
pVerts-push_back( osg::Vec3( 0, 0, 0 ) );
pVerts-push_back( osg::Vec3( 1, 0, 0 ) );
pVerts-push_back( osg::Vec3( 1, 0, 1 ) );
pVerts-push_back( osg::Vec3( 0, 0, 1 ) );
pGeo-setVertexArray( pVerts );

// create a primitive set
osg::DrawElementsUInt* pPrimitiveSet = new osg::DrawElementsUInt(
osg::PrimitiveSet::QUADS, 0 );
pPrimitiveSet-push_back( 3 );
pPrimitiveSet-push_back( 2 );
pPrimitiveSet-push_back( 1 );
pPrimitiveSet-push_back( 0 );
pGeo-addPrimitiveSet( pPrimitiveSet );

// create an arraw for texture coordinates
osg::Vec2Array* pTexCoords = new osg::Vec2Array( 4 );
(*pTexCoords)[0].set( 0.0f, 0.0f );
(*pTexCoords)[1].set( 1.0f, 0.0f );
(*pTexCoords)[2].set( 1.0f, 1.0f );
(*pTexCoords)[3].set( 0.0f, 1.0f );
pGeo-setTexCoordArray( 0, pTexCoords );

// create geometry node that will contain all our drawables
osg::Geode* pGeode = new osg::Geode;
osg::StateSet* pStateSet = pGeode-getOrCreateStateSet();
pStateSet-setMode( GL_LIGHTING, osg::StateAttribute::OFF );
pGeode-addDrawable( pGeo );

// load and set texture attribute and mode
osg::Texture2D* pTex = new osg::Texture2D;
//osg::Image* pImage = osgDB::readImageFile ( HUD_Maennchen.jpeg
);
osg::Image* pImage = osgDB::readImageFile(
C:\Programme\ADTF\\2.1.1\lib\OpenSceneGraph-2.6.1\bin\HUD_Maennchen.jpe
g );
if(!pImage)
{
std::cout  Error: Couldn't find texture!  std::endl;
}
pTex-setImage( pImage );
pStateSet-setTextureAttributeAndModes( 0, pTex,
osg::StateAttribute::ON );
pGeo-setStateSet(pStateSet);
m_pTransform-addChild(pGeode);
GetRoot()-addChild(m_pTransform.get());


The image can't be found by readNodeFile. Where needs the image-file to
be stored? Must I compile the jpeg-plugin? How can I compile this
plugin?

Thank you!

Cheers,
GI Jo

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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-06 Thread Torben Dannhauer
Hi Robert,

at the moment I dont Use a Cluster, I would be happy if i could compile the 
large dateset one with the local 8 cores (I tried tu run it localle with 2 up 
to 8 cores)


For smaller Datebases I used SSHFS as lightweight cluster filesystem, it 
worked great.


Because running the osgdem tasks manually works great, I asume that vpbmaster 
uses a lot of any (at the moment) unknown ressources while building all task 
files. Therefore the osgdem process crashes if vpbmaster starts them.

If could divide the taskfile creation from the osgdem calls, it should work.

Because I move to another city, I cannot spend time into the project for the 
next two weeks, so I will resume this topics if I continue to work. 


Some last important questions: Which Kubuntu version do you use? Is it 32 or 64 
bit? Is the database output generated by a 64bit system compatible for using 
with 32bit osg software?

Is it possible to get an Wiki account? I would like to oprovide my self written 
tutorials to the community.

Thank you for your help,

Torben

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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-06 Thread Robert Osfield
Hi Torben,

On Tue, Oct 6, 2009 at 1:31 PM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
 Some last important questions: Which Kubuntu version do you use? Is it 32 or 
 64 bit?

I use Kubuntu 9.04 64bit right now.  I've used 32bit and 64bit version
of Kubuntu for the last two year during the development VPB.

 Is the database output generated by a 64bit system compatible for using with 
 32bit osg software?

The databases are completely agnostic to the build or target systems
configuration, you can build in 32bit and run in 64bit and visa-versa.

 Is it possible to get an Wiki account? I would like to oprovide my self 
 written tutorials to the community.

Just go to the wiki and create an account.  Then you'll just need to
have permission added to be able to write.  Once you've created an
account just notify myself or Jose Luis Hidalgo about getting write
permission.  Write permission now has to be explictly granted as
spammers we're abusing openscenegraph.org :-|

Cheers,
Robert.
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Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn'twork)

2009-10-06 Thread Wojciech Lewandowski

Johannes,

Were you able to solve your problem ?  I have just developed some code using 
Texture2DArray for shadow projection and CLAMP_TO_BORDER seems to work 
there. Maybe something else is wron in your example ?
Actually I looked at your example again and it does not match the 
description. You say that you add two images but example clearly shows that 
you access one layer of Texture2DArray. I guess something like your code 
could maybe work with Texture3D where linear filter would interpolate 
between two layers. But Texture2DArray works like nearest on the trhird 
coordinate. Write more about your problem maybe we could help if you still 
need it.


Cheers,
Wojtek




- Original Message - 
From: Johannes SchA1th acco...@jotschi.de

To: osg-users@lists.openscenegraph.org
Sent: Monday, October 05, 2009 6:54 PM
Subject: Re: [osg-users] Texture Wrapping Texture2DArray (Clamping 
doesn'twork)



If i had read the specs earlier i would probably also remember the section 
you mentioned.


Are there any other possible issues regarding this problem?


Wojciech Lewandowski wrote:

Hi Johannes,
My apologies, I must have misinterpreted this pragraph of the spec:




Otherwise i'm really stuck here.

Greetings

Johannes

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jean-Sébastien Guay

Hi Pankaj,


To compile, is there a way to avoid using the debug libraries of
openthreads, fftw and osgviewer?


In addition to what Kim mentioned, depending on what platform you're 
working on, there might be an additional issue. On Linux it doesn't make 
any difference, so you can do what Kim said (put the release versions in 
the debug fields).


But on Windows, linking release libraries that use the C++ runtime into 
a debug executable that also uses the C++ runtime will cause crashes in 
your application. In other words, for all C++ libraries you're using, 
you need to match debug to debug and release to release.


For pure C libraries it doesn't matter, so in your list, you could use 
the release version of fftw in both debug and release builds of your 
application. But OpenThreads and osgViewer are C++ libraries so if you 
ever want to compile your app in debug mode (and I assume you will) then 
you'll need to link it to debug versions of these libraries.


This has been discussed a lot on this list in the past.

Hope this helps,

J-S
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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jan Ciger
Hi Kim,

Kim Bale kcb...@googlemail.com wrote:
 Hi Pankaj,
 If you don't require the debug versions I think you can simply put in the
 names of the release versions in their place within CMake.

Could the CMakeFile.txt be fixed that if no debug version is found cmake 
doesn't fail? I want to build a release (default) and it fails because the 
debug version of OSG is not there - it shouldn't be required for building 
release and/or if not on Windows (you can safely mix debug/release except on 
Windows). Also, on Linux there is usually no d suffix for debug versions - 
OSG 
has a macro to deal with that.

Furthermore, you may want to fix the following to bring osgOcean in line with 
the other plugins/nodekits regarding installation - headers should be 
installed under osgOcean subdir and the shared lib should go into the lib not 
bin subdirectory.

$ svn diff src/osgOcean/CMakeLists.txt
Index: src/osgOcean/CMakeLists.txt
===
--- src/osgOcean/CMakeLists.txt (revision 128)
+++ src/osgOcean/CMakeLists.txt (working copy)
@@ -117,10 +117,10 @@

 INSTALL(
   TARGETS osgOcean
-  LIBRARY DESTINATION ${CMAKE_INSTALL_PREFIX}/bin
+  LIBRARY DESTINATION ${CMAKE_INSTALL_PREFIX}/lib
   RUNTIME DESTINATION ${CMAKE_INSTALL_PREFIX}/bin
   ARCHIVE DESTINATION ${CMAKE_INSTALL_PREFIX}/lib
-  PUBLIC_HEADER DESTINATION ${CMAKE_INSTALL_PREFIX}/include
+  PUBLIC_HEADER DESTINATION ${CMAKE_INSTALL_PREFIX}/include/osgOcean
 )

 INSTALL(


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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-06 Thread Pierre Bourdin (gmail)
Hi all,

Le mardi 06 octobre 2009 à 12:31 +, Torben Dannhauer a écrit :
 Hi Robert,
 
 at the moment I dont Use a Cluster, I would be happy if i could compile the 
 large dateset one with the local 8 cores (I tried tu run it localle with 2 up 
 to 8 cores)
 
 
 For smaller Datebases I used SSHFS as lightweight cluster filesystem, it 
 worked great.
 
