Re: [osg-users] Native osgdb_bin format in progress (was: Develop a scalable binary file format for native OSG scenes)
Hi Robert, 2009/12/19 Robert Osfield robert.osfi...@gmail.com: Hi Wang, Wow, that was a quick turn around. I've begun a code review, and so far am impressed as how much code you've been able to share between the binary + ascii implementations. I do wonder about the performance impact on binary reading that there will be due to adding all the if statements that are required for ascii support. Have you performacne profiled the new plugin against your previous one or the .ive plugin? I didn't have a performacne test but I guess there will surely be efficiency loss while loading binary files with the existing bin plugin. In reviewing the wrappers I do wonder if we might be able to wrap the individual properties as objects in their own right, with each of these mini classes handling the reading and writing of that specific property, then the classes wrappers just containers for this property wrapper classes. I experimented with such an approach in VirtualPlanetBuilder's src/vpb/BuildOptionsIO.cpp. This approach extends the standard .osg format in a very compact way that is far less error prone and verbose that usual DotOsgWrappers. This approach does use lots of templates and macros though. To get a taste have a look at how I wrapped the BuildOptions class that has dozens of separate properties of different types: I'm going to look into the VPB source code these days. In fact I haven't explored this project before, although I'm using it every day. :) The above provides all the read and write support, with the properties being access via Type CLASS::getPROPERTYNAME() and void CLASS::setPROPERTYNAME(Type) methods, with macro's adding the get's/set's and types automatically. The VPB code doesn't support binary and ascii, and I haven't profiled how expensive it is in memory or speed, for ascii support I would expect it be pretty competitive to the standard OSG ascii, but for binary I guess it would fare less well w.r.t .ive. I think it will always be inefficient for a binary format if we parse property names and values in runtime, because of these excess parsing functions. Maybe we could just use templates and macros to implement ascii/binary support in the compile time instead. I will read the VPB source code through first and try to make some thoughs if possible. Cheers, Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to get average frame rate after some amount of running time?
Hi Dat, On Sun, Dec 20, 2009 at 8:26 PM, Nguyen Tien Dat tienda...@gmail.com wrote: Dear all, Could you tell me a way to get the average frame rate after, for example, 1 minute of running? The OSG itself doesn't give you this but it gives you all the tools to do it. You have an osg::Timer for the time, and your have control over the frame loop so you can count the frames - so you can just do it yourselves for all th timings. There is even an FrameStam viewer.getFrameStamp() that gives you the ReferenceTime and FrameNumber, see include/osg/FrameStamp for further details, if you just want to use the OSG built in timing/frame counting. All is left is a programming question... how do you computer averages over a specified period. This is something I would expect most computer graphics programmers to be able to do. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] viewer loaded from dll not responsive to events
Hi Nick, I'm no windows programmers, but vaguely recall a restriction on events and the main thread, osgViewer has code built in to cope with this, but don't recall any issues with loading a viewer from a dll. The best platform for handling really flexible window creation is the oldest one we support... X11 allows you great control over events and is far better than Windows and OSX for this. Alas sometimes technologies go backwards overtime Robert. On Sun, Dec 20, 2009 at 11:01 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: Hi, I am loading my viewer from a dll and as the topic says, it does not respond to any events. Windows platform. Any ideas? There is a way I think to put message hooks but it is more then a hack then a real solution Thanks Nick http://www.linkedin.com/in/tnick ___ 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] texturing a cylinder in osg
Hi Brett, ShapeDrawable does not support multi-texturing. ShapeDrawable is just a very quick and dirty way to visualize primitive shapes, it isn't meant to be a powerful and flexible class. If you need fine control of texture coords then you'll need to create the geometry yourself using osg::Geometry. Robert. On Mon, Dec 21, 2009 at 3:08 AM, Brett Thomas Lee brettle...@hotmail.com wrote: Hi, I am having problems texturing a cylinder. I dont see any textures on it but the color of the cylinder is getting changed. can someone help me regarding this pls. Code: osg::ref_ptrosg::Geode geode=new osg::Geode; osg::Vec3 v(0.0,0.0,0.0); osg::Cylinder *cyl=new osg::Cylinder(v,50,50); osg::ShapeDrawable *cyld=new osg::ShapeDrawable(cyl); cyld-setColor(osg::Vec4(1.0,1.0,0.5,1.0)); geode-addDrawable(cyld); osg::ref_ptrosg::Image image = osgDB::readImageFile(image2.jpg ); osg::ref_ptrosg::Texture2D tex=new osg::Texture2D(); tex-setImage(image.get()); geode-getOrCreateStateSet()-setTextureAttributeAndModes(2,tex.get(),osg::StateAttribute::ON); geode-getOrCreateStateSet()-setMode(GL_LIGHTING,osg::StateAttribute::OFF); Thank you! Cheers, Brett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21711#21711 ___ 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] viewer loaded from dll not responsive to events
Hi Guys I doubt your problem is directly related to DLL use. We have a code at the company where allmost all OSG stuff including osgViewer creation is loaded as dynamic DLL plugins. Its built with VS 2008 Express. All works correctly and we see no problem with window focus or similar things. I suspect something might get lost in translation to DLL. Mangled args passed to viewer, mixed library models, overrriden HINSTANCE or somethin like this...( these are very fuzzy thoughts, if I was to elaborate I would not be able to tell how they could directly affect DLL window setup). Cheers, Wojtek -- From: Robert Osfield robert.osfi...@gmail.com Sent: Monday, December 21, 2009 10:21 AM To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: Re: [osg-users] viewer loaded from dll not responsive to events Hi Nick, I'm no windows programmers, but vaguely recall a restriction on events and the main thread, osgViewer has code built in to cope with this, but don't recall any issues with loading a viewer from a dll. The best platform for handling really flexible window creation is the oldest one we support... X11 allows you great control over events and is far better than Windows and OSX for this. Alas sometimes technologies go backwards overtime Robert. On Sun, Dec 20, 2009 at 11:01 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: Hi, I am loading my viewer from a dll and as the topic says, it does not respond to any events. Windows platform. Any ideas? There is a way I think to put message hooks but it is more then a hack then a real solution Thanks Nick http://www.linkedin.com/in/tnick ___ 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] Creating tree model of scenegraph for use in QTreeView
