Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Robert Osfield
Hi Nick,

I don't know too much about the implementation details of osgOcean but
I believe the compute off the ocean geometry is done on the CPU right
now.  When I've done testing the CPU load has not been anywhere near
what you are seeing though.  Are you testing under a debug build?

Robert.

On Tue, Jan 5, 2010 at 6:52 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
 What I am getting is View in a Window. Please see the attached image. The
 osgOcean opens another window instead of rendering in the one I created. Any
 ideas, hints?
 Nick

 http://www.linkedin.com/in/tnick
 Sent from Izmit, 41, Turkey

 On Mon, Jan 4, 2010 at 8:50 AM, Trajce Nikolov nikolov.tra...@gmail.com
 wrote:

 Hi Tian Ma,
 well, the example works just fine. Also, when I step thru, I am not
 getting any errors. Just not able to see the ocean surface and getting the
 screen aligned quad (black) ... Any ideas?
 Nick

 http://www.linkedin.com/in/tnick


 On Mon, Jan 4, 2010 at 5:46 AM, Tian Ma tianxiao...@foxmail.com wrote:

 Hi Nick:

  Could you run the ocean example successfully?

  Any errors occured when you get a back screen?

 Cheers,
 MT



 Trajce Nikolov wrote:
  Hi,
 
  I am trying to embed the ocean stuff into my application. I mimic the
  code from the example, and all I get is 2D black screen aligned quad. Any
  hints?
 
 
  Thanks
 
 
  Nick
 
  http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)
  Sent from Devlet, Ankara, Turkey
 
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  Post generated by Mail2Forum


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Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Kim Bale
Hi Nick,

osgOcean (with all the effects turned on) renders to a quad on the screen,
this is because there are a number of post processing effects that require
it (glare, dof). If I understand your problem correctly, you will need to
set the frame buffer size to the size of your window with setScreenDims(
osg::Vec2f ) and the quad will fill the window.

Alternatively turn off glare and depth of field.

Regards,

Kim.


2010/1/5 Trajce Nikolov nikolov.tra...@gmail.com

 What I am getting is View in a Window. Please see the attached image. The
 osgOcean opens another window instead of rendering in the one I created. Any
 ideas, hints?

 Nick

 http://www.linkedin.com/in/tnick
 Sent from Izmit, 41, Turkey

 On Mon, Jan 4, 2010 at 8:50 AM, Trajce Nikolov 
 nikolov.tra...@gmail.comwrote:

 Hi Tian Ma,

 well, the example works just fine. Also, when I step thru, I am not
 getting any errors. Just not able to see the ocean surface and getting the
 screen aligned quad (black) ... Any ideas?

 Nick

 http://www.linkedin.com/in/tnick


 On Mon, Jan 4, 2010 at 5:46 AM, Tian Ma tianxiao...@foxmail.com wrote:

 Hi Nick:

  Could you run the ocean example successfully?

  Any errors occured when you get a back screen?

 Cheers,
 MT



 Trajce Nikolov wrote:
  Hi,
 
  I am trying to embed the ocean stuff into my application. I mimic the
 code from the example, and all I get is 2D black screen aligned quad. Any
 hints?
 
 
  Thanks
 
 
  Nick
 
  http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)
  Sent from Devlet, Ankara, Turkey
 
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  Post generated by Mail2Forum


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Re: [osg-users] osgOcean Sky problem

2010-01-05 Thread Kim Bale
Hi Andrew,

You should take a look at the shader code within the skydome class as I
believe that it overrides the alpha channel and sets it to 1. This is due to
the alpha channel being used for the glare effect in osgOcean, if you wish
to use a transparent texture you should set it to the alpha of the texture.

Regards,

Kim.