 
 Because running the osgdem tasks manually works great, I asume that vpbmaster 
 uses a lot of any (at the moment) unknown ressources while building all task 
 files. Therefore the osgdem process crashes if vpbmaster starts them.
 
 If could divide the taskfile creation from the osgdem calls, it should work.

If you want to know which low level operation fail using vpbmaster you
could maybe try using strace...
strace -v -o /tmp/vpbmaster.log vpbmaster
Take care the log can rapidly increase, but it should give you a
complete report about all operations done.

Pierre.
 
 Because I move to another city, I cannot spend time into the project for the 
 next two weeks, so I will resume this topics if I continue to work. 
 
 
 Some last important questions: Which Kubuntu version do you use? Is it 32 or 
 64 bit? Is the database output generated by a 64bit system compatible for 
 using with 32bit osg software?
 
 Is it possible to get an Wiki account? I would like to oprovide my self 
 written tutorials to the community.
 
 Thank you for your help,
 
 Torben
 
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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jean-Sébastien Guay

Hi Jan,

Could the CMakeFile.txt be fixed that if no debug version is found cmake 
doesn't fail? I want to build a release (default) and it fails because the 
debug version of OSG is not there - it shouldn't be required for building 
release and/or if not on Windows (you can safely mix debug/release except on 
Windows). Also, on Linux there is usually no d suffix for debug versions - OSG 
has a macro to deal with that.


The OSG libraries are found using the Findosg*.cmake that come with 
CMake. Looking at Findosg_functions.cmake (in my CMake install 
dir/share/cmake-2.6/Modules) I see this:


   if(NOT ${module_uc}_LIBRARY_DEBUG)
  # They don't have a debug library
  set(${module_uc}_LIBRARY_DEBUG ${${module_uc}_LIBRARY} PARENT_SCOPE)
  set(${module_uc}_LIBRARIES ${${module_uc}_LIBRARY} PARENT_SCOPE)
   else()
  # They really have a FOO_LIBRARY_DEBUG
  set(${module_uc}_LIBRARIES
  optimized ${${module_uc}_LIBRARY}
  debug ${${module_uc}_LIBRARY_DEBUG}
  PARENT_SCOPE
  )
   endif()

Which if I'm reading right, means that if no debug library was found, it 
will set the debug library to the same value as the release library. I 
think that should do what you want?


Maybe check which version of CMake you have, and whether your 
Findosg_functions.cmake has this code.


In any case, tweaking how the OSG libraries are found/used will mean 
copying the Findosg*.cmake modules to be local to the project, and 
tweaking them there. I'd be hesitant to do that since we then take on 
the responsibility of maintaining our copies of them in the future. So 
if you can live with manually setting the debug library to the same 
value as the release library (which you'll need to do only once because 
then the values are cached for the next time you need to run cmake) then 
that might be better.


Or perhaps we can submit a patch to the Findosg*.cmake modules that come 
with CMake to add an option to do what you want. If you want you can 
investigate this path.


In any case, I'm not that familiar with CMake so I just read the code 
and try to make sense of it, if we want to do something more complicated 
I'd consult Philip Lowman who seems to be really comfortable with CMake :-)


Furthermore, you may want to fix the following to bring osgOcean in line with 
the other plugins/nodekits regarding installation - headers should be 
installed under osgOcean subdir and the shared lib should go into the lib not 
bin subdirectory.


Committed to SVN trunk. Thanks for the patch.

J-S
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Re: [osg-users] New OpenGL texture object and buffer object pool support

2009-10-06 Thread Robert Osfield
Hi J.P.

On Tue, Oct 6, 2009 at 9:01 AM, Robert Osfield robert.osfi...@gmail.com wrote:
 Just tested this and I can confirm it happens for me too.  I did have
 this working as it was one of the elements I first tested, but alas
 there has clearly been a regression as I completed the rest of the
 task.

 I will investigate what had gone a miss.

I have now tracked down the problem to a bug in the reassignment of
TextureObject to a new TextureObjectSet, this is now fixed along with
a couple of other bugs due to the unrefAfterApply not being disabled
when the texture pool is enabled.  These fixes are now checked into
svn/trunk.

I am currently seeing GL errors reported when running osgmovie of the form:

Warning: detected OpenGL error 'invalid enumerant' after applying
attribute TextureRectangle 0x1fdb4e0

With the onscreen image being corrupted, while if I select a Texture2D
using the osgmovie command line option --texture2D I get:

   Warning: detected OpenGL error 'invalid enumerant' after applying
attribute Texture2D 0x1c724e0

But the onscreen image is correct.  If comment out the assignment of
the PixelBufferObject in the ImageStream constructor the on screen
errors and the console warnings all disappear so it looks to be a PBO
issue of some kind.  I've only tried out this on my ATI card so far so
it could be driver issue.

What results do you get with the bug fixes I've just checked in?

Robert.
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Re: [osg-users] VPB: Multitexture control question

2009-10-06 Thread Alejandro Aguilar Sierra
Yes. Bluemarble is in layer 0 and Landsat in layer 1. Using just one
landsat image it works like a charm. If I use all, as in the image I
sent, they are present both all times o matter how far and close I go.

-- A.


On Tue, Oct 6, 2009 at 2:12 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi,

 BTW, did you place the high res images on a different layer when using vpb?

 jp

 J.P. Delport wrote:

 Hi,

 Alejandro Aguilar Sierra wrote:

 Hello:

 I have a terrain with two layers of texture, the first one is from
 bluemarble and the other is a landsat image of much higher resolution.
 I first tested the multitexturecontrol example with just one landsat
 image and it works fine: from a distance it shows only the bluemarble
 layer. When I approach to the terrain, it fades to the landsat image.

 Next I rebuild the terrain, this time with all the mosaic of landsat
 images over Mexico (image attached). Now it shows landsat images from
 any distance. I have been playing with the maxElevationTransition
 parameter in the source code without any change.

 Any hint?

 you can just call setTextureWeight manually to get whatever mix of
 textures you want. The example only shows one possible way to use it, where
 the weight is coupled to height.

 jp


 Regards.

 -- A.


 


 

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Kim Bale
Hi Jan, J-S,
I was actually thinking about how to fix the debug library issue since
pankaj mentioned it, it does appear to be a common request.

I did a quick google and I think it is possible to setup CMake to configure
single build types if required. If that is the case, then I think providing
a cmake option of release/release+debug builds would be preferable to using
a script that automatically places release libs in the place of debug libs.
Doing it automatically could easily create confusion should people not
notice the release/debug mix in cmake.

I'll take a look at it this evening and see if it can be done easily.

Jan - cheers for the fix, I must have overlooked that.

Regards,

Kim.



2009/10/6 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi Jan,

  Could the CMakeFile.txt be fixed that if no debug version is found cmake
 doesn't fail? I want to build a release (default) and it fails because the
 debug version of OSG is not there - it shouldn't be required for building
 release and/or if not on Windows (you can safely mix debug/release except on
 Windows). Also, on Linux there is usually no d suffix for debug versions -
 OSG has a macro to deal with that.


 The OSG libraries are found using the Findosg*.cmake that come with CMake.
 Looking at Findosg_functions.cmake (in my CMake install
 dir/share/cmake-2.6/Modules) I see this:

   if(NOT ${module_uc}_LIBRARY_DEBUG)
  # They don't have a debug library
  set(${module_uc}_LIBRARY_DEBUG ${${module_uc}_LIBRARY} PARENT_SCOPE)
  set(${module_uc}_LIBRARIES ${${module_uc}_LIBRARY} PARENT_SCOPE)
   else()
  # They really have a FOO_LIBRARY_DEBUG
  set(${module_uc}_LIBRARIES
  optimized ${${module_uc}_LIBRARY}
  debug ${${module_uc}_LIBRARY_DEBUG}
  PARENT_SCOPE
  )
   endif()

 Which if I'm reading right, means that if no debug library was found, it
 will set the debug library to the same value as the release library. I think
 that should do what you want?

 Maybe check which version of CMake you have, and whether your
 Findosg_functions.cmake has this code.

