[osg-users] Background image...
I'd like to create a fixed background for an osg application, much like a HUD but while the HUD is always on top of the scene, I need to have an image always behind any 3D object. I tried to modify the example about HUDs by changing: setRenderOrder(osg::Camera::POST_RENDER); into this: setRenderOrder(osg::Camera::PRE_RENDER); but I guess that this is not sufficent to achive my goal, because actually the background image is not displayed at all (or maybe it is covered by the scene...). How can I create the desired effect? Thanks in advance. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG lightning
Hi there is there an OSG package for rendering lightning (I mean flashes not lighting)? Or does someone have some good examples? Regards Dominic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Background image...
Hi Alessandro, nah. That wont do the job. I did a quick test, and here is how I made it work go the the osgHUD example and: 1. createHUD, set for the camera: camera-setRenderOrder(osg::Camera::NESTED_RENDER); 2. in main, about line 362, where you load your scene without arguments osg::ref_ptrosg::Group group = new osg::Group; osg::Node* one = createHUD(); // this will be your background image osg::Node* two = scene.get(); one-getOrCreateStateSet()-setRenderBinDetails(1,RenderBin); two-getOrCreateStateSet()-setRenderBinDetails(2,RenderBin); group-addChild(one); group-addChild(two); group-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); two-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::ON); // add the HUD subgraph. //if (scene.valid()) group-addChild(scene.get()); //group-addChild(createHUD()); // set the scene to render viewer.setSceneData(group.get()); this is working code. Might be another way, but this will help you I think Let me know if it works for you Nick http://www.linkedin.com/in/tnick Sent from Ünalan, İstanbul, Turkey On Sat, Dec 19, 2009 at 11:16 AM, alessandro terenzi a.tere...@gmail.comwrote: I'd like to create a fixed background for an osg application, much like a HUD but while the HUD is always on top of the scene, I need to have an image always behind any 3D object. I tried to modify the example about HUDs by changing: setRenderOrder(osg::Camera::POST_RENDER); into this: setRenderOrder(osg::Camera::PRE_RENDER); but I guess that this is not sufficent to achive my goal, because actually the background image is not displayed at all (or maybe it is covered by the scene...). How can I create the desired effect? Thanks in advance. Alessandro ___ 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] [Newbie]: Can`t update Ortho2D camera after resize
Hello, I am trying to find the right way to update my 2D camera after a window resize. I check all the mailing list but I can't find the trick. Maybe somebody can help. I try the followings 1. Setting up the camera: ... camera2d = new osg::Camera; camera2d-setReferenceFrame(osg::Transform::ABSOLUTE_RF); osgViewer::Viewer::Windows windows; viewerWindow-getWindows(windows); if (windows.empty()) return; camera2d-setGraphicsContext(windows[0]); camera2d-setProjectionMatrixAsOrtho2D(0, viewerWindow-width(), 0, viewerWindow-height()); camera2d-setViewport(new osg::Viewport(*(viewerWindow-getCamera()-getViewport(; ... 2. The resizeGL method from my Qt OSG adapter class void QtOsgWidget::resizeGL(int width, int height) { _gw-getEventQueue()-windowResize(0, 0, width, height); _gw-resized(0, 0, width, height); // Seems not working _gw-resizedImplementation(0, 0, width, height); // a manual update will work, but I think this // is not the elegant way to do it osg::GraphicsContext::Cameras cameras = _gw-getCameras(); osg::Camera * camera = cameras.back(); // My Ortho2D Camera // This will work! camera-setProjectionMatrixAsOrtho2D(0, width, 0, height); } Many thanks for a tip. Karl ... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Background image...