Greetings, I would like to create some qt-based scene edit components beginning with a scenegraph explorer (a tree widget which lists the scenegraph objects). Can anyone provide some advice for how to create a tree data model of an existing scenegraph for use in a QTreeView? P.S. I'm moving from OGRE and have been surprised that there is very little OSG development for up-to-date qt-based scene editors and tools (like Ogitor or Delta3d's stage). Perhaps I'm mistaken...but are there any out there (other than those listed on the wiki)? Very grateful for your hints and suggestions, JB -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21682#21682 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with using static initializers to preload plugins
Hi Paul, On Wed, Dec 16, 2009 at 6:57 PM, Paul Martz pma...@skew-matrix.com wrote: As you know, I have a private nodekit that uses the .osgb extension. In order to avoid collisions with the upcoming new OSG binary format, I've added a static initializer to the nodekit to force load my .osgb plugin. As we've discussed previously, this is what I need to do to avoid forcing client apps to do this explicitly, right? You don't need a static initializer, just preload in the main would be fine. Might I suggest not using an extension that is the same as .osg* extension as this would avoid the issue. I realize this will require a small amount of code + doc changes but it's only likely to be a couple of lines in both cases, and for modes that are already created you could use osgconv -e osgb option to convert them. My nodekit depends on osgWorks, which contains a plugin that supports the .skel extension. So, just to be safe and avoid possible future collisions with the .skel extension, I also added a static initializer to osgWorks to force loading the .skel plugin. The net effect is that whenever my .osgb plugin gets loaded, my osgWorks .skel plugin also gets loaded. This is correct and expected behavior. Just how likely is a extension collision though... if you are careful about it collisions don't happen too often, and rarely for one particular sector, so one typically won't hit upon this issue. The .osgb case is very much the exception. Unfortunately, this breaks osgconv --format osgb. Issuing that command incorrectly displays output for both my .osgb and .skel plugins. It should display only output for the .osgb plugin. The root cause appears to be flawed login in osgDB::queryPlugin(). This function is passed a plugin filename, which it loads, and then assumes that any plugins that got loaded must be appropriate to query. This is a false assumption in the presence of static initializers, as I describe above. Plugins can legally have multiple reader writers in them, and the whole readerwriter design is to be as decoupled as possible - this allows you to stick ReaderWriters in the main application, in a plugin that is dynamically loaded, or statically initialized... lots of different combinations. The queryPlugin() method has come a long time after the basics of osgDB and the plugins were put in place, and is designed to be a helper function that works well enough to get useful info out. If it doesn't always pick out the right information with unusually plugin combinations then this is unfortunate. The queryPlugin is not critical functionality though, it's something that osgconv uses for a bit of extra info, for normal OSG usage it'll be used very rarely. My personal preference would be to enhance Registry to handle multiple plugins that support multiple formats with the same extension, thus avoiding the need to preload plugins, as I have mentioned in other posts. But if this is still off the table, Having multiple plugins per extension supported in osgDB::Registry will complicate and already complicated set of codes. It's already hard enough to maintain and understand as it is, adding extra complexity would really have to be justified by something that effects all users, and in way that doesn't have any other solutions. In the case of multiple plugins per extension I just do see this strong need, we've gone a decade without absolutely needing it, the OSG has many thousands of users and they haven't been stumbling over this issue. There is also a solution - preloading for those who have the niche need of having multiple plugins per extension. Pre loading is one one line of code in an application - it's not complicated, hard to implement or maintain. Does removing this one line of code from an application of a small number of users justification for adding complexity into osgDB? For me it's a no brainer for me, the OSG is already complicated enough as it is, and there always the pressure from the community to add extra functionality and complexity, so keep to things manageable my role these days is largely about spotting ways to simplify or avoid further complication of the code base but retain the flexibility and functionality of it. then my fallback solution would be to change pluginQuery so that it takes an extension as a parameter, and only queries a loaded plugin if it accepts the extension. I guess one could add an extra extension parameter with a default of which would leave the behavior as it is now, and then when it's defined then use it to query the plugins loaded would work. Do either of these sound acceptable? If so, let me know which one and I'll code it up. The changes to pluginQuery seem like the more sensible and least intrusive approach. Yes it'll add complexity, but it's encapsulated within a single function so the opportunity for regressions and difficulties in maintenance are much less of a concern. Robert.
Re: [osg-users] Creating tree model of scenegraph for use in QTreeView
Hi, I am not a QT expert but has done this in the past with MFC. You simply create nodevisitior that will traverse the scene and create your tree items Nick http://www.linkedin.com/in/tnick On Fri, Dec 18, 2009 at 11:32 PM, Jason Bellone jbell...@unog.ch wrote: Greetings, I would like to create some qt-based scene edit components beginning with a scenegraph explorer (a tree widget which lists the scenegraph objects). Can anyone provide some advice for how to create a tree data model of an existing scenegraph for use in a QTreeView? P.S. I'm moving from OGRE and have been surprised that there is very little OSG development for up-to-date qt-based scene editors and tools (like Ogitor or Delta3d's stage). Perhaps I'm mistaken...but are there any out there (other than those listed on the wiki)? Very grateful for your hints and suggestions, JB -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21682#21682 ___ 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] viewer loaded from dll not responsive to events