 In any case, tweaking how the OSG libraries are found/used will mean
 copying the Findosg*.cmake modules to be local to the project, and tweaking
 them there. I'd be hesitant to do that since we then take on the
 responsibility of maintaining our copies of them in the future. So if you
 can live with manually setting the debug library to the same value as the
 release library (which you'll need to do only once because then the values
 are cached for the next time you need to run cmake) then that might be
 better.

 Or perhaps we can submit a patch to the Findosg*.cmake modules that come
 with CMake to add an option to do what you want. If you want you can
 investigate this path.

 In any case, I'm not that familiar with CMake so I just read the code and
 try to make sense of it, if we want to do something more complicated I'd
 consult Philip Lowman who seems to be really comfortable with CMake :-)

  Furthermore, you may want to fix the following to bring osgOcean in line
 with the other plugins/nodekits regarding installation - headers should be
 installed under osgOcean subdir and the shared lib should go into the lib
 not bin subdirectory.


 Committed to SVN trunk. Thanks for the patch.

 J-S
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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jan Ciger
Hi Jean-Sébastien,

Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote:
 Hi Jan,
 
  Could the CMakeFile.txt be fixed that if no debug version is found cmake
  doesn't fail? I want to build a release (default) and it fails because
  the debug version of OSG is not there - it shouldn't be required for
  building release and/or if not on Windows (you can safely mix
  debug/release except on Windows). Also, on Linux there is usually no d
  suffix for debug versions - OSG has a macro to deal with that.
 
 The OSG libraries are found using the Findosg*.cmake that come with
 CMake. Looking at Findosg_functions.cmake (in my CMake install
 dir/share/cmake-2.6/Modules) I see this:


I have checked this, the code is there. I have cmake-2.6.3.

 Which if I'm reading right, means that if no debug library was found, it
 will set the debug library to the same value as the release library. I
 think that should do what you want?

Yes.

 
 Maybe check which version of CMake you have, and whether your
 Findosg_functions.cmake has this code.

It does. But I am getting this:

CMake Error: The following variables are used in this project, but they are 
set to NOTFOUND.
Please set them or make sure they are set and tested correctly in the CMake 
files:
OPENTHREADS_LIBRARY_DEBUG
linked by target osgOcean in directory 
/home/janoc/tmp/download/osgocean-read-only/src/osgOcean

It finds the non-debug OSG successfully but fails on finding debug version of 
OpenThreads (which I didn't compile, I have only release one).
I think the issue is in the FindOpenThreads.cmake lacking the code you have 
pointed out.

 So
 if you can live with manually setting the debug library to the same
 value as the release library (which you'll need to do only once because
 then the values are cached for the next time you need to run cmake) then
 that might be better.

I can live with it for the time being, but it should be fixed, IMO.

 Committed to SVN trunk. Thanks for the patch.

Welcome.

Regards,

Jan


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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jean-Sébastien Guay

Hi Jan,

Thanks for the investigations on your machine.

It finds the non-debug OSG successfully but fails on finding debug version of 
OpenThreads (which I didn't compile, I have only release one).
I think the issue is in the FindOpenThreads.cmake lacking the code you have 
pointed out.


Yeah, ok so for that we can easily send a patch to the CMake project. 
However:



I can live with it for the time being, but it should be fixed, IMO.


Well if Kim can get what he said working, it would be even better. I 
agree that silently using the release lib in a debug build would be bad 
(on Windows at least, and there's no platform guard for this in the 
CMake module's code). At the very least it should warn that it's doing 
this, but even better would be setting up our project so that we can do 
release-only or release+debug builds as required.


So good luck Kim, hope you get it working without too much trouble!

J-S
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Re: [osg-users] VPB: Multitexture control question

2009-10-06 Thread J.P. Delport

Have you tried manually using setTextureWeight?



Any hint?

you can just call setTextureWeight manually to get whatever mix of
textures you want. The example only shows one possible way to use it, where
the weight is coupled to height.

jp


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Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn't work)

2009-10-06 Thread Johannes Schüth
No, not yet. But its a good news to hear that you managed to use 
CLAMP_TO_BORDER - Perhaps this might be a driver problem or maybe there is just 
a problem with my code.
Yes - i use only one texture in the shader - but i have to add two textures to 
the texture array to make it work. You must add at least two textures otherwise 
it might not work. 


Wojciech Lewandowski wrote:
 Johannes,
  I guess something like your code could maybe work with Texture3D where 
 linear filter would interpolate between two layers. But Texture2DArray works 
 like nearest on the trhird coordinate. Write more about your problem maybe we 
 could help if you still 
 need it.
 


I think i will try to isolate the problem and present it in a small example.

Greetings

Johannes

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[osg-users] Perspective Axes Rotation Indicator

2009-10-06 Thread Sean Spicer
Hi Osg-Users,
Here's a topic that I cannot seem to find any reference in the archives for.
 I'm trying to create an Axes rotation indicator Glyph in the lower
left-hand corner of our viewer (X, Y, Z).  I've got working code for this
(see below), but it is an orthographic projection, while my scene is
perspective.  The axes rotation indicator works correctly, (e.g. it
correctly matches the rotation of the trackball  scene) but because it is
ortho and the scene is perspective, it's quite jarring to the user.  Can
someone suggest how I can modify the code below so that it correctly maps
the axes in perspective (ideally, the same perspective frustum as my scene)?

Many thanks.

Sean

Code
---

#ifndef OsgAxes_h
#define OsgAxes_h

// OSG Includes
#include osg/Group
#include osg/Geometry
#include osg/Camera
#include osg/Quat
#include osg/MatrixTransform
#include osg/Referenced
#include osg/NodeCallback
#include osgGA/TrackballManipulator

class OsgAxes : public osg::Group
{

public:

// Public Constructor
explicit OsgAxes(const osgGA::TrackballManipulator trackball);

// Public Destructor
virtual ~OsgAxes();

void updateCurrentRotation();

private:

osg::Geometry *createAxes();

// Prevent Copy  Assignment
 OsgAxes(const OsgAxes );
OsgAxes operator=(const OsgAxes );

osg::ref_ptrosg::MatrixTransform m_rotation;

const osgGA::TrackballManipulator m_trackball;
};

class AxesNodeCallback : public osg::NodeCallback
{
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
 {
osg::ref_ptrOsgAxes axes =
dynamic_castOsgAxes* (node);
 if(axes)
{
axes-updateCurrentRotation();
 }
traverse(node, nv);
}
};

OsgAxes::OsgAxes(const osgGA::TrackballManipulator trackball)
: m_trackball(trackball)
{
osg::Camera *camera = new osg::Camera;
 //camera-setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 1024));
camera-setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 1024));
 camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera-setViewMatrix(osg::Matrix::identity());
 camera-setClearMask(GL_DEPTH_BUFFER_BIT);
camera-setRenderOrder(osg::Camera::POST_RENDER);
 camera-setAllowEventFocus(false);

osg::Geode* geode = new osg::Geode();

// turn lighting off for the text and disable depth test to ensure it's
always ontop.
osg::StateSet* stateset = geode-getOrCreateStateSet();
 stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF);

geode-addDrawable(createAxes());

m_rotation = new osg::MatrixTransform();
m_rotation-setMatrix(osg::Matrix::identity());
 m_rotation-addChild(geode);

osg::MatrixTransform *scale = new osg::MatrixTransform();
 scale-setMatrix(osg::Matrix::scale(osg::Vec3(100.0f, 100.0f, 100.0f)));
scale-addChild(m_rotation.get());

osg::MatrixTransform *translate = new osg::MatrixTransform();
translate-setMatrix(osg::Matrix::translate(osg::Vec3(100.0f, 100.0f,
0.0f)));
 translate-addChild(scale);

camera-addChild(translate);
 addChild(camera);

setUpdateCallback(new AxesNodeCallback);
}

OsgAxes::~OsgAxes()
{

}

osg::Geometry * OsgAxes::createAxes()
{
osg::Geometry* geom = new osg::Geometry;

osg::Vec3Array* vertices = new osg::Vec3Array;
vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
 vertices-push_back(osg::Vec3(0.5f, 0.0f, 0.0f));
vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
 vertices-push_back(osg::Vec3(0.0f, 0.5f, 0.0f));
vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
 vertices-push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
geom-setVertexArray(vertices);

osg::Vec3Array* normals = new osg::Vec3Array;
normals-push_back(osg::Vec3(0.0f,0.0f,1.0f));
 geom-setNormalArray(normals);
geom-setNormalBinding(osg::Geometry::BIND_OVERALL);

osg::Vec4Array* colors = new osg::Vec4Array;
colors-push_back(osg::Vec4(1.0f,0.0,0.0f,1.0f));
 colors-push_back(osg::Vec4(0.0f,1.0,0.0f,1.0f));
colors-push_back(osg::Vec4(0.0f,0.0,1.0f,1.0f));
 geom-setColorArray(colors);
geom-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);

geom-addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,6));

osg::StateSet* stateset = geom-getOrCreateStateSet();
 osg::LineWidth *lw = new osg::LineWidth(2.0f);
stateset-setAttribute(lw);

return geom;
}

void OsgAxes::updateCurrentRotation()
{
osg::Matrix mat(m_trackball.getRotation().inverse());
 m_rotation-setMatrix(mat);
}