2009/12/29 Trajce Nikolov nikolov.tra...@gmail.com

 Hi Andrew,

 get the stateset of the skydome and:

 apply transparent osg::Material;
 apply Blend
 set the renderbin to Transparent


 Nick

 http://www.linkedin.com/in/tnick
 Sent from Devlet, Ankara, Turkey

 On Thu, Oct 29, 2009 at 10:51 AM, Andrew Xie rongyao...@163.com wrote:

 Hi,
 i am new to graphics programming.I used osgOcean's skydome in my project
 ,it works very well.But now i want to transparency the skydome ,how to do
 that?Any suggestions are greatly appreciated

 Thank you!

 Cheers,
 Andrewxie

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Re: [osg-users] Simple water effects

2010-01-05 Thread Kim Bale
Hi J-S,

Yes I can certainly put the code up on the svn. However, it wasn't actually
written in situ but rather as simplified test case to make absolutely sure
that the primitives arrangements were absolutely correct. But it does seem
silly to have to hidden on my pc at home, when other people may find it of
use. I'll sort it this week.

Regards,

Kim.


2009/12/22 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi Kim,


  I have the code for all of this as a prototype, but I don't have the time
 to tidy it up and update library at the moment. If you are interested in
 making these modifications I would be more than happy to give you the code
 and walk you through it, otherwise it'll have to wait until I get some time
 to do it myself.


 If no one gets to it anytime soon, I would be glad to do this work for you.
 Another option might be to create a branch in osgOcean's SVN (clearly marked
 as work in progress) and commit the code you have there, and from there I
 can checkout that branch and work on it to improve it. We can then merge
 that branch back into the trunk once we're happy with it.

 A few options for you. Honestly I prefer the branch as it gives us lots of
 freedom, but it's up to you.


 J-S
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Re: [osg-users] OSG on IPhone

2010-01-05 Thread Sergey Kurdakov
Hi Changhoon,

sometime ago Robert wrote ( currently a mobile port of OpenSceneGraph is
under development )

==
In a websearch today came across a webpage today for the project Mobile
OSG:

   http://www.imrc.kist.re.kr/wiki/Mobile_OSG

I haven't heard about this before, anybody know anything more about it?

Clearly there will have done the port, so will have solved an number
of problems that current developers will be tackling in the port to
the iPhone, so it's a shame not be able to leverage this.  I can't see
any notice of download of the source, perhaps it's just an internal
project, or perhaps the source the code is hosted elsewhere or perhaps
a prod needs to be done to make sure the changes are opened sourced as
the OSGPL requires.
==

so
a) you need to open source ( you may still link statically but any changes
to OSG code should be open sourced  ( and not your app code ))
b) better yet you combine your efforts with current process to have mobile
OSG.

Regards
Sergey

On Tue, Jan 5, 2010 at 7:24 AM, Changhoon Park  wrote:

 Hello

 Is there are anyone who know about license problem when modifying osg for
 iphone?  Should I open source code or object file and overall or a part
 related to OSG?



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Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Trajce Nikolov
Hi Kim,

I turned that off and I see the quad only under water.

One more thing. I am trying to implement osgEphemeris with osgOcean, and so
far it looks good but two problems. Somehow, when I add the ephemeris into
the ocean scene, I am getting the sun rotated 180 around Z, and it is scaled
- at least that are the visual impressions. Any thoughts on this?

Nick

http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey

On Tue, Jan 5, 2010 at 11:14 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 osgOcean (with all the effects turned on) renders to a quad on the screen,
 this is because there are a number of post processing effects that require
 it (glare, dof). If I understand your problem correctly, you will need to
 set the frame buffer size to the size of your window with setScreenDims(
 osg::Vec2f ) and the quad will fill the window.

 Alternatively turn off glare and depth of field.

 Regards,

 Kim.


 2010/1/5 Trajce Nikolov nikolov.tra...@gmail.com

 What I am getting is View in a Window. Please see the attached image. The
 osgOcean opens another window instead of rendering in the one I created. Any
 ideas, hints?