Hi Wojtek, the same setup I have here, all in dll. Not working though, windows7. I had to do some hacks with the win32 messaging to make it work Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Mon, Dec 21, 2009 at 11:49 AM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Hi Guys I doubt your problem is directly related to DLL use. We have a code at the company where allmost all OSG stuff including osgViewer creation is loaded as dynamic DLL plugins. Its built with VS 2008 Express. All works correctly and we see no problem with window focus or similar things. I suspect something might get lost in translation to DLL. Mangled args passed to viewer, mixed library models, overrriden HINSTANCE or somethin like this...( these are very fuzzy thoughts, if I was to elaborate I would not be able to tell how they could directly affect DLL window setup). Cheers, Wojtek -- From: Robert Osfield robert.osfi...@gmail.com Sent: Monday, December 21, 2009 10:21 AM To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: Re: [osg-users] viewer loaded from dll not responsive to events Hi Nick, I'm no windows programmers, but vaguely recall a restriction on events and the main thread, osgViewer has code built in to cope with this, but don't recall any issues with loading a viewer from a dll. The best platform for handling really flexible window creation is the oldest one we support... X11 allows you great control over events and is far better than Windows and OSX for this. Alas sometimes technologies go backwards overtime Robert. On Sun, Dec 20, 2009 at 11:01 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: Hi, I am loading my viewer from a dll and as the topic says, it does not respond to any events. Windows platform. Any ideas? There is a way I think to put message hooks but it is more then a hack then a real solution Thanks Nick http://www.linkedin.com/in/tnick ___ 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] OSG and streamed video
Hi Stephen, I am using Darwin Video Streamer instead of QuickTime. I think both should work fine. I created a playlist and started streaming. Using QuickTime i can view the stream by accessing the URL (rtsp://127.0.0.1/sample.sdphttp://127.0.0.1/mystream.sdp ). However, i am not able to use osgmovie to load the video. I am a bit confused. The extension support for the ReaderWriterQT doesnt show *sdp* as a supported extension. I am also confused with *.live* and devices as extension and filename. How to test the .live extension? Any pointers to make my osgmovie play the streamed file will be much appreciated. Regards Shamim On Fri, Dec 18, 2009 at 2:49 AM, Akhtar Shamim sham...@gmail.com wrote: Hi Stephen, Thanks for your reply.I will try the broadcaster. By the way VLC should work just fine. Isnt it? Regards, On Thu, Dec 17, 2009 at 7:48 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi, I haven't tried streaming from VLC, I tried only the QT-Broadcaster (available here: http://www.apple.com/quicktime/broadcaster/ ) which worked fine. osgmovie rtsp://127.0.0.1/mystream.sdp cheers, Stephan Akhtar Shamim schrieb: I am using QuickTime plugin with OpenSceneGraph. Compiled and tested. Works fine with standard mov files. However, I am not able to make the live streamed video to work out. I have problems in the following two areas: 1. Streaming the video: For testing, I am using VLC to stream out the video. The settings that i am using are: (a) Encapsulation:MP4/MOV (b) Video Codec: MPEG-4 with bitrate 800kb/s (c) Audio Codec: MPEG-4 Audio with 128kb/s (d) Protocol: HTTP I have also tried few other settings and tried playing the streamed video using VLC itself. 2. Running the osgmovie example with the file extension as http://127.0.0.1:8080. Nothing seems to play. I also tried http://127.0.0.1:8080.live (as I saw that the plugin checks for .live extension). I am not sure what the input to the command line should be. It will be very helpful if anyone could explain to me how to get the live video streaming work with OSG. Best regards, Shamim Akhtar ___ 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] 3D Max lights
Le Sat, 19 Dec 2009 22:06:00 +0100, Danny Lesnik danny...@walla.co.il a écrit: 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 Hi Danny, The 3DS file format isn't suited for more than basic meshes... Well I know the 3DS format supports lights but I'm not sure the reader does. It may be added... or not! Please have a look at the FBX plugin, which is far more powerful. I'm not sure the reader supports lights, but at least you'll have less limitations. Cheers, -- 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
Re: [osg-users] OSG and streamed video
Hi, I dont know if it can help but i did a stream in ogg format maybe it can help you for test http://stream.pok.me/stream.ogg 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 Mon, 2009-12-21 at 18:45 +0800, Akhtar Shamim wrote: Hi Stephen, I am using Darwin Video Streamer instead of QuickTime. I think both should work fine. I created a playlist and started streaming. Using QuickTime i can view the stream by accessing the URL (rtsp://127.0.0.1/sample.sdp). However, i am not able to use osgmovie to load the video. I am a bit confused. The extension support for the ReaderWriterQT doesnt show sdp as a supported extension. I am also confused with .live and devices as extension and filename. How to test the .live extension? Any pointers to make my osgmovie play the streamed file will be much appreciated. Regards Shamim On Fri, Dec 18, 2009 at 2:49 AM, Akhtar Shamim sham...@gmail.com wrote: Hi Stephen, Thanks for your reply.I will try the broadcaster. By the way VLC should work just fine. Isnt it? Regards, On Thu, Dec 17, 2009 at 7:48 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi, I haven't tried streaming from VLC, I tried only the QT-Broadcaster (available here: http://www.apple.com/quicktime/broadcaster/ ) which worked fine. osgmovie rtsp://127.0.0.1/mystream.sdp cheers, Stephan Akhtar Shamim schrieb: I am using QuickTime plugin with OpenSceneGraph. Compiled and tested. Works fine with standard mov files. However, I am not able to make the live streamed video to work out. I have problems in the following two areas: 1. Streaming the video: For testing, I am using VLC to stream out the video. The settings that i am using are: (a) Encapsulation:MP4/MOV (b) Video Codec: MPEG-4 with bitrate 800kb/s (c) Audio Codec: MPEG-4 Audio with 128kb/s (d) Protocol: HTTP I have also tried few other settings and tried playing the streamed video using VLC itself. 2. Running the osgmovie example with the file extension as http://127.0.0.1:8080. Nothing seems to play. I also tried http://127.0.0.1:8080.live (as I saw that the plugin checks for .live extension). I am not sure what the input to the command line should be. It will be very helpful if anyone could explain to me how to get the live video streaming work with OSG. Best regards, Shamim Akhtar ___ 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 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] [vpb] Problems using SSI Cluster Example
Hi, At first, sorry for my english. I'm trying to do a cluster with vpb and I'm trying to do the example used in VirtualBuilderPlanet UsageExamples web, but I don't find --machines option, so I can't do that. I'm using OSG 9.2.6 and VPB 0.9.11. I tryed to use OSG 8.2.0 and VPB 0.9.10. How I didn't get anything with release version I tested new version, but the results are the same. Thank you! Cheers, Samuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21724#21724 ___ 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?
There is a long list of sites at http://www.lodbook.com/models/ Not all of the sites are still valid such as 3Dcafe which has been in maintenance mode since August or Avalon that don't reply at all. Some of the links have free models and others cost a lot of money A lot of the models are in MAX format but I did not find as OSG plugin to read that format in the precompiled OSG nor in the src/osgPlugin directory. Is there a plugin that will read the max format of graphics files? Bruce This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenGL B-spline support?