---
End Code
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Re: [osg-users] VPB: Multitexture control question

2009-10-06 Thread Alejandro Aguilar Sierra
Yes, from multitexturecontrol example, I wrote a program in which, key
2 brings layer 2, key 3 brings layer 3 (assigning 1.o to their
weights). But I really would like it to work based on distance, as the
example is intended for.

Regards,

-- A.



On Tue, Oct 6, 2009 at 9:21 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Have you tried manually using setTextureWeight?


 Any hint?

 you can just call setTextureWeight manually to get whatever mix of
 textures you want. The example only shows one possible way to use it,
 where
 the weight is coupled to height.

 jp

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Re: [osg-users] VPB: Multitexture control question

2009-10-06 Thread J.P. Delport

Hi,

Alejandro Aguilar Sierra wrote:

Yes, from multitexturecontrol example, I wrote a program in which, key
2 brings layer 2, key 3 brings layer 3 (assigning 1.o to their
weights). But I really would like it to work based on distance, as the
example is intended for.


if manual setting works it probably means that distances in the example 
are not what is expected. Maybe print out some values for elevation in 
ElevationLayerBlendingCallback and try to follow what it is doing.


jp



Regards,

-- A.



On Tue, Oct 6, 2009 at 9:21 AM, J.P. Delport jpdelp...@csir.co.za wrote:

Have you tried manually using setTextureWeight?



Any hint?

you can just call setTextureWeight manually to get whatever mix of
textures you want. The example only shows one possible way to use it,
where
the weight is coupled to height.

jp

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Re: [osg-users] Perspective Axes Rotation Indicator

2009-10-06 Thread Pierre Bourdin (gmail)
Hi Sean,

Le mardi 06 octobre 2009 à 09:26 -0500, Sean Spicer a écrit :
 Hi Osg-Users,
 
 
 Here's a topic that I cannot seem to find any reference in the
 archives for.  I'm trying to create an Axes rotation indicator Glyph
 in the lower left-hand corner of our viewer (X, Y, Z).  I've got
 working code for this (see below), but it is an orthographic
 projection, while my scene is perspective.  The axes rotation
 indicator works correctly, (e.g. it correctly matches the rotation of
 the trackball  scene) but because it is ortho and the scene is
 perspective, it's quite jarring to the user.  Can someone suggest how
 I can modify the code below so that it correctly maps the axes in
 perspective (ideally, the same perspective frustum as my scene)?
 
Maybe you could have look at delta3d Compass class:
http://delta3d.sourceforge.net/API/html/classdt_core_1_1_compass.html

I think it is doing exactly what you're looking for...
 
 Many thanks.
 
Cheers, Pierre.
 
 Sean
 
 
 Code
 ---
 
 
 #ifndef OsgAxes_h
 #define OsgAxes_h
 
 
 // OSG Includes
 #include osg/Group
 #include osg/Geometry
 #include osg/Camera
 #include osg/Quat
 #include osg/MatrixTransform
 #include osg/Referenced
 #include osg/NodeCallback
 #include osgGA/TrackballManipulator
 
 
 class OsgAxes : public osg::Group
 {
 
 
 public:
 
 
 // Public Constructor
 explicit OsgAxes(const osgGA::TrackballManipulator trackball);
 
 
 // Public Destructor
 virtual ~OsgAxes();
 
 
 void updateCurrentRotation();
 
 
 private:
 
 
 osg::Geometry *createAxes();
 
 
 // Prevent Copy  Assignment
 OsgAxes(const OsgAxes );
 OsgAxes operator=(const OsgAxes ); 
 
 
 osg::ref_ptrosg::MatrixTransform m_rotation; 
 
 
 const osgGA::TrackballManipulator m_trackball;
 };
 
 
 class AxesNodeCallback : public osg::NodeCallback 
 {
 public:
 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
 {
 osg::ref_ptrOsgAxes axes = 
 dynamic_castOsgAxes* (node);
 if(axes)
 {
 axes-updateCurrentRotation();
 }
 traverse(node, nv); 
 }
 };
 
 
 OsgAxes::OsgAxes(const osgGA::TrackballManipulator trackball)
 : m_trackball(trackball)
 {
 osg::Camera *camera = new osg::Camera;
 //camera-setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 1024));
 camera-setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 1024));
 camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
 camera-setViewMatrix(osg::Matrix::identity());
 camera-setClearMask(GL_DEPTH_BUFFER_BIT);
 camera-setRenderOrder(osg::Camera::POST_RENDER);
 camera-setAllowEventFocus(false);
 
 
 osg::Geode* geode = new osg::Geode();
 
 
 // turn lighting off for the text and disable depth test to ensure
 it's always ontop.
 osg::StateSet* stateset = geode-getOrCreateStateSet();
 stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF);
 
 
 geode-addDrawable(createAxes());
 
 
 m_rotation = new osg::MatrixTransform();
 m_rotation-setMatrix(osg::Matrix::identity());
 m_rotation-addChild(geode);
 
 
 osg::MatrixTransform *scale = new osg::MatrixTransform();
 scale-setMatrix(osg::Matrix::scale(osg::Vec3(100.0f, 100.0f,
 100.0f)));
 scale-addChild(m_rotation.get());
 
 
 osg::MatrixTransform *translate = new osg::MatrixTransform();
 translate-setMatrix(osg::Matrix::translate(osg::Vec3(100.0f, 100.0f,
 0.0f)));
 translate-addChild(scale);
 
 
 camera-addChild(translate);
 addChild(camera);
 
 
 setUpdateCallback(new AxesNodeCallback);
 }
 
 
 OsgAxes::~OsgAxes()
 {
 
 
 }
 
 
 osg::Geometry * OsgAxes::createAxes()
 {
 osg::Geometry* geom = new osg::Geometry;
 
 
 osg::Vec3Array* vertices = new osg::Vec3Array;
 vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
 vertices-push_back(osg::Vec3(0.5f, 0.0f, 0.0f));
 vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
 vertices-push_back(osg::Vec3(0.0f, 0.5f, 0.0f));
 vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
 vertices-push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
 geom-setVertexArray(vertices);
 
 
 osg::Vec3Array* normals = new osg::Vec3Array;
 normals-push_back(osg::Vec3(0.0f,0.0f,1.0f));
 geom-setNormalArray(normals);
 geom-setNormalBinding(osg::Geometry::BIND_OVERALL);
 
 
 osg::Vec4Array* colors = new osg::Vec4Array;
 colors-push_back(osg::Vec4(1.0f,0.0,0.0f,1.0f));
 colors-push_back(osg::Vec4(0.0f,1.0,0.0f,1.0f));
 colors-push_back(osg::Vec4(0.0f,0.0,1.0f,1.0f));
 geom-setColorArray(colors);
 geom-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
 
 
 geom-addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,6));
 
 
 osg::StateSet* stateset = geom-getOrCreateStateSet();
 osg::LineWidth *lw = new osg::LineWidth(2.0f);
 stateset-setAttribute(lw);
 
 
 return geom;
 }
 
 
 void OsgAxes::updateCurrentRotation()
 {
 osg::Matrix mat(m_trackball.getRotation().inverse());
 m_rotation-setMatrix(mat);
 }
 
 
 
 
 ---
 End Code
 
 
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Re: [osg-users] VPB: Is it possible to use a texture atlas over a vpb generated terrain?