 Nick

 http://www.linkedin.com/in/tnick
 Sent from Izmit, 41, Turkey

 On Mon, Jan 4, 2010 at 8:50 AM, Trajce Nikolov 
 nikolov.tra...@gmail.comwrote:

 Hi Tian Ma,

 well, the example works just fine. Also, when I step thru, I am not
 getting any errors. Just not able to see the ocean surface and getting the
 screen aligned quad (black) ... Any ideas?

 Nick

 http://www.linkedin.com/in/tnick


 On Mon, Jan 4, 2010 at 5:46 AM, Tian Ma tianxiao...@foxmail.com wrote:

 Hi Nick:

  Could you run the ocean example successfully?

  Any errors occured when you get a back screen?

 Cheers,
 MT



 Trajce Nikolov wrote:
  Hi,
 
  I am trying to embed the ocean stuff into my application. I mimic the
 code from the example, and all I get is 2D black screen aligned quad. Any
 hints?
 
 
  Thanks
 
 
  Nick
 
  http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)
  Sent from Devlet, Ankara, Turkey
 
   --
  Post generated by Mail2Forum


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[osg-users] Happy New Year!!

2010-01-05 Thread Robert Osfield
Hi All,

May I wish everyone a prosperous and happy new year! :-)

I've had a loverly break over Christmas and New Year with my family,
and quite a unique holiday season it's been too - we had snow here in
Callander right from before Christmas and it's still on the ground
now.  This is very unusual as the UK being stuck right on the edge of
the Atlantic so we get typically get lots of rain and wind this time
of year, well actually most times of year... just in winter it's
colder rain.  When we do get snow it stays around for a day then goes
slushy, but not this season, white and crisp and even.  Thanks to the
snow it's also been a great time for sledging, so my kids have all get
there first proper taste of charging out of control down a hill to end
up in a snowy heap at the bottom, yeehaaw :-D


Another unique aspect to this holidays is that I didn't take my laptop
with me, and did no work whatsoever, ooo it's been about a decade
since that last time I didn't have some work to try and squeeze in
over the Christmas break.  The benefit of the complete break is that
I'm really refreshed, the downside is that my brain is still in
holiday mode, so it might take me a little while to get back dialed in
and fully productive.  No doubt lots of rest of the community will be
ramping up slowly too, those ramping up quickly... well just try to
take it easy while the rest of catch up :-)

Robert.
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Re: [osg-users] OSG on IPhone

2010-01-05 Thread Robert Osfield
Hi Changhoon,

On Tue, Jan 5, 2010 at 4:24 AM, Changhoon Park chp...@hoseo.edu wrote:
 Is there are anyone who know about license problem when modifying osg for 
 iphone?  Should I open source code or object file and overall or a part 
 related to OSG?

The OpenSceneGraph has been ported to support for OpenGL ES 1.1 and
OpenGL ES 2.0, and this can be found in svn/trunk and the 2.9.6 dev
release.

The OpenSceneGraph has also ported to the iPhone, but these code
changes are still just provisional and not checked into svn/trunk yet.
 I'll be checking a few more of these changes in this week, and
contacting the author of the changes to get the open ends tied up.

The license for the iPhone port will be the same OSGPL (LGPL
derivative) as for all other build targets - the same code base is
almost entirely shared across GL targets so naturally uses the same
license.

Robert.
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[osg-users] [osgOcean] wave generator

2010-01-05 Thread Trajce Nikolov
Hi gurus,

Is it possible to have a wave generator at specific position in the ocean?
Like the rear or front of the boat, rain drops .. etc ..?
Nick

http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
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Re: [osg-users] How to get average frame rate after some amount of running time?

2010-01-05 Thread Robert Osfield
Hi Dat,

On Mon, Dec 28, 2009 at 5:18 PM, Nguyen Tien Dat tienda...@gmail.com wrote:
 Thanks for your answer. But I still have some doubts here. When I load
 the model with osgviewer, and press key 's', it displays that the
 frame rate is only 34 fps. But in my application, the frame rate goes
 up to 60, which is kind of strange because I have some control inside
 the loop too. Could it be possible to have your application runs with
 faster frame rate than osgviewer?