Thank you very much Nick, it worked fine, I just changed this: group -getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); into this: one-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); Regards. Alessandro On Sat, Dec 19, 2009 at 12:42 PM, Trajce Nikolov nikolov.tra...@gmail.comwrote: Hi Alessandro, nah. That wont do the job. I did a quick test, and here is how I made it work go the the osgHUD example and: 1. createHUD, set for the camera: camera-setRenderOrder(osg::Camera::NESTED_RENDER); 2. in main, about line 362, where you load your scene without arguments osg::ref_ptrosg::Group group = new osg::Group; osg::Node* one = createHUD(); // this will be your background image osg::Node* two = scene.get(); one-getOrCreateStateSet()-setRenderBinDetails(1,RenderBin); two-getOrCreateStateSet()-setRenderBinDetails(2,RenderBin); group-addChild(one); group-addChild(two); group-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); two-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::ON); // add the HUD subgraph. //if (scene.valid()) group-addChild(scene.get()); //group-addChild(createHUD()); // set the scene to render viewer.setSceneData(group.get()); this is working code. Might be another way, but this will help you I think Let me know if it works for you Nick http://www.linkedin.com/in/tnick Sent from Ünalan, İstanbul, Turkey On Sat, Dec 19, 2009 at 11:16 AM, alessandro terenzi a.tere...@gmail.comwrote: I'd like to create a fixed background for an osg application, much like a HUD but while the HUD is always on top of the scene, I need to have an image always behind any 3D object. I tried to modify the example about HUDs by changing: setRenderOrder(osg::Camera::POST_RENDER); into this: setRenderOrder(osg::Camera::PRE_RENDER); but I guess that this is not sufficent to achive my goal, because actually the background image is not displayed at all (or maybe it is covered by the scene...). How can I create the desired effect? Thanks in advance. Alessandro ___ 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] Background image...
u r welcome .. Glad it works Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Sat, Dec 19, 2009 at 2:49 PM, alessandro terenzi a.tere...@gmail.comwrote: Thank you very much Nick, it worked fine, I just changed this: group -getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); into this: one -getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); Regards. Alessandro On Sat, Dec 19, 2009 at 12:42 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: Hi Alessandro, nah. That wont do the job. I did a quick test, and here is how I made it work go the the osgHUD example and: 1. createHUD, set for the camera: camera-setRenderOrder(osg::Camera::NESTED_RENDER); 2. in main, about line 362, where you load your scene without arguments osg::ref_ptrosg::Group group = new osg::Group; osg::Node* one = createHUD(); // this will be your background image osg::Node* two = scene.get(); one-getOrCreateStateSet()-setRenderBinDetails(1,RenderBin); two-getOrCreateStateSet()-setRenderBinDetails(2,RenderBin); group-addChild(one); group-addChild(two); group-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); two-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::ON); // add the HUD subgraph. //if (scene.valid()) group-addChild(scene.get()); //group-addChild(createHUD()); // set the scene to render viewer.setSceneData(group.get()); this is working code. Might be another way, but this will help you I think Let me know if it works for you Nick http://www.linkedin.com/in/tnick Sent from Ünalan, İstanbul, Turkey On Sat, Dec 19, 2009 at 11:16 AM, alessandro terenzi a.tere...@gmail.com wrote: I'd like to create a fixed background for an osg application, much like a HUD but while the HUD is always on top of the scene, I need to have an image always behind any 3D object. I tried to modify the example about HUDs by changing: setRenderOrder(osg::Camera::POST_RENDER); into this: setRenderOrder(osg::Camera::PRE_RENDER); but I guess that this is not sufficent to achive my goal, because actually the background image is not displayed at all (or maybe it is covered by the scene...). How can I create the desired effect? Thanks in advance. Alessandro ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Background image...
There is DepthSortedBin as well osg::ref_ptrosg::Group group = new osg::Group; osg::Node* one = createHUD(); // this will be your background image osg::Node* two = scene.get(); one-getOrCreateStateSet()-setRenderBinDetails(1,DepthSortedBin); two-getOrCreateStateSet()-setRenderBinDetails(2,DepthSortedBin); group-addChild(one); group-addChild(two); one-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Sat, Dec 19, 2009 at 2:49 PM, alessandro terenzi a.tere...@gmail.comwrote: Thank you very much Nick, it worked fine, I just changed this: group -getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); into this: one -getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); Regards. Alessandro On Sat, Dec 19, 2009 at 12:42 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: Hi Alessandro, nah. That wont do the job. I did a quick test, and here is how I made it work go the the osgHUD example and: 1. createHUD, set for the camera: camera-setRenderOrder(osg::Camera::NESTED_RENDER); 2. in main, about line 362, where you load your scene without arguments osg::ref_ptrosg::Group group = new osg::Group; osg::Node* one = createHUD(); // this will be your background image osg::Node* two = scene.get(); one-getOrCreateStateSet()-setRenderBinDetails(1,RenderBin); two-getOrCreateStateSet()-setRenderBinDetails(2,RenderBin); group-addChild(one); group-addChild(two); group-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); two-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::ON); // add the HUD subgraph. //if (scene.valid()) group-addChild(scene.get()); //group-addChild(createHUD()); // set the scene to render viewer.setSceneData(group.get()); this is working code. Might be another way, but this will help you I think Let me know if it works for you Nick http://www.linkedin.com/in/tnick Sent from Ünalan, İstanbul, Turkey On Sat, Dec 19, 2009 at 11:16 AM, alessandro terenzi a.tere...@gmail.com wrote: I'd like to create a fixed background for an osg application, much like a HUD but while the HUD is always on top of the scene, I need to have an image always behind any 3D object. I tried to modify the example about HUDs by changing: setRenderOrder(osg::Camera::POST_RENDER); into this: setRenderOrder(osg::Camera::PRE_RENDER); but I guess that this is not sufficent to achive my goal, because actually the background image is not displayed at all (or maybe it is covered by the scene...). How can I create the desired effect? Thanks in advance. Alessandro ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What are the your favorite free 3d model sites?