Hello, Do we have OpenGL B-spline support in OSG already? Or do we still need to subclass drawable like osgTeapot example? Thanks, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creating tree model of scenegraph for use in QTreeView
HI #include osgViewer/Viewer #include osgViewer/CompositeViewer #include osgViewer/ViewerEventHandlers #include osgGA/TrackballManipulator #include osgDB/ReadFile #include osgDB/ReadFile #include osgUtil/Optimizer #include osg/CoordinateSystemNode #include osg/PositionAttitudeTransform #include osg/MatrixTransform #include iostream #include QMessageBox #include QtCore/QString #include QtCore/QTimer #include QtGui/QKeyEvent #include QtGui/QApplication #include QtOpenGL/QGLWidget #include QTreeWidget class BuildTreeNodeVisitor : public osg::NodeVisitor { public: BuildTreeNodeVisitor( QTreeWidget* tree): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),_tree(tree) { setTraversalMask(0x); setNodeMaskOverride(0x); } //virtual void apply(osg::Node node); virtual void apply(osg::MatrixTransform node); //virtual void apply(osg::Group group); //!!! //typedef std::vector osg::ref_ptrosg::Node NodeList; typedef std::vector osg::ref_ptrosg::MatrixTransform NodeList; void CreateSubTree(osg::NodePath list); QTreeWidget* _tree; }; #include BuildTreeVisitor.h void BuildTreeNodeVisitor::apply(osg::MatrixTransform node) { std::string name = node.getName(); if (true)//(!name.empty()) { //иерархия osg::NodePath other = getNodePath(); CreateSubTree (other); // } traverse(node); } void BuildTreeNodeVisitor::CreateSubTree(osg::NodePath list) { QTreeWidgetItem* subTree = _tree-topLevelItem(0); for(osg::NodePath::iterator pitr=list.begin(); pitr!=list.end(); ++pitr) { std::string name = (*pitr)-getName(); //Смотрим, есть ли такая ветка в самом начале дерева, если есть входим в нее и проверяем дальше, если нет создаем. bool find =false; if (!subTree) { QTreeWidgetItem *added = new QTreeWidgetItem(); added-setText(0, QString::fromLocal8Bit(Структура сцены)); _tree-addTopLevelItem (added); subTree = _tree-topLevelItem(0); } for (int i = 0; i subTree-childCount(); i++) { if (subTree-child(i)-text(0)==QString::fromStdString(name)) { find = true; subTree = subTree-child(i); break; } } if (!find) { QTreeWidgetItem *added = new QTreeWidgetItem(); added-setText(0, QString::fromLocal8Bit (name.c_str())); subTree-addChild (added); } //QMessageBox::critical(0, QString())), QString::fromStdString (name)); } return; } 2009/12/21 Trajce Nikolov nikolov.tra...@gmail.com Hi, I am not a QT expert but has done this in the past with MFC. You simply create nodevisitior that will traverse the scene and create your tree items Nick http://www.linkedin.com/in/tnick On Fri, Dec 18, 2009 at 11:32 PM, Jason Bellone jbell...@unog.ch wrote: Greetings, I would like to create some qt-based scene edit components beginning with a scenegraph explorer (a tree widget which lists the scenegraph objects). Can anyone provide some advice for how to create a tree data model of an existing scenegraph for use in a QTreeView? P.S. I'm moving from OGRE and have been surprised that there is very little OSG development for up-to-date qt-based scene editors and tools (like Ogitor or Delta3d's stage). Perhaps I'm mistaken...but are there any out there (other than those listed on the wiki)? Very grateful for your hints and suggestions, JB -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21682#21682 ___ 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 -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creating tree model of scenegraph for use in QTreeView
If the tree control you're referring to is like most 2D UI tree controls, then each node can have only one parent. This is not the case in OSG, nodes can have multiple parents. So you'll need to figure out a way to represent this. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Jason Bellone wrote: Greetings, I would like to create some qt-based scene edit components beginning with a scenegraph explorer (a tree widget which lists the scenegraph objects). Can anyone provide some advice for how to create a tree data model of an existing scenegraph for use in a QTreeView? P.S. I'm moving from OGRE and have been surprised that there is very little OSG development for up-to-date qt-based scene editors and tools (like Ogitor or Delta3d's stage). Perhaps I'm mistaken...but are there any out there (other than those listed on the wiki)? Very grateful for your hints and suggestions, JB -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21682#21682 ___ 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] Get Vertexdata from osg File
Hi, i need some help to solve a problem. I tried to get the Vertexdata from my geometry. The geometry is loaded by an osg file. here the file: [code] MatrixTransform { DataVariance DYNAMIC name Scene Root nodeMask 0xff cullingActive TRUE StateSet { UniqueID StateSet_0 DataVariance DYNAMIC rendering_hint DEFAULT_BIN renderBinMode INHERIT GL_LIGHTING ON } referenceFrame RELATIVE Matrix { 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 } num_children 1 MatrixTransform { DataVariance DYNAMIC name Box01 nodeMask 0xff cullingActive TRUE referenceFrame RELATIVE Matrix { 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 } num_children 1 Geode { UniqueID Geode_1 DataVariance DYNAMIC name Box01-GEODE nodeMask 0xff cullingActive TRUE num_drawables 1 Geometry { DataVariance DYNAMIC useDisplayList TRUE useVertexBufferObjects FALSE PrimitiveSets 1 { DrawArrays TRIANGLES 0 36 } VertexArray Vec3Array 36 { -0.5 -0.5 0 0.5 -0.5 0 -0.5 0.5 0 0.5 0.5 0 -0.5 -0.5 1 0.5 -0.5 1 -0.5 0.5 1 0.5 0.5 1 0.5 0.5 0 -0.5 -0.5 0 0.5 0.5 1 -0.5 -0.5 1 -0.5 -0.5 0 0.5 -0.5 0 0.5 -0.5 1 0.5 -0.5 1 -0.5 -0.5 1 -0.5 -0.5 0 0.5 -0.5 0 0.5 0.5 0 0.5 0.5 1 0.5 0.5 1 0.5 -0.5 1 0.5 -0.5 0 0.5 0.5 0 -0.5 0.5 0 -0.5 0.5 1 -0.5 0.5 1 0.5 0.5 1 0.5 0.5 0 -0.5 0.5 0 -0.5 -0.5 0 -0.5 -0.5 1 -0.5 -0.5 1 -0.5 0.5 1 -0.5 0.5 0 } VertexIndices UniqueID UShortArray_2 UShortArray 36 { 0 2 3 8 1 9 4 5 7 10 6 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 } NormalBinding PER_VERTEX NormalArray Vec3Array 36 { 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 } NormalIndices Use UShortArray_2 ColorBinding OVERALL ColorArray Vec4Array 1 { 0.101961 0.694118 0.101961 1 } } } } } [/code] I had use following code example: [url]http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/AnalysingAScenegraph[/url] My results in the console are : vertex 0 is index 0 at 1.55309e-030,3.97231e-034,0 vertex 1 is index 1 at 0,-1,0 vertex 2 is index 2 at 0,-1,0 vertex 3 is index 3 at 0,-1,0 vertex 4 is index 4 at 0,-1,0 vertex 5 is index 5 at 0,1,0 vertex 6 is index 6 at 0,1,0 vertex 7 is index 7 at 0,1,0 vertex 8 is index 8 at 0,1,0 vertex 9 is index 9 at 0,-1,0 vertex 10 is index 10 at 0,-1,0 vertex 11 is index 11 at 0,1,0 vertex 12 is index 12 at 0,1,0 vertex 13 is index 13 at -1,0,0 vertex 14 is index 14 at -1,0,0 vertex 15 is index 15 at -1,0,0 