It's certainly possible to write two different applications that
perform differently  as to why, well there are close to infinite
number of reasons.  One has to narrow done why, and you are in a
position to do this because you have your application in front of you
and the OSG code base, I don't so I can't answer these questions you
have to.

Robert.
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Re: [osg-users] particles

2010-01-05 Thread Robert Osfield
HI Guy,

You can't mix display lists with CPU updated dynamic data, and
particle systems are an example of this.

If you come up with a custom scheme for particles then there are ways
to use static geometry and update the positions in the vertex shaders,
and the osgParticle::PrecipitationEffect is an example of this.
PrecipitionEffect doesn't use any of the standard osgParticle features
though, it's a standalone class, as it's very domain specific.

Robert.

On Tue, Dec 29, 2009 at 11:05 AM, Guy g...@dvp.co.il wrote:
 Hi all,

  I was wondering what are the criteria to decide upon using display lists or
 just openGL instruction. Particularly why the rendering of the particles in
 the osgParticle::Particle::render is done by openGL instructions and not
 display list or something more efficient.



  If the reason is changing in the vertex attributes like the particle alpha,
 and position, then suppose all these attributes are static and I use display
 list, what performance gain (if any) it is reasonable to expect?

 I'm asking this because I use shaders in my application, and if there could
 be performance gain I might want to change the render to update shader
 attributes and render using these attributes. Do you think it worth the
 effort implementing such mechanism?



 Thanks,

  Guy.

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Re: [osg-users] [3rdparty] OSG Volume / FixedFunctionTechnique

2010-01-05 Thread Robert Osfield
Hi Thomas,

The FixedFunctionTechnique also uses the OpenGL fixed function
pipeline for doing the volume rendering and as a consequence is very
limited in what effects it can render.  The FixedFunctionTechnque is
also something you'd use for very old hardware,  The RayTracedTechnque
is what you'd use for any modern computer.

Robert.

On Wed, Dec 30, 2009 at 1:49 AM, Thomas Canipel
thomas.cani...@gmail.com wrote:
 Hi,

 I would like to know what is the difference between the RayTracedTechnique 
 and the FixedFuntionTechnique, apparently in the second there is no shader, 
 this function correspond to a raycasting technique ?, so in this technique we 
 can only play with the Alpha property to modify the display .



 Thank you!  Merry Christmas ;)

 Cheers,
 Thomas

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Re: [osg-users] [osgPlugins] osgmovie plugin missing?

2010-01-05 Thread Robert Osfield
Hi Eduardo,

It's next to impossible to know what is wrong at your end without
knowing more information.  So you'll need to do some more
investigation at your end.

First up, quicktime won't work under Linux.  ffmpeg and xine should
work though, but in the ffmpeg case you'll need to use extension alias
to get the OSG to preload the ffmpeg plugin, to do this try the
osgmovie commandline:

  osgmovie -e ffmpeg movie.mpg

Next thing you can test is to enable verbose debugging to see what is
happening, in particular you want to look for whether the ffmpeg/xine
plugin has been loaded:

  export OSG_NOTIFY_LEVEL=DEBUG
  osgmovie movie.mpg

Robert.



On Wed, Dec 30, 2009 at 11:14 AM, Eduardo Pinheiro
eduardo.pinheiro...@gmail.com wrote:
 Hi,

 Im trying to use it at linux and i follow this steps:

  1. Compiled the osg with openscenegraph 2.8.2.
   I try to load the osgmovie but didnt exists.

  2. I've compiled it by hand
   The same answer that gave to you about the missing plugin has been given.

  3. I've installed the quicktime and the ffmpeg and xine-dev everthing 
 possible to install

  4. Recompiled the openscenegraph and then the osgart

  5. No osgmovie again. I compiled the osgmovie and now:

          - No error message given but nothing happens. The program is 
 running without doing nothing. I've tried with .mov , with .mpg and with .avi 
 files.


 Can you help me please?

 Thanks.

 Eduardo


 ...

 Thank you!