+ free 3dmax models . http://cde.tsogu.ru/3d_scenes/ http://cde.tsogu.ru/lybrery/ http://cde.tsogu.ru/3d_vneshnee/ http://cde.tsogu.ru/3D_upravlenie/ http://cde.tsogu.ru/3d_mebel/ http://cde.tsogu.ru/3d_equipment/ http://cde.tsogu.ru/3d_indicator/ http://cde.tsogu.ru/3d_dezign/ 2009/12/19 Jim Brooks jimbl...@gmail.com I'm planning to put together a test app and would like to be able to add some new content to OpenSceneGraph-Data such as a vehicle and house(s). www.flightgear.org www.delta3d.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to disable FBO extension
I'd like to disable the usage of the FBO extension at runtime. I tried setting the OSG_GL_EXTENSION_DISABLE env var, but it didn't work. Looking into FrameBufferObject.cpp, it seems that it is directly loading the required functions via setGLExtensionFuncPtr and only consults the isGLExtensionSupported for the GL_EXT_packed_depth_stencil. Am I reading this right, is it intentional, and how do I disable the FBO extension then? -- Thanks, Csaba ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Benchmarking Software (Linux)
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-18 21:53, Jeremy Moles wrote: Is anyone aware of any nice OpenGL benchmarking software for Linux? Do I need to write something like this? (LIKE I HAVE THE TIME!) :) No need, check the Phoronix test suite. They have a set of standard tests they use to review graphic cards in Linux. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFLLQVYn11XseNj94gRAtSXAJ96TE9xp/7+kI1b67ijMztXXwZqFgCePv5E sezBbpFcixi5HRfwlGaq4cU= =ma1p -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] QOSGWidget display problem
I tried this fix and it works fine now. Thank you for the fix Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Sat, 2009-12-19 at 05:58 +, Martin Beckett wrote: I remember Don's point about the background paint attribute being different on windows Qt but i could never get a reliable fix. The dummy QPaintEngine function has fixed the flicker problem for me on Windows (XP, Qt4.6.0, Osg 2.9.6). What further testing do we need for it to be an accepted fix? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21688#21688 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] getCamera matrix in update callback
Hi, with the following setup I expect to have a line from the center of the screeen to the point hard coded. It not that case. Any ideas? Thanks this is geode update callback class UpdateCallback : public osg::NodeCallback { public: UpdateCallback(osgViewer::Viewer* viewer) : mViewer(viewer) { } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::Geode* geode = dynamic_castosg::Geode*(node); if (!geode) return; geode-removeDrawables(0,geode-getNumDrawables()); osg::Geometry* geometry = new osg::Geometry; geode-addDrawable(geometry); osg::Vec3 eye; osg::Vec3 center; osg::Vec3 up; mViewer-getCamera()-getViewMatrixAsLookAt(eye,center,up); osg::Vec3Array* verts = new osg::Vec3Array; verts-push_back(eye); verts-push_back(osg::Vec3(20,20,20)); geometry-setVertexArray(verts); osg::Vec4Array* colors = new osg::Vec4Array; colors-push_back(osg::Vec4(0,1,0,1)); geometry-setColorArray(colors); geometry-setColorBinding(osg::Geometry::BIND_OVERALL); geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,verts-size())); float radius = 0.8f; float height = 1.0f; osg::TessellationHints* hints = new osg::TessellationHints; hints-setDetailRatio(0.5f); geode-addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(20.0f,20.0f,20.0f),radius),hints)); geode-dirtyBound(); } protected: osgViewer::Viewer* mViewer; }; Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Background image...