vertex 16 is index 16 at -1,0,0 vertex 17 is index 17 at -1,0,0 vertex 18 is index 18 at -1,0,1 vertex 19 is index 19 at 0,0,1 vertex 20 is index 20 at 0,0,1 vertex 21 is index 21 at 0,0,1 vertex 22 is index 22 at 0,0,1 vertex 23 is index 23 at 0,0,1 vertex 24 is index 24 at 0,0,0 vertex 25 is index 25 at 1,0,0 vertex 26 is index 26 at 1,0,0 vertex 27 is index 27 at 1,0,0 vertex 28 is index 28 at 1,0,0 vertex 29 is index 29 at 1,0,0 vertex 30 is index 30 at 1,0,-1 vertex 31 is index 31 at 0,0,-1 vertex 32 is index 32 at 0,0,-1 vertex 33 is index 33 at 0,0,-1 vertex 34 is index 34 at 0,0,-1 vertex 35 is index 35 at 0,0,-1 Triangles 0 is index 36 and for the Vertexnormals: vertex 0 is index 0 at -3.56071e-012,3.97443e-034,1.08613e-038 vertex 1 is index 1 at 1.05761e-038,1.4013e-044,-5.56616e+029 vertex 2 is index 2 at 1.34059e-005,-0,2.8026e-044 vertex 3 is index 3 at 0,0,0 vertex 4 is index 4 at 0,0,0 vertex 5 is index 5 at 0,0,0 vertex 6 is index 6 at 1.34059e-005,-9.86076e-032,1.09733e-038 vertex 7 is index 7 at 1.09865e-038,1.09866e-038,1.09868e-038 vertex 8 is index 8 at 1.0987e-038,1.09871e-038,1.09873e-038 vertex 9 is index 9 at 1.09875e-038,1.09876e-038,0 vertex 10 is index 10 at 1.34059e-005,-9.86076e-032,1.7449e-039 vertex 11 is index 11 at 1.92857e-039,2.11225e-039,2.29592e-039 vertex 12 is index 12 at
Re: [osg-users] Get Vertexdata from osg File
Hi try lesson18 from, the tutorial examples form Leandro Motta Baros. The whole tutorial series is on the site on the Tutorials section. http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/LMBs_OSG_Examples.zip In short he uses the TriangleFunctor class to let osg give you the triangles it produces when it is actually rendering. Dimi - Original Message From: Markus Husseini mar...@husseini.de To: osg-users@lists.openscenegraph.org Sent: Mon, December 21, 2009 5:10:00 PM Subject: [osg-users] Get Vertexdata from osg File Hi, i need some help to solve a problem. I tried to get the Vertexdata from my geometry. The geometry is loaded by an osg file. here the file: [code] MatrixTransform { DataVariance DYNAMIC name Scene Root nodeMask 0xff cullingActive TRUE StateSet { UniqueID StateSet_0 DataVariance DYNAMIC rendering_hint DEFAULT_BIN renderBinMode INHERIT GL_LIGHTING ON } referenceFrame RELATIVE Matrix { 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 } num_children 1 MatrixTransform { DataVariance DYNAMIC name Box01 nodeMask 0xff cullingActive TRUE referenceFrame RELATIVE Matrix { 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 } num_children 1 Geode { UniqueID Geode_1 DataVariance DYNAMIC name Box01-GEODE nodeMask 0xff cullingActive TRUE num_drawables 1 Geometry { DataVariance DYNAMIC useDisplayList TRUE useVertexBufferObjects FALSE PrimitiveSets 1 { DrawArrays TRIANGLES 0 36 } VertexArray Vec3Array 36 { -0.5 -0.5 0 0.5 -0.5 0 -0.5 0.5 0 0.5 0.5 0 -0.5 -0.5 1 0.5 -0.5 1 -0.5 0.5 1 0.5 0.5 1 0.5 0.5 0 -0.5 -0.5 0 0.5 0.5 1 -0.5 -0.5 1 -0.5 -0.5 0 0.5 -0.5 0 0.5 -0.5 1 0.5 -0.5 1 -0.5 -0.5 1 -0.5 -0.5 0 0.5 -0.5 0 0.5 0.5 0 0.5 0.5 1 0.5 0.5 1 0.5 -0.5 1 0.5 -0.5 0 0.5 0.5 0 -0.5 0.5 0 -0.5 0.5 1 -0.5 0.5 1 0.5 0.5 1 0.5 0.5 0 -0.5 0.5 0 -0.5 -0.5 0 -0.5 -0.5 1 -0.5 -0.5 1 -0.5 0.5 1 -0.5 0.5 0 } VertexIndices UniqueID UShortArray_2 UShortArray 36 { 0 2 3 8 1 9 4 5 7 10 6 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 } NormalBinding PER_VERTEX NormalArray Vec3Array 36 { 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 } NormalIndices Use UShortArray_2 ColorBinding OVERALL ColorArray Vec4Array 1 { 0.101961 0.694118 0.101961 1 } } } } } [/code] I had use following code example: [url]http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/AnalysingAScenegraph[/url] My results in the console are : vertex 0 is index 0 at 1.55309e-030,3.97231e-034,0 vertex 1 is index 1 at 0,-1,0 vertex 2 is index 2 at 0,-1,0 vertex 3 is index 3 at 0,-1,0 vertex 4 is index 4 at 0,-1,0 vertex 5 is index 5 at 0,1,0 vertex 6 is index 6 at 0,1,0 vertex 7 is index 7 at 0,1,0 vertex 8 is index 8 at 0,1,0 vertex 9 is index 9 at 0,-1,0 vertex 10 is index 10 at 0,-1,0 vertex 11 is index 11 at 0,1,0 vertex 12 is index 12 at 0,1,0 vertex 13 is index 13 at -1,0,0 vertex 14 is index 14 at -1,0,0 vertex 15 is index 15 at -1,0,0 vertex 16 is index 16 at -1,0,0 vertex 17 is index 17 at -1,0,0 vertex 18 is index 18 at -1,0,1 vertex 19 is index 19 at 0,0,1 vertex 20 is index 20 at 0,0,1 vertex 21 is index 21 at 0,0,1 vertex 22 is index 22 at 0,0,1 vertex 23 is index 23 at 0,0,1 vertex 24 is index 24 at 0,0,0 vertex 25 is index 25 at 1,0,0 vertex 26 is index 26 at 1,0,0 vertex 27 is index 27 at 1,0,0 vertex 28 is index 28 at 1,0,0 vertex 29 is index 29 at 1,0,0 vertex 30 is index 30 at 1,0,-1 vertex 31 is index 31 at 0,0,-1 vertex 32 is index 32 at 0,0,-1 vertex 33 is index 33 at 0,0,-1 vertex 34 is index 34 at 0,0,-1 vertex 35 is index 35 at 0,0,-1 Triangles 0 is index 36 and for the Vertexnormals: vertex 0 is index 0 at -3.56071e-012,3.97443e-034,1.08613e-038 vertex 1 is index 1 at
Re: [osg-users] What are the your favorite free 3d model sites?
Hi All, Thanks for all the very useful links. Delta3D's site has been the most useful so far... but I've only really started scratching the surface. On Mon, Dec 21, 2009 at 2:14 PM, Clay, Bruce bc...@ball.com wrote: A lot of the models are in MAX format but I did not find as OSG plugin to read that format in the precompiled OSG nor in the src/osgPlugin directory. Is there a plugin that will read the max format of graphics files? There is no plugin for the OSG itself for reading max files. The is the OSGExp project that provides a plugin to 3D Studio Max for exporting .ive + .osg files though, so if you want to use Max files this is the route - it does of course require Max. As I don't have an OS that would run Max, let alone Max itself it doesn't really me too much for this particular little task. Thanks again for all your links, keep them coming ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transforming nodes
bump... I've managed to insert DOFTransform nodes into my model but the geometry under these nodes are not being drawn even though the drawable update callbacks are definitely being called... The weird thing is, if I replace the DOFTransform with a simple MatrixTransform, the geometry renders just fine. :? If I just leave the put and inverse put matrices as identity matrices, it should still render, right? what am I doing wrong?? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21732#21732 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] curl Plugun + OSG
Hi, In previous post robert told me that in order to load file from URL I need to compile against libcurl plugin. Does it mean that I need to recompile OSG with this plugin or do I need to add reference to Visual Studio of these libs? Could anybody clarify and help me with this issue? Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21733#21733 ___ 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?