2009-10-06 Thread Alejandro Aguilar Sierra
Hi Robert:

On Tue, Oct 6, 2009 at 2:56 AM, Robert Osfield robert.osfi...@gmail.com wrote:
 Is it possible to use a texture atlas over a vpb generated terrain? How?

 You just decorate your scene graph with the StateSet that contains
 your texture, and a use a TexGenNode to generate the coordinates.

Sounds easy. Any example?

 I'm afraid this question is too open ended for me to answer.  Do you
 at the same time?  What do exactly you mean by super impose in this
 context?

I have in layer 0 bluemarble textures, in layer 1 detailed landsat
ones. In layer 2 I want to put an image of some physical variable,
like sun ultraviolet radiation. I have one of those for each month of
the year, I would like to put the January one and change it either by
hand or animation until december.

I tried to put all 12 images in dfferent layers but I just got a mess.
I found a message in the archives in which in a similar case you
suggest not using layers but atlas or 3d texture for this.

How do you suggest I should do it?

Regards,

-- A.
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Re: [osg-users] New OpenGL texture object and buffer object pool support

2009-10-06 Thread J.P. Delport

Hi Robert,

Robert Osfield wrote:


I will investigate what had gone a miss.


I have now tracked down the problem to a bug in the reassignment of
TextureObject to a new TextureObjectSet, this is now fixed along with
a couple of other bugs due to the unrefAfterApply not being disabled
when the texture pool is enabled.  These fixes are now checked into
svn/trunk.

I am currently seeing GL errors reported when running osgmovie of the form:

Warning: detected OpenGL error 'invalid enumerant' after applying
attribute TextureRectangle 0x1fdb4e0

With the onscreen image being corrupted, while if I select a Texture2D
using the osgmovie command line option --texture2D I get:

   Warning: detected OpenGL error 'invalid enumerant' after applying
attribute Texture2D 0x1c724e0

But the onscreen image is correct.  If comment out the assignment of
the PixelBufferObject in the ImageStream constructor the on screen
errors and the console warnings all disappear so it looks to be a PBO
issue of some kind.  I've only tried out this on my ATI card so far so
it could be driver issue.

What results do you get with the bug fixes I've just checked in?


I've just updated and now I get a single corrupted image flashed onto 
the screen and then a segfault.


$ osgmovie --mouse --interactive --shaders -e ffmpeg file.avi
image-s()640 image-t()=480 aspectRatio=1
_maxTexturePoolSize=0
_maxBufferObjectPoolSize=0
Created new TextureObject, _numOfTextureObjects 1
GLBufferObjectSet::GLBufferObjectSet _profile._size=1228800
Segmentation fault

If I run in gdb the corrupted image stays, but I'll have to recompile 
with debug info to give you a more sensible backtrace. Tomorrow... have 
to go now.


jp

---8---
Created new TextureObject, _numOfTextureObjects 1
GLBufferObjectSet::GLBufferObjectSet _profile._size=1228800

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb2952b90 (LWP 22742)]
0xb6d69e60 in ?? () from /usr/lib/libGLcore.so.1
(gdb) bt
#0  0xb6d69e60 in ?? () from /usr/lib/libGLcore.so.1
Cannot access memory at address 0xa04
(gdb) thread
[Current thread is 5 (Thread 0xb2952b90 (LWP 22742))]
(gdb) info threads
* 5 Thread 0xb2952b90 (LWP 22742)  0xb6d69e60 in ?? ()
   from /usr/lib/libGLcore.so.1
  4 Thread 0xb3c81b90 (LWP 22741)  0xb7fe1424 in __kernel_vsyscall ()
  3 Thread 0xb4482b90 (LWP 22740)  0xb7fe1424 in __kernel_vsyscall ()
  2 Thread 0xb4c83b90 (LWP 22739)  0xb7fe1424 in __kernel_vsyscall ()
  1 Thread 0xb62a8950 (LWP 22736)  0xb7fe1424 in __kernel_vsyscall ()





Robert.
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Re: [osg-users] MatrixTransform and particle system

2009-10-06 Thread Jolley, Thomas P
Hi Bill,

Do you have a ModularEmitter and ParticleSystemUpdater?  If so, where are they 
in the scene graph?

Are you expecting the particles, after being emitted, to move with the 
transform or stay in the world coordinate system.


Tom Jolley



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier, 
Guillaume
Sent: Monday, October 05, 2009 12:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system

Yes sorry I should have mentioned that... I am using 2.8.2.


cheers !


bill


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jolley, Thomas 
P
Sent: October-05-09 12:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system

Hi Bill,

What version of osg are you using?


Tom Jolley



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier, 
Guillaume
Sent: Monday, October 05, 2009 11:18 AM
To: OpenSceneGraph Users
Subject: [osg-users] MatrixTransform and particle system
I am trying to apply a transform to a particle system like this:

_transform = new osg::MatrixTransform;
_transform-setMatrix(osg::Matrix::rotate(fromDir, toDir));
_geode = new osg::Geode;
_geode-addDrawable(particleSystem.get());
_transform-addChild(_geode.get());
addChild(_transform.get());

Unfortunately adding the transform does not transform my particles... However 
if I add another geode like this before the previous code:

osg::ref_ptrosg::Geode pDummy = new osg::Geode;
pDummy-addDrawable(particleSystem.get());
addChild(pDummy.get());

Then I have one set of transformed particles and one set of untransformed ones. 
Probably I am missing something simple here ? Anyone has a suggestion ?


cheers !


bill




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Re: [osg-users] Clarification on use of Manipulators in CAD-Style app

2009-10-06 Thread Vincent Gadoury

Hi Robert,

It seems there is a glitch with the new osgManipulator event handling 
and the TrackballManipulator. In the osgmanipulator example, if you keep 
ctrl or 'a' pressed when you rotate the trackball using the left mouse 
button, the trackball might get crazy (rotating of arbitrary - probably 
high - angle). The trick to reproduce the bug is to try to release the 
mouse button on a dragger. I'm able to reproduce it constantly. I was 
never able to reproduce it when the ctrl or 'a' key were not pressed. I 
tested it on revisions 10593 and 10606.


Unfortunately, I did not have the time to track it down (it's not a big 
problem for me at the moment). I just wanted to let you know about it.


Also, are there any clues about when 2.9.6 will be released(/tagged)?

regards,

Vincent Gadoury


Robert Osfield wrote:

Hi Andrew,

In the svn/trunk version of the OSG I have refactored osgManipulator a
bit to make it more flexible and easier to use.  I would strongly
suggest having a look at it as the extra complexity of CommandManager
is no longer needed, also you no longer need to implement your own
event handling, as osgManipulator can now automatically pick up on
events.  There is also a new callback support that allows you to move
objects around in the scene to follow manipulators.

Robert.

On Fri, Sep 25, 2009 at 1:58 PM, Andrew Thompson andyb1...@yahoo.co.uk wrote:
  

Hi there,

I am developing a CAD-Style application and am interested in using 
osgManipulator to provide picking, moving, rotating and scaling of objects. I 
just have a couple of questions with regard to the use of manipulators, and 
hope some of you can take the time to answer them for me.

Firstly my application currently has a relatively flat scenegraph, where each 
Object in the CAD app is arranged as follows:


Code:

PositionAttitudeTransform
|
Geode
|
Geometry




Then I have N Objects arranged as above in the scene that are a child of the 
root scene node (so a flat scene graph).

From my understanding from reading the osgManipulator example, to manipulate 
an object I can use the following hierarchy:

[Image: 
http://i137.photobucket.com/albums/q217/andyb1979/manpulatorhierachy.png ]

In this diagram Geode is the object I want to manipulate, so I would replace that with 
the PAT from my 3D Object implementation, Selection wraps the object to 
manipulate, Dragger can go anywhere in the scene and the CommandManager links the Dragger 
to the Selection.

So -- some questions on how I may use this in my app:

* Firstly, to select an object, I pick it. At this point should I create a 
Selection and place in-between my 3D object and SceneRoot? Or can selection be 
anywhere and just place the object as a child of that?

* Secondly can the dragger be anywhere in the scene hierachy or must it be a 
parent of the selection?

* Similarly, does the Selection have to be specifically put between my 3D 
object and the scene root (In a CAD-Style app I will be selecting/deselecting 
objects quite regularly)

* Say my object has a transform applied to it by its
PositionAttitudeTransform. I need to somehow get that transform, apply to the 
dragger, then let the user manipulate it and apply the resultant transform to 
the PAT, removing the dragger/selection from the scene. Any ideas how this 
could work?