You can use an additional Camera for this, but that's really overkill for a fullscreen quad. I would just draw a quad. Use a low render bin so that it renders first. Use a vertex shader to do the transform (make it fullscreen and put it on the far plane) and a fragment shader for the texturing. Set the depth test to ALWAYS and disable the parent camera clear. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Trajce Nikolov wrote: Hi Alessandro, nah. That wont do the job. I did a quick test, and here is how I made it work go the the osgHUD example and: 1. createHUD, set for the camera: camera-setRenderOrder(osg::Camera::NESTED_RENDER); 2. in main, about line 362, where you load your scene without arguments osg::ref_ptrosg::Group group = new osg::Group; osg::Node* one = createHUD(); // this will be your background image osg::Node* two = scene.get(); one-getOrCreateStateSet()-setRenderBinDetails(1,RenderBin); two-getOrCreateStateSet()-setRenderBinDetails(2,RenderBin); group-addChild(one); group-addChild(two); group-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); two-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::ON); // add the HUD subgraph. //if (scene.valid()) group-addChild(scene.get()); //group-addChild(createHUD()); // set the scene to render viewer.setSceneData(group.get()); this is working code. Might be another way, but this will help you I think Let me know if it works for you Nick http://www.linkedin.com/in/tnick Sent from Ünalan, İstanbul, Turkey On Sat, Dec 19, 2009 at 11:16 AM, alessandro terenzi a.tere...@gmail.comwrote: I'd like to create a fixed background for an osg application, much like a HUD but while the HUD is always on top of the scene, I need to have an image always behind any 3D object. I tried to modify the example about HUDs by changing: setRenderOrder(osg::Camera::POST_RENDER); into this: setRenderOrder(osg::Camera::PRE_RENDER); but I guess that this is not sufficent to achive my goal, because actually the background image is not displayed at all (or maybe it is covered by the scene...). How can I create the desired effect? Thanks in advance. Alessandro ___ 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] getCamera matrix in update callback
You appear to be drawing it from the eye to a hardcoded point. I think you need to compute the location of a point directly in front of the eye, and draw the line from there to the hardcoded point (if I am understanding what you are trying to do correctly). If I remember correctly, getViewMatrixAsLookAt takes an implicit parameter to define the distance from the eye to the center point that it returns. So, if you supply that distance, the you should be able to draw a line from center to a hardcoded value. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Trajce Nikolov wrote: Hi, with the following setup I expect to have a line from the center of the screeen to the point hard coded. It not that case. Any ideas? Thanks this is geode update callback class UpdateCallback : public osg::NodeCallback { public: UpdateCallback(osgViewer::Viewer* viewer) : mViewer(viewer) { } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::Geode* geode = dynamic_castosg::Geode*(node); if (!geode) return; geode-removeDrawables(0,geode-getNumDrawables()); osg::Geometry* geometry = new osg::Geometry; geode-addDrawable(geometry); osg::Vec3 eye; osg::Vec3 center; osg::Vec3 up; mViewer-getCamera()-getViewMatrixAsLookAt(eye,center,up); osg::Vec3Array* verts = new osg::Vec3Array; verts-push_back(eye); verts-push_back(osg::Vec3(20,20,20)); geometry-setVertexArray(verts); osg::Vec4Array* colors = new osg::Vec4Array; colors-push_back(osg::Vec4(0,1,0,1)); geometry-setColorArray(colors); geometry-setColorBinding(osg::Geometry::BIND_OVERALL); geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,verts-size())); float radius = 0.8f; float height = 1.0f; osg::TessellationHints* hints = new osg::TessellationHints; hints-setDetailRatio(0.5f); geode-addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(20.0f,20.0f,20.0f),radius),hints)); geode-dirtyBound(); } protected: osgViewer::Viewer* mViewer; }; Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey ___ 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] getCamera matrix in update callback