Hi! Ok. I can convert these models into a format OSG. There is a need? 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/ 2009/12/21 Robert Osfield robert.osfi...@gmail.com Hi All, Thanks for all the very useful links. Delta3D's site has been the most useful so far... but I've only really started scratching the surface. On Mon, Dec 21, 2009 at 2:14 PM, Clay, Bruce bc...@ball.com wrote: A lot of the models are in MAX format but I did not find as OSG plugin to read that format in the precompiled OSG nor in the src/osgPlugin directory. Is there a plugin that will read the max format of graphics files? There is no plugin for the OSG itself for reading max files. The is the OSGExp project that provides a plugin to 3D Studio Max for exporting .ive + .osg files though, so if you want to use Max files this is the route - it does of course require Max. As I don't have an OS that would run Max, let alone Max itself it doesn't really me too much for this particular little task. Thanks again for all your links, keep them coming ;-) Robert. ___ 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
Re: [osg-users] What are the your favorite free 3d model sites?
Hi Maxim; If you have time could you look at http://www.delta3d.org/article.php?story=20050720155458456topic=tutorials Resource Creation section to conform some rules to make much general conversion. Maybe it can help while conversion. Regards. Ümit Uzun 2009/12/21 Maxim Gammer maxgam...@gmail.com Hi! Ok. I can convert these models into a format OSG. There is a need? 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/ 2009/12/21 Robert Osfield robert.osfi...@gmail.com Hi All, Thanks for all the very useful links. Delta3D's site has been the most useful so far... but I've only really started scratching the surface. On Mon, Dec 21, 2009 at 2:14 PM, Clay, Bruce bc...@ball.com wrote: A lot of the models are in MAX format but I did not find as OSG plugin to read that format in the precompiled OSG nor in the src/osgPlugin directory. Is there a plugin that will read the max format of graphics files? There is no plugin for the OSG itself for reading max files. The is the OSGExp project that provides a plugin to 3D Studio Max for exporting .ive + .osg files though, so if you want to use Max files this is the route - it does of course require Max. As I don't have an OS that would run Max, let alone Max itself it doesn't really me too much for this particular little task. Thanks again for all your links, keep them coming ;-) Robert. ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Avatar
This is off tech topic, :-), but I watched the movie in 3d and ... WOW . what they have done there is CG we can dream off .. A must see thing ! Nick http://www.linkedin.com/in/tnick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL B-spline support?
I don't believe there is support for OpenGL evaluators in OSG, but you could easily do a recursive grep on the source to see for yourself. OpenGL evaluators have been removed from the OpenGL spec as of v3.1. The modern way to do this would be with a geometry shader. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Yanling Liu wrote: Hello, Do we have OpenGL B-spline support in OSG already? Or do we still need to subclass drawable like osgTeapot example? Thanks, ___ 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
Cedric, Martin, et al. I'm glad the null-returning QPaintEngine function seems to work for you. Unfortunately, I don't really have any other suggestions for testing it to determine whether or not you should label the fix acceptable. This is a question each project team must answer for themselves. I might recommend answering at least the following questions to make the determination (among any other questions that your project may need to be answered). 1) Is the behavior acceptable? 2) Does this solution fit well in the context of the documentation and the public interface for each library that is involved? 3) (Project team member responsibility) Is the solution documented so that other developers on the team can understand the purpose of the solution, its prerequisites (if any) and its side effects (if any)? Perhaps the Qt mailing lists could lead you to a better testing scheme, especially since this appears to be a Qt/graphics engine integration issue (i.e. it probably isn't specific to Qt/OSG integration). Good luck... D.J. On Sat, Dec 19, 2009 at 12:13 PM, Cedric Pinson cedric.pin...@plopbyte.net wrote: 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 ___ 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] Avatar
That's good to hear because I'm going to see it with my boys in the next day or two. I heard that if the synthetic actors work out, George Lucas will consider finishing the Star Wars saga (episodes 7,8 9)... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce Nikolov Sent: Monday, December 21, 2009 10:17 AM To: OpenSceneGraph Users Subject: [osg-users] Avatar This is off tech topic, :-), but I watched the movie in 3d and ... WOW . what they have done there is CG we can dream off .. A must see thing ! Nick http://www.linkedin.com/in/tnick smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Avatar
I second that :) Sent from my Verizon Wireless BlackBerry -Original Message- From: Trajce Nikolov nikolov.tra...@gmail.com Date: Mon, 21 Dec 2009 19:17:18 To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org Subject: [osg-users] Avatar ___ 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] [vpb] Problems using SSI Cluster Example
Hi, are you using osgdem or the vpbmaster programm? --machines is only available at vpbmaster, because this controls how many osgdem threads are run. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21743#21743 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Get Vertexdata from osg File
Thank you, i will try it. Markus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21744#21744 ___ 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
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. Now i have also posted the 3 images to imageshack: http://img189.imageshack.us/img189/5565/static594.jpg http://img189.imageshack.us/img189/9955/movingslow526.jpg http://img189.imageshack.us/img189/5372/movingfast976.jpg Anyway, the problem is in movingslow526.jpg at 360kmh, while movingfast976.jpg at 1800kmh is better, and static594.jpg (stopped) is perfect. My terrain is generated with osgdem (non Geogentric), and is in UTM33/WGS84. The Geographics coordinates are in meters. Thanks.[/list] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21746#21746 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] osg::image / Create a 3d Image Rectangular !
Hi, I have try to create some 3d image using osg::image, and it seems that when you create an image with width=height=depth the volume created is good, but when I try to create an image with width!=hieght!= depth , when I fill the image with unsigned char* data, the pixel is not at the right place ! Is there a trick to crate a rectangular image 3d or is it impossible ? I try to rescale the image3d but it does nothing either... Thank you! Cheers, Thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21747#21747 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help with osgCluster...