* Is there a way to get an event or call-back out for each translate, rotate, 
scale operation as I need to push these into an undo-redo stack

* Finally, could the above be modified to work with multiple objects in the 
same selection and how would I apply the Dragger transform to all of them 
before/after the event?



Thanks for your time, any insights would be gratefully received.

Andrew[/list]

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[osg-users] [osgPlugins] Shader from Rendermonkey : Collada plugin

2009-10-06 Thread Andrea Martini
Hi,

i have Only 2 questions ... about shaders!
I would like to use shaders created with rendermonkey  1.81 and exported as 
collada 1.4.1. I'm using OpenScenegraph 2.8.0 and 2.8.2. 

First question:
Using  Osg 2.8.0
I run viewer.exe with myfile.dae (a specular bump effect with teapot as model). 
The result is a black teapot with some red effect. On the console system 
reports unsupported effect profile profile_GLSL! 
What does it mean? What is the solution? Where i can find supported and 
unsupported effect?
(I have an NVIDIA QUADRO FX 4600, and rendermonkey render my teapot correctly!)

Second question:
Using Osg2.8.2

I have download the collada package and i have compiled the vc8 dom 1.4 
solution correctly (release and debug). With CMAKE i get the new openscenegraph 
solution with DAE plugin. But ... when i compile openscenegraph solution, in 
the linking phase, compiler says :

dom\build\vc8-1.4-d\libcollada14dom21-d.dll : fatal error LNK1107: file damaged 
or not valid!

What is wrong?

Thank you!

Cheers,
Andrea

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Re: [osg-users] Import models from 3DS

2009-10-06 Thread Felipe Lemus
Hi Sukender,

Thank you very much for your answer, but that is not the problem. Textures 
associated to the model are loaded, I can see sticks and letters in the model, 
but is the colour which is white. Moreover, I can load with succes the model in 
my notebook computer with the same version of OSG but in the computer which I 
need to run the app do not. I do not understand why it is happening that.

Excuse my English, I am from Spain.

All help is welcome!!
... 

Thank you very much!

Cheers,
Felipe

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Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn't work)

2009-10-06 Thread Johannes Schüth
Hi,
 
i managed to reproduce the problem. And i even used another much simpler 
shader. This might tell us that the problem is not located in my shaders.


Code:

#include osg/Group
#include osg/Geode
#include osg/ShapeDrawable
#include osg/Node
#include osgViewer/Viewer
#include osg/Texture2DArray
#include osgDB/ReadFile
#include string

using namespace osg;

void applyShader(Geode* geode)
{
ref_ptrProgram program = new Program;
program-setName(TexturesTest);
ref_ptrShader vertObj = new Shader(Shader::VERTEX);
ref_ptrShader fragObj = new Shader(Shader::FRAGMENT);

program-addShader(vertObj.get());
program-addShader(fragObj.get());

ref_ptrStateSet stateSet = new osg::StateSet;
ref_ptrUniform texturesUniform = new 
Uniform(Uniform::SAMPLER_2D_ARRAY, textures, 0);
stateSet-addUniform(texturesUniform.get());
stateSet-setAttributeAndModes(program.get(), StateAttribute::ON);

ref_ptrTexture2DArray textureArray = new Texture2DArray;
textureArray-setFilter(osg::Texture2DArray::MIN_FILTER, 
osg::Texture2DArray::NEAREST);
textureArray-setFilter(osg::Texture2DArray::MAG_FILTER, 
osg::Texture2DArray::NEAREST);
textureArray-setWrap(osg::Texture::WRAP_S, 
osg::Texture::CLAMP_TO_BORDER);
textureArray-setWrap(osg::Texture::WRAP_T, 
osg::Texture::CLAMP_TO_BORDER);
textureArray-setWrap(osg::Texture::WRAP_R, 
osg::Texture::CLAMP_TO_BORDER);



textureArray-setTextureDepth(2);
Image* image = osgDB::readImageFile(src/foo2.jpg);
textureArray-setImage(0, image);
textureArray-setImage(1, image);
stateSet-setTextureAttribute(0, textureArray.get(), 
osg::StateAttribute::ON);

std::string vertSource =
void main()
{
gl_TexCoord[0].st = gl_MultiTexCoord0.st;
gl_Position = ftransform();
};
vertObj-setShaderSource(vertSource);

std::string fragSource =
#version 120\n
#extension GL_EXT_gpu_shader4 : enable\n

uniform sampler2DArray textures;

void main()
{
gl_FragColor = texture2DArray(textures, 
vec3(gl_TexCoord[0].xy*vec2(1.5,1.5), 0));
};
fragObj-setShaderSource(fragSource);

geode-setStateSet(stateSet.get());
}

int main(int argc, char** argv)
{
setNotifyLevel(osg::DEBUG_INFO);

// Create a cube
ref_ptrGroup rootNode = new Group;
Box* cube = new Box(Vec3(0,0,0), 1.0f);
ShapeDrawable* drawable = new ShapeDrawable(cube);
Geode* geode = new Geode();
geode-addDrawable(drawable);
rootNode-addChild(geode);

// Apply our shader to this cube
applyShader(geode);

osgViewer::Viewer viewer;
viewer.setSceneData(rootNode.get());
return viewer.run();
}





http://www.jotschi.de/download/osg/Texture2DArrayClampingExample.cpp

I resized the texture coords so that you can see that there is no clamping.

Thank you!

Cheers,
Johannes

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Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn't work)

2009-10-06 Thread Johannes Schüth
Hi,

even if i use st instead of the xy coords:

Code:

gl_FragColor = texture2DArray(textures, 
vec3(gl_TexCoord[0].xy*vec2(1.5,1.5), 0));



instead of:

Code:

gl_FragColor = texture2DArray(textures, 
vec3(gl_TexCoord[0].st*vec2(1.5,1.5), 0));




The problem is the same.

Thank you!

Cheers,
Johannes

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[osg-users] Picking (computeIntersection) bug with POINT_ROT_EYE Billboards

2009-10-06 Thread Nathan Monteleone
Hi,

I'm having trouble getting picking (via View::computeIntersection) to work on 
Billboards in POINT_ROT_EYE mode.  Attached is a .osg file that creates a 
single billboard tree -- if I open this file with osgPick in OSG 2.9.5, I can 
only get a hit if I click near the very base of the tree.

As far as I can tell this has always been a problem; billboard picking wasn't 
really supported at all pre-2.8.

I tried tracing this through IntersectionVisitor and I couldn't figure out why 
it didn't work.  I have two guesses:

1. A precision problem in the matrix math or
2. The billboard matrix is coming out differently in the visitor than in the 
actualy cull traversal.  It seems to be using the intersection vector start 
point as the eyepoint when calculating the matrix for the billboard -- isn't 
this wrong?

I'll keep looking at it, but I could really use a second set of eyes.

Thanks!
- Nathan

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Billboard {
  DataVariance DYNAMIC
  nodeMask 0x
  cullingActive TRUE
  num_drawables 1
  Geometry {
DataVariance DYNAMIC
StateSet {
  UniqueID StateSet_0
  DataVariance STATIC
  rendering_hint TRANSPARENT_BIN
  renderBinMode USE
  binNumber 10
  binName DepthSortedBin
  GL_LIGHTING OFF
  GL_ALPHA_TEST ON
  GL_BLEND ON
  AlphaFunc {
DataVariance STATIC
comparisonFunc GEQUAL
referenceValue 0.05
  }
  BlendFunc {
DataVariance STATIC
source SRC_ALPHA
destination ONE_MINUS_SRC_ALPHA
  }
  textureUnit 0 {
GL_TEXTURE_2D ON
Texture2D {
  DataVariance STATIC
  file Images/tree0.rgba
  wrap_s CLAMP
  wrap_t CLAMP
  wrap_r CLAMP
  min_filter LINEAR_MIPMAP_LINEAR
  mag_filter LINEAR
  maxAnisotropy 1
  borderColor 0 0 0 0
  borderWidth 0
  useHardwareMipMapGeneration TRUE
  unRefImageDataAfterApply TRUE
  internalFormatMode USE_IMAGE_DATA_FORMAT
  resizeNonPowerOfTwo TRUE
}
TexEnv {
  UniqueID TexEnv_1
  DataVariance STATIC
  mode MODULATE
}
  }
}
useDisplayList TRUE
useVertexBufferObjects FALSE
PrimitiveSets 1
{
  DrawArrays QUADS 0 4
}
VertexArray Vec3Array 4
{
  -0.125 0 0
  0.125 0 0
  0.125 0 0.24
  -0.125 0 0.24
}
ColorBinding OVERALL
ColorArray Vec4Array 1
{
  1 1 1 1
}
TexCoordArray 0 Vec2Array 4
{
  0 0
  1 0
  1 1
  0 1
}
  }
  Mode POINT_ROT_EYE
  Axis 0 0 1
  Normal 0 -1 0
  Positions {
0.0 0.0 0.0
  }
}
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Re: [osg-users] MatrixTransform and particle system