Hi Paul, I did that as well. Instead of drawing the line from the eye I draw it from the center (the result from getViewMatrixAsLookAt). when the scene is static, means no camera move, it draws from the centar, when I move the scene it jums all around. Please give it a try and let me know if that is a bug somewhere or I am doing something wrong Thanks! Nick http://www.linkedin.com/in/tnick Sent from Ünalan, İstanbul, Turkey On Sat, Dec 19, 2009 at 8:42 PM, Paul Martz pma...@skew-matrix.com wrote: You appear to be drawing it from the eye to a hardcoded point. I think you need to compute the location of a point directly in front of the eye, and draw the line from there to the hardcoded point (if I am understanding what you are trying to do correctly). If I remember correctly, getViewMatrixAsLookAt takes an implicit parameter to define the distance from the eye to the center point that it returns. So, if you supply that distance, the you should be able to draw a line from center to a hardcoded value. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Trajce Nikolov wrote: Hi, with the following setup I expect to have a line from the center of the screeen to the point hard coded. It not that case. Any ideas? Thanks this is geode update callback class UpdateCallback : public osg::NodeCallback { public: UpdateCallback(osgViewer::Viewer* viewer) : mViewer(viewer) { } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::Geode* geode = dynamic_castosg::Geode*(node); if (!geode) return; geode-removeDrawables(0,geode-getNumDrawables()); osg::Geometry* geometry = new osg::Geometry; geode-addDrawable(geometry); osg::Vec3 eye; osg::Vec3 center; osg::Vec3 up; mViewer-getCamera()-getViewMatrixAsLookAt(eye,center,up); osg::Vec3Array* verts = new osg::Vec3Array; verts-push_back(eye); verts-push_back(osg::Vec3(20,20,20)); geometry-setVertexArray(verts); osg::Vec4Array* colors = new osg::Vec4Array; colors-push_back(osg::Vec4(0,1,0,1)); geometry-setColorArray(colors); geometry-setColorBinding(osg::Geometry::BIND_OVERALL); geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,verts-size())); float radius = 0.8f; float height = 1.0f; osg::TessellationHints* hints = new osg::TessellationHints; hints-setDetailRatio(0.5f); geode-addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(20.0f,20.0f,20.0f),radius),hints)); geode-dirtyBound(); } protected: osgViewer::Viewer* mViewer; }; Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey ___ 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
[osg-users] 3D Max lights
Hi, I created scene in 3D studio max and set up appropriate light. When I'm loading this 3DS in the OSG I don't have these lights enabled. I tried to turn on the lights on these specific node however it did not solved the problem. I tried the following: cessnaNode = osgDB::readNodeFile(C:\\Lights.3DS); osg::StateSet *state = cessnaNode-getOrCreateStateSet(); state-setMode( GL_LIGHTING, osg::StateAttribute::PROTECTED | osg::StateAttribute::ON ); How can I enable original lights from 3D studio Max? Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21705#21705 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)
Hi Sukender, I'm not overly familiar with the dds plugin, but what you describe sounds like a bug in writer in our dds plugin. Robert. On Fri, Dec 18, 2009 at 5:15 PM, Sukender suky0...@free.fr wrote: Hi all, It was discussed a long time ago but I dit not find an answer. Saving to DDS an uncompressed RGB image and then loading from the file works: the loaded image is the same as the original. However, the file is BGR (R and B inverted). I tried three 3rd-party tools (image viewer/converters) and all display the same. Do you think this is a bug in DDS readerwriter? Anyone has a clue about it? Thanks a lot. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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] Precipitation Effect, Snow, bad rendering at slow speed
Hi Massimo, On Fri, Dec 18, 2009 at 6:04 PM, Massimo Tarantini subbi...@yahoo.it wrote: I have attached 3 Images to show what i mean. In the image moving_slow.jpg the camera is moving slowly towards the mountains, and the snow looks like rays of light coming out of the screen. The pictures didn't come through. I use the mailing lists, but checked the forum thread and it doesn't show any pictures either. From your description it sounds like an issue that occurs when the camera moves very fast relative to the particle system, rather than very slow. My only guess is that you've model units that aren't in meters so the velocities are out. Try the precipitation example to see if it works fine. With vync do you mean Wait Vertical Update ON/OFF? I have tried both in ATI Control Panel, and nothing change. vysnc is Vertical Sync (of the graphics swap buffers with monitor refresh), with will be likely Wait Vertex Update in your control panel. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org