Shayne, Right, you use the same scenegraph on all machines. The following should work on the master: osgcluster -m cow.osg and on the slave: osgcluster -s cow.osg I just tested this and if you want to viewports to match, you'll need to tweak the fov and offset parameters. With the above command line, the slave will just show a portion of the view. If you zoom in from the master window, the cow will eventually come into view on the slave. Martins Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Martins, Thanks for the input. I was looking more for some command line examples on how I would execute the osgCluster example where one machine is the master and another is the slave. Obviously you should use the same scenegraph on each machine right? -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martins Innus Sent: Friday, December 18, 2009 11:27 AM To: OpenSceneGraph Users Subject: Re: [osg-users] help with osgCluster... Shayne, We run it under linux and if I remember correctly, it just broadcasts out to the local subnet based on whatever your broadcast mask is set to. If you have multiple network interfaces, I think there is a spot in the socket setup to specify which one you want. I don't have the code in front of me right now, but thats how I recall it works. Let me know if you need any more information. Martins Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: All, I'm looking at the osgCluster example and I have a question on getting in going. I'm assuming you can execute osgCluster on different machines where one is the master and the other is the slave. I can see where I specify the socket # but where do I specify the IP address? Does anyone have example of executing osgCluster on different machines that would provide some direction? Any enlightenment would be appreciated. -Shayne ___ 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
[osg-users] Simple water effects
Hi there is there a simple and good looking way to have water effects for the sea? How do you implement this? I don't know which way is the best, simple textures, normal mapping or shaders? What I would like to see is the sun reflecting the rays on the water ;-) Any help is welcome. I know the amazing looking osgOcean, but for our game it uses to much CPU. Regards Dominic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osg::image / Create a 3d Image Rectangular !
(w != h != d) should be no problem. If they are all powers of two, it should definitely work fine. If they are not powers of two, then of course you need to have support for the NPOT extension (or OpenGL version = 2.0). -Paul Thomas Canipel wrote: Hi, I have try to create some 3d image using osg::image, and it seems that when you create an image with width=height=depth the volume created is good, but when I try to create an image with width!=hieght!= depth , when I fill the image with unsigned char* data, the pixel is not at the right place ! Is there a trick to crate a rectangular image 3d or is it impossible ? I try to rescale the image3d but it does nothing either... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simple water effects
Hi Dominic; As you know there is too much resource on the net. Some of them which I can advice you to look, http://habib.wikidot.com/ OrangeBook (aka GLSL Book) There is Real Worldz chapter which talk about rendering ocean in simple and not comprehensive way. http://www.vterrain.org/Water/ I don't know which way is the best, simple textures, normal mapping or shaders? What I would like to see is the sun reflecting the rays on the water ;-) Any help is welcome. IMHO, you only need Reflection Rays on the water surface with Environment mapping and animated texturing. This 3 combination would give you best ocean surface as you expect without much CPU usage. But I really suggest you to use osgOcean, You can turn on/off much of rendering unit. So you can only use reflection and environment mapping by toggling off all off other which are needs too much processing time. Regards. Ümit Uzun 2009/12/21 Dominic Stalder dominic.stal...@bluewin.ch Hi there is there a simple and good looking way to have water effects for the sea? How do you implement this? I don't know which way is the best, simple textures, normal mapping or shaders? What I would like to see is the sun reflecting the rays on the water ;-) Any help is welcome. I know the amazing looking osgOcean, but for our game it uses to much CPU. Regards Dominic ___ 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] help with osgCluster...
Martins, Ok, I got what you suggested working...on the same machine. Now, what if I want to do the same thing but instead have the master on one machine and the slave on another different machine. In order to do this, don't I need to specify the IP addr of the broadcaster somewhere? I notice that broadcaster.cpp has a setHost method but it's not being used in osgCluster.cpp. I tried issuing the commands below with the master on one machine and the slave on the other and it doesn't work. Perhaps the Windows version (which is what I'm using) is broken and the Linux version only works... Thanks for your help, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martins Innus Sent: Monday, December 21, 2009 1:21 PM To: OpenSceneGraph Users Subject: Re: [osg-users] help with osgCluster... Shayne, Right, you use the same scenegraph on all machines. The following should work on the master: osgcluster -m cow.osg and on the slave: osgcluster -s cow.osg I just tested this and if you want to viewports to match, you'll need to tweak the fov and offset parameters. With the above command line, the slave will just show a portion of the view. If you zoom in from the master window, the cow will eventually come into view on the slave. Martins Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Martins, Thanks for the input. I was looking more for some command line examples on how I would execute the osgCluster example where one machine is the master and another is the slave. Obviously you should use the same scenegraph on each machine right? -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martins Innus Sent: Friday, December 18, 2009 11:27 AM To: OpenSceneGraph Users Subject: Re: [osg-users] help with osgCluster... Shayne, We run it under linux and if I remember correctly, it just broadcasts out to the local subnet based on whatever your broadcast mask is set to. If you have multiple network interfaces, I think there is a spot in the socket setup to specify which one you want. I don't have the code in front of me right now, but thats how I recall it works. Let me know if you need any more information. Martins Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: All, I'm looking at the osgCluster example and I have a question on getting in going. I'm assuming you can execute osgCluster on different machines where one is the master and the other is the slave. I can see where I specify the socket # but where do I specify the IP address? Does anyone have example of executing osgCluster on different machines that would provide some direction? Any enlightenment would be appreciated. -Shayne ___ 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 smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] GraphicsWindowCarbon::init could not create a valid pixelformat
Hi, I am trying to make a Qt4.x based application that uses osg. I followed the code in examples/osgviewerQt; but am hitting an error in my qt test code: GraphicsWindowCarbon::init could not create a valid pixelformat However the example runs fine. I've even tried copying QOSGWidget.cpp from the example folder and call the mainQOSGWidget from the basic qt skeletal program; but hitting the same error. Any guessed on what I may be missing? I've already done these things + Added -D__USE_OSX_AGL_IMPLEMENTATION__ -DUSE_QT4 to the qt generated Makefile + Added lib and lib path of osg to qt generated Makefile Attachments: + My basic qt skeletal code + QOSGViewer.cpp from examples folder + Modified Makefile to add some #defines and link to correct osg libs Thanks, Vj -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21753#21753 Attachments: http://forum.openscenegraph.org//files/makefile_140.txt http://forum.openscenegraph.org//files/qosgwidget_137.cpp http://forum.openscenegraph.org//files/main_187.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help with osgCluster...
