Re: [osg-users] Native osgdb_bin format in progress (was: Develop a scalable binary file format for native OSG scenes)

2009-12-21 Thread Wang Rui
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
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Re: [osg-users] How to get average frame rate after some amount of running time?

2009-12-21 Thread Robert Osfield
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.
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Re: [osg-users] viewer loaded from dll not responsive to events

2009-12-21 Thread Robert Osfield
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

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Re: [osg-users] texturing a cylinder in osg

2009-12-21 Thread Robert Osfield
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

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Re: [osg-users] viewer loaded from dll not responsive to events

2009-12-21 Thread Wojciech Lewandowski

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

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[osg-users] Creating tree model of scenegraph for use in QTreeView

2009-12-21 Thread Jason Bellone
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

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Re: [osg-users] Problem with using static initializers to preload plugins

2009-12-21 Thread Robert Osfield
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

2009-12-21 Thread Trajce Nikolov
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

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Re: [osg-users] viewer loaded from dll not responsive to events

2009-12-21 Thread Trajce Nikolov
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

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Re: [osg-users] OSG and streamed video

2009-12-21 Thread Akhtar Shamim
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
 
 
 
  
 
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Re: [osg-users] 3D Max lights

2009-12-21 Thread Sukender

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

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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,

--
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Re: [osg-users] OSG and streamed video

2009-12-21 Thread Cedric Pinson
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
 
 
 
 
 
 
 
 
 
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  osg-users mailing list
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[osg-users] [vpb] Problems using SSI Cluster Example

2009-12-21 Thread Samuel Jarque
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

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Re: [osg-users] What are the your favorite free 3d model sites?

2009-12-21 Thread Clay, Bruce
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




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[osg-users] OpenGL B-spline support?

2009-12-21 Thread Yanling Liu
Hello,

Do we have OpenGL B-spline support in OSG already? Or do we still need to
subclass drawable like osgTeapot example?

Thanks,
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Re: [osg-users] Creating tree model of scenegraph for use in QTreeView

2009-12-21 Thread Maxim Gammer
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

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Re: [osg-users] Creating tree model of scenegraph for use in QTreeView

2009-12-21 Thread Paul Martz
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

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[osg-users] Get Vertexdata from osg File

2009-12-21 Thread Markus Husseini
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

2009-12-21 Thread dimi christop
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?

2009-12-21 Thread Robert Osfield
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.
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Re: [osg-users] Transforming nodes

2009-12-21 Thread Oren Fromberg
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??

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[osg-users] curl Plugun + OSG

2009-12-21 Thread Danny Lesnik
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

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Re: [osg-users] What are the your favorite free 3d model sites?

2009-12-21 Thread Maxim Gammer
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.
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Re: [osg-users] What are the your favorite free 3d model sites?

2009-12-21 Thread Ümit Uzun
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.
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[osg-users] Avatar

2009-12-21 Thread Trajce Nikolov
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
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Re: [osg-users] OpenGL B-spline support?

2009-12-21 Thread Paul Martz
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,



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Re: [osg-users] QOSGWidget display problem

2009-12-21 Thread D.J. Caldwell
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

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Re: [osg-users] Avatar

2009-12-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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




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Re: [osg-users] Avatar

2009-12-21 Thread tbridgette
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

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Re: [osg-users] [vpb] Problems using SSI Cluster Example

2009-12-21 Thread Torben Dannhauer
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

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Re: [osg-users] Get Vertexdata from osg File

2009-12-21 Thread Markus Husseini
Thank you, i will try it.

Markus

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Re: [osg-users] Precipitation Effect, Snow, bad rendering at slow speed

2009-12-21 Thread Massimo Tarantini

 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]

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[osg-users] [3rdparty] osg::image / Create a 3d Image Rectangular !

2009-12-21 Thread Thomas Canipel
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

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Re: [osg-users] help with osgCluster...

2009-12-21 Thread Martins Innus

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




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[osg-users] Simple water effects

2009-12-21 Thread Dominic Stalder

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
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Re: [osg-users] [3rdparty] osg::image / Create a 3d Image Rectangular !

2009-12-21 Thread Paul Martz
(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...


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Re: [osg-users] Simple water effects

2009-12-21 Thread Ümit Uzun
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
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Re: [osg-users] help with osgCluster...

2009-12-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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


 

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[osg-users] [forum] GraphicsWindowCarbon::init could not create a valid pixelformat

2009-12-21 Thread Vijay Joseph
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

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Re: [osg-users] help with osgCluster...

2009-12-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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


 

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Re: [osg-users] [forum] GraphicsWindowCarbon::init could not create a valid pixelformat

2009-12-21 Thread Vijay Joseph
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


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Re: [osg-users] Transforming nodes

2009-12-21 Thread Brendan Ledwich
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

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Re: [osg-users] Simple water effects

2009-12-21 Thread Dominic Stalder

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
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Re: [osg-users] Creating tree model of scenegraph for use in QTreeView

2009-12-21 Thread Martin Beckett
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

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Re: [osg-users] Simple water effects

2009-12-21 Thread Ümit Uzun
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
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Re: [osg-users] How to integrate OSG with java (to make an applet)

2009-12-21 Thread Rafa Gaitan
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

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-- 
Rafael Gaitán Linares
Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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