2009-10-06 Thread Poirier, Guillaume
Hi Tom,

 

Thanks for helping out. I am indeed using a ModularEmitter and
ParticleSystemUpdater. I was doing something like:

 

effect-addChild(emitter);

effect-addChild(program);

effect-addChild(updater);

geode-addChild(particleSystem);

transform-addChild(geode);

effect-addChild(transform);

root-addChild(effect);

 

I was expecting that if with no transform the particles are emitted
towards +Z say, then I could add a rotation transform to emit them
towards the +X axis for example. Not sure what was the problem with
adding a MatrixTransform. The behavior was add one geode, the particles
go towards +Z. Add a parent rotation to move towards +X, the particles
still emit towards +Z. Now add another geode with particle system before
previous one (no transform), and particles are emitted both towards +Z
and +X (see first post)...

 

What I did to solve my problem is that I computed the theta and phi
angles of the desired rotation and set the emitter to those values using
setThetaRange() and setPhiRange(). This works as intended. Either there
is something I was doing wrong / not understanding before, or maybe
there is a bug somewhere in osgParticle...

 

cheers !

 

 

bill

 

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jolley,
Thomas P
Sent: October-06-09 11:55 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system

 

Hi Bill,

 

Do you have a ModularEmitter and ParticleSystemUpdater?  If so, where
are they in the scene graph?

 

Are you expecting the particles, after being emitted, to move with the
transform or stay in the world coordinate system.

 



Tom Jolley

 

 





From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Poirier, Guillaume
Sent: Monday, October 05, 2009 12:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system

Yes sorry I should have mentioned that... I am using 2.8.2.

 

 

cheers !

 

 

bill

 





From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jolley,
Thomas P
Sent: October-05-09 12:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system

 

Hi Bill,

 

What version of osg are you using?

 



Tom Jolley

 

 





From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Poirier, Guillaume
Sent: Monday, October 05, 2009 11:18 AM
To: OpenSceneGraph Users
Subject: [osg-users] MatrixTransform and particle system

I am trying to apply a transform to a particle system
like this:

 

_transform = new osg::MatrixTransform;

_transform-setMatrix(osg::Matrix::rotate(fromDir,
toDir));

_geode = new osg::Geode;

_geode-addDrawable(particleSystem.get());

_transform-addChild(_geode.get());

addChild(_transform.get());

 

Unfortunately adding the transform does not transform my
particles... However if I add another geode like this before the
previous code:

 

osg::ref_ptrosg::Geode pDummy = new osg::Geode;

pDummy-addDrawable(particleSystem.get());

addChild(pDummy.get());

 

Then I have one set of transformed particles and one set
of untransformed ones. Probably I am missing something simple here ?
Anyone has a suggestion ?

 

 

cheers !

 

 

bill

 

 

 

 

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Re: [osg-users] Picking (computeIntersection) bug with POINT_ROT_EYE Billboards

2009-10-06 Thread Nathan Monteleone

nbmont wrote:
 I tried tracing this through IntersectionVisitor and I couldn't figure out 
 why it didn't work.  I have two guesses:
 
 1. A precision problem in the matrix math or
 2. The billboard matrix is coming out differently in the visitor than in the 
 actualy cull traversal.  It seems to be using the intersection vector start 
 point as the eyepoint when calculating the matrix for the billboard -- isn't 
 this wrong?
 


I think it is #2.  I was able to get pretty close to the desired behavior by 
messing with View::computeIntersections as follows --


Code:
...

// original code starting at line 1877:
osgUtil::IntersectionVisitor iv(picker.get());
iv.setTraversalMask(traversalMask);

// NBM: kludge to make POINT_ROT_EYE billboards work
iv.setReferenceEyePoint(osg::Vec3d(0.0, 0.0, 0.0));
iv.setReferenceEyePointCoordinateFrame(osgUtil::Intersector::VIEW);

...



The gist of this is that it makes getEyePoint() in IntersectVisitor return the 
camera position in the model reference frame instead of the start point of the 
intersection vector.  This gives me something pretty close to what I originall 
expected -- I can pick MOST of POINT_ROT_EYE billboard.  But it still seems to 
miss around the edges.

Btw I noticed AXIAL_ROT billboards also miss around the edges sometimes.

Any ideas on what's going wrong?  Am I understanding IntersectionVisitor 
correctly here?

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Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn't work)

2009-10-06 Thread Johannes Schüth
Hi,

textureArray-setWrap(osg::Texture::WRAP_S, osg::Texture::MIRROR);
textureArray-setWrap(osg::Texture::WRAP_T, osg::Texture::MIRROR);
textureArray-setWrap(osg::Texture::WRAP_R, osg::Texture::MIRROR);

does work with me. The textures will be mirrored.

Thank you!

Cheers,
Johannes

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Re: [osg-users] MatrixTransform and particle system

2009-10-06 Thread Jolley, Thomas P
Hi Bill,

I think what you want is to put the ModularEmitter under a Transform.  A Geode 
with the ParticleSystem will be a sister to the Transform.  Make sure the 
ModularEmitter has a reference to the same ParticleSystem in the Geode.  The 
ParticleSystemUpdater will also need a reference to the ParticleSystem.  You 
can control the direction (and position) of the particles with the Transform.  
I usually use a MatrixTransform.


Tom Jolley



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier, 
Guillaume
Sent: Tuesday, October 06, 2009 1:25 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system

Hi Tom,

Thanks for helping out. I am indeed using a ModularEmitter and 
ParticleSystemUpdater. I was doing something like:

effect-addChild(emitter);
effect-addChild(program);
effect-addChild(updater);
geode-addChild(particleSystem);
transform-addChild(geode);
effect-addChild(transform);
root-addChild(effect);

I was expecting that if with no transform the particles are emitted towards +Z 
say, then I could add a rotation transform to emit them towards the +X axis for 
example. Not sure what was the problem with adding a MatrixTransform. The 
behavior was add one geode, the particles go towards +Z. Add a parent rotation 
to move towards +X, the particles still emit towards +Z. Now add another geode 
with particle system before previous one (no transform), and particles are 
emitted both towards +Z and +X (see first post)...

What I did to solve my problem is that I computed the theta and phi angles of 
the desired rotation and set the emitter to those values using setThetaRange() 
and setPhiRange(). This works as intended. Either there is something I was 
doing wrong / not understanding before, or maybe there is a bug somewhere in 
osgParticle...

cheers !


bill



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jolley, Thomas 
P
Sent: October-06-09 11:55 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system

Hi Bill,

Do you have a ModularEmitter and ParticleSystemUpdater?  If so, where are they 
in the scene graph?

Are you expecting the particles, after being emitted, to move with the 
transform or stay in the world coordinate system.


Tom Jolley



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier, 
Guillaume
Sent: Monday, October 05, 2009 12:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system
Yes sorry I should have mentioned that... I am using 2.8.2.


cheers !


bill


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jolley, Thomas 
P
Sent: October-05-09 12:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system

Hi Bill,

What version of osg are you using?


Tom Jolley



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier, 
Guillaume
Sent: Monday, October 05, 2009 11:18 AM
To: OpenSceneGraph Users
Subject: [osg-users] MatrixTransform and particle system
I am trying to apply a transform to a particle system like this:

_transform = new osg::MatrixTransform;
_transform-setMatrix(osg::Matrix::rotate(fromDir, toDir));
_geode = new osg::Geode;
_geode-addDrawable(particleSystem.get());
_transform-addChild(_geode.get());
addChild(_transform.get());

Unfortunately adding the transform does not transform my particles... However 
if I add another geode like this before the previous code:

osg::ref_ptrosg::Geode pDummy = new osg::Geode;
pDummy-addDrawable(particleSystem.get());
addChild(pDummy.get());

Then I have one set of transformed particles and one set of untransformed ones. 
Probably I am missing something simple here ? Anyone has a suggestion ?


cheers !


bill




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Re: [osg-users] MatrixTransform and particle system

2009-10-06 Thread Poirier, Guillaume
Thanks Tom ! So the transform is applied to the emitter, not the geode /
drawable... This makes sense :-)  

 

cheers !