Just a follow up...I got it working on Windows. It was a mistake on my part...operator error. Thanks again for your help, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martins Innus Sent: Monday, December 21, 2009 1:21 PM To: OpenSceneGraph Users Subject: Re: [osg-users] help with osgCluster... Shayne, Right, you use the same scenegraph on all machines. The following should work on the master: osgcluster -m cow.osg and on the slave: osgcluster -s cow.osg I just tested this and if you want to viewports to match, you'll need to tweak the fov and offset parameters. With the above command line, the slave will just show a portion of the view. If you zoom in from the master window, the cow will eventually come into view on the slave. Martins Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Martins, Thanks for the input. I was looking more for some command line examples on how I would execute the osgCluster example where one machine is the master and another is the slave. Obviously you should use the same scenegraph on each machine right? -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martins Innus Sent: Friday, December 18, 2009 11:27 AM To: OpenSceneGraph Users Subject: Re: [osg-users] help with osgCluster... Shayne, We run it under linux and if I remember correctly, it just broadcasts out to the local subnet based on whatever your broadcast mask is set to. If you have multiple network interfaces, I think there is a spot in the socket setup to specify which one you want. I don't have the code in front of me right now, but thats how I recall it works. Let me know if you need any more information. Martins Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: All, I'm looking at the osgCluster example and I have a question on getting in going. I'm assuming you can execute osgCluster on different machines where one is the master and the other is the slave. I can see where I specify the socket # but where do I specify the IP address? Does anyone have example of executing osgCluster on different machines that would provide some direction? Any enlightenment would be appreciated. -Shayne ___ 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 smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] GraphicsWindowCarbon::init could not create a valid pixelformat
Hi, I compiled the osgviewerQt example from the cmdline without using the osg makefile. The resulting application also spat out the same error GraphicsWindowCarbon::init could not create a valid pixelformat This simply means that its not the code, but some flag that I may be missing with my cmdline for compiling the example. Any help appreciated here... until then i'm digging the osg makefiles to find out what flag am I missing. Thanks, Vj [/b] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21754#21754 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transforming nodes
Hi Oren, This mightn't be your problem, but for some reason the default scale for an osgSim::DOFTransform is (0,0,0). This is what I usually forget when using it. Cheers, Brendan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21757#21757 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simple water effects
Hi Ümit thanks for the interesting links, but the habib tuturials are all for direct x, right? And I don't see how I have to integrate with OSG (sorry for the stupid questions, but I'm a beginer at all...). I can't find the real worldz examples on the net, do you have the source? Regards Dominic Ümit Uzun schrieb: Hi Dominic; As you know there is too much resource on the net. Some of them which I can advice you to look, http://habib.wikidot.com/ OrangeBook (aka GLSL Book) There is Real Worldz chapter which talk about rendering ocean in simple and not comprehensive way. http://www.vterrain.org/Water/ I don't know which way is the best, simple textures, normal mapping or shaders? What I would like to see is the sun reflecting the rays on the water ;-) Any help is welcome. IMHO, you only need Reflection Rays on the water surface with Environment mapping and animated texturing. This 3 combination would give you best ocean surface as you expect without much CPU usage. But I really suggest you to use osgOcean, You can turn on/off much of rendering unit. So you can only use reflection and environment mapping by toggling off all off other which are needs too much processing time. Regards. Ümit Uzun 2009/12/21 Dominic Stalder dominic.stal...@bluewin.ch mailto:dominic.stal...@bluewin.ch Hi there is there a simple and good looking way to have water effects for the sea? How do you implement this? I don't know which way is the best, simple textures, normal mapping or shaders? What I would like to see is the sun reflecting the rays on the water ;-) Any help is welcome. I know the amazing looking osgOcean, but for our game it uses to much CPU. Regards Dominic ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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] Creating tree model of scenegraph for use in QTreeView
I simply started from the TreeModel in http://qt.nokia.com/doc/4.6/itemviews-simpletreemodel.html I have a QTreeitem which contains a pointer to the parent QTreeItem and a list of children and a osg::Node pointer to the actual scene node. This slightly duplicates the structure of the osg::scene in the tree pointers but it was easier and in my case the gui 'knows' when the scene changes so can recalc the tree. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21761#21761 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simple water effects
Hi Dominic, thanks for the interesting links, but the habib tuturials are all for direct x, right? And I don't see how I have to integrate with OSG (sorry for the stupid questions, but I'm a beginer at all...). Yes right. But he has good understanding to achieve kind of water surface. You can grasp the understanding and make yourself in GLSL. I can't find the real worldz examples on the net, do you have the source? Grab the GLSL book and look at Real Worldz section. There is not comprehensive source code and example, there is only information to how you can create water surface. If you are very beginner, you need to learn water mathematic(which habib's talked about enough in his site) and implementation by GLSL. I think you have already known this is not trivial operation. Regards. Ümit Uzun 2009/12/22 Dominic Stalder dominic.stal...@bluewin.ch Hi Ümit thanks for the interesting links, but the habib tuturials are all for direct x, right? And I don't see how I have to integrate with OSG (sorry for the stupid questions, but I'm a beginer at all...). I can't find the real worldz examples on the net, do you have the source? Regards Dominic Ümit Uzun schrieb: Hi Dominic; As you know there is too much resource on the net. Some of them which I can advice you to look, http://habib.wikidot.com/ OrangeBook (aka GLSL Book) There is Real Worldz chapter which talk about rendering ocean in simple and not comprehensive way. http://www.vterrain.org/Water/ I don't know which way is the best, simple textures, normal mapping or shaders? What I would like to see is the sun reflecting the rays on the water ;-) Any help is welcome. IMHO, you only need Reflection Rays on the water surface with Environment mapping and animated texturing. This 3 combination would give you best ocean surface as you expect without much CPU usage. But I really suggest you to use osgOcean, You can turn on/off much of rendering unit. So you can only use reflection and environment mapping by toggling off all off other which are needs too much processing time. Regards. Ümit Uzun 2009/12/21 Dominic Stalder dominic.stal...@bluewin.ch mailto: dominic.stal...@bluewin.ch Hi there is there a simple and good looking way to have water effects for the sea? How do you implement this? I don't know which way is the best, simple textures, normal mapping or shaders? What I would like to see is the sun reflecting the rays on the water ;-) Any help is welcome. I know the amazing looking osgOcean, but for our game it uses to much CPU. Regards Dominic ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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] How to integrate OSG with java (to make an applet)
Hi Manuel, There is some developments to make a firefox plugin for OSG, we are also working in this, and we want upload an example to OSG soon,m so the best you can do it is search in the mail-list about firefox plugin. About java and OSG, we have also developed OSGVirtualPlanets (http://www.gvsig.org/web/projects/gvsig-commons/osgvp/osg-virtual-planets/), it's mainly a GPL framework for 3D GIS development in Java and OSG, but you can use it to try it and make and applet and load your scenes. Rafa. On Tue, Dec 22, 2009 at 2:14 AM, Manuel Garea m.garea...@gmail.com wrote: Hi, i'm developing an app using OSG C++, and i would like to know if its possible to integrate this application with an applet in java, or if its possible simply to load this app on a browser (the 2 pictures showwhat i'm triyng to explain) And if its possible, i also need to make interaction between the OSG app and the browser, that is, make an applet with some buttons so that pushing the buttons, some things happen in the OSG application. Do you know if its possible? how can i make it? is there any example? Thank you! Cheers, Manuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21760#21760 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rafael Gaitán Linares Instituto de Automática e Informática Industrial http://www.ai2.upv.es Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org