 Cheers,
 Eduardo

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Re: [osg-users] osgShadow ECEF precision problems

2010-01-05 Thread Robert Osfield
HI Marius,

When you're happy with your changes you could please post the whole
modified files to osg-submissions so I can review them.

Thanks,
Robert.

On Wed, Dec 30, 2009 at 1:49 PM, Marius Heise mhe...@heise-network.com wrote:
 Hi Wojtek,

 small difference big change :-). Shadow is rock solid now.

 I only thoroughly tested the directional lighting but it should work for the 
 other cases too.

 Cheers,
 Marius

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Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Kim Bale
Hi Nick

I turned that off and I see the quad under water. see attached

Did you turn off depth of field aswell?

Somehow, when I add the ephemeris into the ocean scene, I am getting the
sun rotated 180 around Z, and it is scaled - at least that are the visual
impressions. Any thoughts on this?

In the reflection on the ocean surface or the scene itself?

K.


2010/1/5 Trajce Nikolov nikolov.tra...@gmail.com

 Hi Kim,

 I turned that off and I see the quad under water. see attached

 One more thing. I am trying to implement osgEphemeris with osgOcean, and so
 far it looks good but two problems. Somehow, when I add the ephemeris into
 the ocean scene, I am getting the sun rotated 180 around Z, and it is scaled
 - at least that are the visual impressions. Any thoughts on this?

 Nick

 http://www.linkedin.com/in/tnick
 Sent from Izmit, 41, Turkey

 On Tue, Jan 5, 2010 at 11:14 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 osgOcean (with all the effects turned on) renders to a quad on the screen,
 this is because there are a number of post processing effects that require
 it (glare, dof). If I understand your problem correctly, you will need to
 set the frame buffer size to the size of your window with setScreenDims(
 osg::Vec2f ) and the quad will fill the window.

 Alternatively turn off glare and depth of field.

 Regards,

 Kim.


 2010/1/5 Trajce Nikolov nikolov.tra...@gmail.com

 What I am getting is View in a Window. Please see the attached image. The
 osgOcean opens another window instead of rendering in the one I created. Any
 ideas, hints?

 Nick

 http://www.linkedin.com/in/tnick
 Sent from Izmit, 41, Turkey

 On Mon, Jan 4, 2010 at 8:50 AM, Trajce Nikolov nikolov.tra...@gmail.com
  wrote:

 Hi Tian Ma,

 well, the example works just fine. Also, when I step thru, I am not
 getting any errors. Just not able to see the ocean surface and getting the
 screen aligned quad (black) ... Any ideas?

 Nick

 http://www.linkedin.com/in/tnick


 On Mon, Jan 4, 2010 at 5:46 AM, Tian Ma tianxiao...@foxmail.comwrote:

 Hi Nick:

  Could you run the ocean example successfully?

  Any errors occured when you get a back screen?

 Cheers,
 MT



 Trajce Nikolov wrote:
  Hi,
 
  I am trying to embed the ocean stuff into my application. I mimic the
 code from the example, and all I get is 2D black screen aligned quad. Any
 hints?
 
 
  Thanks
 
 
  Nick
 
  http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)
  Sent from Devlet, Ankara, Turkey
 
   --
  Post generated by Mail2Forum


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Re: [osg-users] [osgOcean] wave generator

2010-01-05 Thread Kim Bale
Hi Nick,

It isn't support in osgOcean at the moment. However, Tessendorf discusses a
technique called iwave which can be used to create localised wave
deformation in conjunction with the FFT ocean technique. You can read about
it here:

http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf

I had a student implement it in an ogl app a while back and the effect was
quite good. It is however a pretty expensive effect and the resolution of
the ocean has to be increased rather a lot otherwise its very chunky.

http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdfK.