 

 

bill

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jolley,
Thomas P
Sent: October-06-09 3:19 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system

 

Hi Bill,

 

I think what you want is to put the ModularEmitter under a Transform.  A
Geode with the ParticleSystem will be a sister to the Transform.  Make
sure the ModularEmitter has a reference to the same ParticleSystem in
the Geode.  The ParticleSystemUpdater will also need a reference to the
ParticleSystem.  You can control the direction (and position) of the
particles with the Transform.  I usually use a MatrixTransform.

 



Tom Jolley

 

 





From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Poirier, Guillaume
Sent: Tuesday, October 06, 2009 1:25 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system

Hi Tom,

 

Thanks for helping out. I am indeed using a ModularEmitter and
ParticleSystemUpdater. I was doing something like:

 

effect-addChild(emitter);

effect-addChild(program);

effect-addChild(updater);

geode-addChild(particleSystem);

transform-addChild(geode);

effect-addChild(transform);

root-addChild(effect);

 

I was expecting that if with no transform the particles are
emitted towards +Z say, then I could add a rotation transform to emit
them towards the +X axis for example. Not sure what was the problem with
adding a MatrixTransform. The behavior was add one geode, the particles
go towards +Z. Add a parent rotation to move towards +X, the particles
still emit towards +Z. Now add another geode with particle system before
previous one (no transform), and particles are emitted both towards +Z
and +X (see first post)...

 

What I did to solve my problem is that I computed the theta and
phi angles of the desired rotation and set the emitter to those values
using setThetaRange() and setPhiRange(). This works as intended. Either
there is something I was doing wrong / not understanding before, or
maybe there is a bug somewhere in osgParticle...

 

cheers !

 

 

bill

 

 





From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jolley,
Thomas P
Sent: October-06-09 11:55 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system

 

Hi Bill,

 

Do you have a ModularEmitter and ParticleSystemUpdater?  If so,
where are they in the scene graph?

 

Are you expecting the particles, after being emitted, to move
with the transform or stay in the world coordinate system.

 



Tom Jolley

 

 





From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Poirier, Guillaume
Sent: Monday, October 05, 2009 12:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle
system

Yes sorry I should have mentioned that... I am using
2.8.2.

 

 

cheers !

 

 

bill

 





From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jolley,
Thomas P
Sent: October-05-09 12:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle
system

 

Hi Bill,

 

What version of osg are you using?

 



Tom Jolley

 

 





From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Poirier, Guillaume
Sent: Monday, October 05, 2009 11:18 AM
To: OpenSceneGraph Users
Subject: [osg-users] MatrixTransform and
particle system

I am trying to apply a transform to a particle
system like this:

   

Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn't work)

2009-10-06 Thread Johannes Schüth
Hi,

i read that clamping is not supported when using s3c texture compression so 
perhaps the internal format in which the texture2darray is stored affects the 
clamping behaviour?

Thank you!

Cheers,
Johannes

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Re: [osg-users] [build] How to open OSG in a CView MFC ?

2009-10-06 Thread Nemo Ulysse
Resolution of the problem:
If someone has the same problem as me, fallow this explication:


http://www.openscenegraph.org/projects/osg/changeset/7152

for me it work

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Re: [osg-users] setUpViewerAsEmbeddedInWindow and wxPython glcanvas

2009-10-06 Thread Randolph Fritz
Robert,

Thank you, that helped a lot.  My C++ code has now come up and run in a
Python GLUT test bed program, though I'm still having problems with
wxPython.  I'll keep at it.  One question: the osgViewerGLUT example
holds the reference to its osgViewer::GraphicsWindow in an
osg::observer_ptr, rather than an osg::ref_ptr.  What's the reasoning
behind that?

Randolph

On 2009-10-06, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi Randolf,

 I have never tried what you are doing but, but use of
 GraphicsWindowEmbedded feature of osgViewer is pretty straightforward,
 have a look at the osgviewerSDL and osgviewerGLUT examples for
 guidance, your own code shouldn't need to be much different than
 these.

 Robert.

 On Tue, Oct 6, 2009 at 3:39 AM, Randolph Fritz rfritz...@gmail.com wrote:
 Does anyone have an example of this? I'm developing a C++ class that
 I'm importing via Boost.python. I can't figure out what arguments to
 pass, what methods to call, or when to call them.  yet I know people
 have done this. Anyone?

 --
 Randolph Fritz
  design machine group, architecture department, university of washington
 rfr...@u.washington.edu -or- rfritz...@gmail.com

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-- 
Randolph Fritz
  design machine group, architecture department, university of washington
rfr...@u.washington.edu -or- rfritz...@gmail.com

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[osg-users] Databasepager + multiple views + different camera positions = memory leak?

2009-10-06 Thread sergey leontyev
Hello,

(i am using OSG 2.8.2)

Let me try to explain the problem :

I have a big database (TerraPage).  I load it into my application. I have two 
views (cameras) within a window and i can position each camera individually 
looking directly down at the terrain ( I am using orthographic projection ). If 
I move 2 cameras to an identical location everything is fine, and I can keep 
moving them to the same position.  

However, when i move them to a different locations ( looking at different tiles 
i presume). The memory usage starts to increase at about 0.5mb per second and 
never stops. It seems to only happen when i use setViewAsLookAt which changes 
the modelview matrix. I used to move around the map using the ortographic 
projection matrix(by setting left and right top and bottom params) i have never 
noticed the memory increase. 

In other words it seems that having 2 views with cameras positioned in 
different places break something in the databasepager.  

I have tried playing with some settings such setTargetMaximumNumberOfPageLOD or 
calling clear on the database pager. Does anyone have or had similar issues? I 
have no idea how to debug this. Is what i am saying possible? and the 
databsepager has a bug?

Does anyone have any ideas? How to debug this? How to rule out the that there 
is a bug in databasepager?

Any help or advices are appreciated.
Thanks!
Sergey

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[osg-users] Mouse Cursor troubles

2009-10-06 Thread Mattias Thell
Hello,

Basically, I want the mouse cursor to be shown in my application. I'm doing 
this using 

GraphicsWindow::setCursor(...) and
GraphicsWindow::useCursor(...)  (as suggested in another thread 
(http://forum.openscenegraph.org/viewtopic.php?t=2902), although calling this 
method should not strictly be necessary)

Trouble is, the mouse cursor is only displayed (and is changed properly to some 
application specific one as specified by useCursor()) when the application 
window has lost focus. Can anyone shed some light on why this might be 
happening?

I'm using OSG version 2.8.2 on Windows. 

Thanks!

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[osg-users] wxPython and CullVisitor nan on Mac

2009-10-06 Thread Randolph Fritz
It looks like I've rediscovered the following wxWidgets on Mac problem:
 Also, once I add something to my scene, I get the following error
 printed every frame:

 CullVisitor::apply(Geode) detected NaN,
 depth=nan, center=(0 0 0),
 matrix={
 nan nan nan nan
 nan nan nan nan
 nan nan nan nan
 nan nan nan nan
 }

More details at 
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-June/029500.html

Anyone remember this? Any ideas on how to debug it or what to do about it?

-- 
Randolph Fritz
  design machine group, architecture department, university of washington
rfr...@u.washington.edu -or- rfritz...@gmail.com

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Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-06 Thread Dimitrios Filiagos
Hi all,

the code that Jean Claude posted works like a sweet.
I also wrote a function similar to biLinearInterp to interpolate the normals of 
4 vertices.
I renamed the function getHeightAt(x,y) to getSurfaceDataAt(x,y) that return an 
osg::Vec4f now. The x,y,z represent the interpolated normal and the w the 
surface height. Now when you apply rotation and translation (only the height) 
to an object you might except from seeing the object to follow the motion of 
the waves you can see it rotate a little bit, like it should be in real life.

I will post the code soon.

One other thing what is the functionality of _isDirty and buid() in Jean 
Claudes code ? It will save me a lot of time.

Thanks!

Cheers,
Dimitrios

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