2010/1/5 Trajce Nikolov nikolov.tra...@gmail.com

 Hi gurus,

 Is it possible to have a wave generator at specific position in the ocean?
 Like the rear or front of the boat, rain drops .. etc ..?
 Nick

 http://www.linkedin.com/in/tnick
 Sent from Izmit, 41, Turkey

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Re: [osg-users] Information on ffmpeg thread safety

2010-01-05 Thread Robert Osfield
Hi Garret,

Thanks for reporting this issue, I'm afraid I can't add anything to
the mix as I'm not too familiar with ffmpeg.  However, it does sounds
like we'll also need to protect some or all of ffmpeg calls.  I'll
have a look through the ffmpeg and have a think about how to tackle
this is a manageable way.

Cheers,
Robert.

On Thu, Dec 31, 2009 at 3:03 PM, Garrett Potts po...@cfl.rr.com wrote:
 Hello All:

 Just recently I have been testing ffmpeg library (Not OSG's ffmpeg plugin)
 use within some tools we are doing.  Over the past couple of days we have
 been hammering video in a multi threaded environment and it has come to our
 attention that ffmpeg is not thread safe.  I have not locked down where in
 ffmpeg it uses global structures besides the registerall calls.  In our code
 we had to do a shared mutex lock on all calls to the ffmpeg library.  So for
 instance a call to avcodec_open could fail if you are doing a code decode at
 the same time.

 Example:

 When we were grabbing a frame from one file and opening another file the
 open could fail which gave strong indication of shared global data within
 ffmpeg.  After lock down with a comon critical section mutex we were able to
 use the ffmpeg in a multi threaded environment.


 I wanted to pass this along because I have seen the ffmpeg plugin added to
 OSG.


 If anyone knows the exact API calls or found docs specifying the exact calls
 in ffmpeg library that is not thread safe please pass it along.  For now, I
 have just wrapped all calls as critical and everything works robustly in a
 multi threaded environment.


 Take care

 Garrett

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Re: [osg-users] New 3DS reader/writer is ready to test

2010-01-05 Thread Robert Osfield
Hi Simon,

On Sat, Jan 2, 2010 at 11:34 PM, Simon Armstrong nitrolo...@gmail.com wrote:
 I am using a custom MingW based toolchain.

 My other problem is that the new version 3ds plugin has dependency on  
 exceptionless LGPL code so I am not able to legally include it in my build 
 (static commercial offering).

 I am now left wondering if other plugins in my build have become non 
 OGL/WX-LGPL also.

Most plugins are OSGPL, but some are GPL and some are LGPL.  The 3ds
plugin has always been based on LGPL code, and the new rev hasn't
changed this.

If you want to use LGPL plugins you have to use dynamic linking.

Robert.
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Re: [osg-users] how to zoom TrackBall to a given range

2010-01-05 Thread Robert Osfield
Hi Forest.

On Mon, Jan 4, 2010 at 3:47 AM, forest fores...@163.com wrote:
 hi all
   I know that we can use mouse right button to zoom trackball, but what
 I want is to draw a rectangle on the screen, then zoom the view to the
 rectangle, what should I do?

Use TrackballManipulator::setHomePosition(..)

Robert.
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Re: [osg-users] Node::Description into ageneralized propertymechanism?

2010-01-05 Thread Robert Osfield
Hi Ulrich,

Guten Rutsch ;-)

I've done a quick read of you proposal and it sounds good.  For
convenience perhaps adding a getIntProperty(), getFloatProperty() etc.
methods might be appropriate, or perhaps one could use the bool
getProperty(const std::string, Property) interface that I adopted in
osg::ArgumentParser, where Property is a temporary helper object.

Robert.

On Thu, Dec 31, 2009 at 11:22 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
 Hi guys,

 I have coded up a proposal for a general-purpose property system for 
 osg::Object and would
 like to present it for comments and discussion.

 Properties must be derived from osg::Referenced and are stored in a map by 
 name:

 class PropertyMap : public Referenced, public std::mapstd::string, 
 ref_ptrReferenced 

 - osg::Object has a 'osg::ref_ptrosg::PropertyMap _properties'
 - this is only valid if there are any properties stored, so consumes minimal 
 memory.
 - the properties map is created when a property is first added.
 - for now it's never deleted but an explicit call for that could be added; it 
 could also
 be deleted when the map becomes empty.

 - user data is stored/retrieved under the 'osg.data' name.  The API is 
 unchanged.
 - descriptions are stored/retrieved under the 'osg.desc' name.  The API is 
 unchanged.
 - 'osg::Object _userData' and 'osg::Node _descriptions' are removed.

 The general osg::Object API for properties is:
 - void setProperty(const std::string name, Referenced* prop);
 - void clearProperty(name);
 - const Referenced* getProperty(name) const;
 - Referenced* getProperty(name);


 For data that is not derived from osg::Referenced (like floats, int, strings) 
 instead of
 using a variant class I've created the following template class:

 template typename T class Property : public Referenced {
 public:
    //...
    void set(const T data) { _data = data; }
    const T get() const { return _data; }
    T get() { return _data; }

 private:
    T _data;
 };

 Data is stored like this:
 osg::Propertyint* ip = new osg::Propertyint(42);
 obj-setProperty(my.int, ip);

 and retrieved like this:
 osg::Propertyint* ip0 = dynamic_castosg::Propertyint 
 (obj-getProperty(my.int));
 ip0-get() == 42;


 For convenience I've created template versions in osg::Object so that one can 
 write:

 obj-setPropertyint(my.int, 42); // creates and stores Propertyint(42)
 obj-getPropertyint(my.int)-get() == 42;
 (int) (*obj-getPropertyint(my.int)) == 42;


 With this the osg::Node description is simply stored as a
 osg::Propertyosg::Node::DescriptionList as 'osg.desc' with wrappers to keep 
 the original
 API:

 const DescriptionList getDescriptions() const {
   return getOrCreatePropertyDescriptionList(osg.desc)-get();
 }

 const std::string getDescription(unsigned int i) const {
   return getOrCreatePropertyDescriptionList(osg.desc)-get()[i];
 }


 At the moment there are some missing bits like saving the entire properties 
 map (not only
 userdata/descriptions) and the copyop integration, and also some ugly parts, 
 for example
 the _properties is mutable so that I could keep the existing Descriptions API.


 I'm eagerly awaiting your thoughts and comments.
 Happy New Year everyone and 'Guten Rutsch' (as we say in Germany).

 Cheers,
 /ulrich
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Re: [osg-users] Error moving in Z-axis

2010-01-05 Thread Robert Osfield
Hi Wanger,

I have no clue what you mean by WindowManager in this context, could
you please qualify what you mean.

Robert.

On Mon, Jan 4, 2010 at 5:43 PM, Wagner Dias wagnerld...@gmail.com wrote:
 Hi,

 Using WindowManager I can't move the geometry in Z-axis. Even setting MASC_3D 
 on WindowManager and setProjectionMatrixAsOrtho on camera
 I have no problem whit others axis.

 Thank you!

 Cheers,
 Wagner

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Re: [osg-users] [osgPlugins] New ffmpeg plugin checked into svn/trunk

2010-01-05 Thread Robert Osfield
Hi Chris,

On Mon, Jan 4, 2010 at 8:51 PM, Chris Rodgers crodg...@alionscience.com wrote:
 Hi Robert,

 Would there be any chance that the AudioStream class and ImageStream 
 interface changes can be added to OSG 2.8.x?

The OSG.2.8.x series is in maintenance mode and unless absolutely
necessary to address a critical bug the ABI will be kept constant, so
no new features will be added.


 In one of our projects we had been using the QuickTime plugin without a 
 problem. However, we have a requirement from our customer to remove the 
 QuickTime dependency. The FFmpeg plugin looks to be the solution to our 
 problems, though we have to keep OSG at version 2.8 (unless 2.10 or 3.0 is 
 coming very soon).

You can also back port 2.9.x features into your own version of the OSG.

Robert.
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Re: [osg-users] [osgPlugins] New ffmpeg plugin checked into svn/trunk

2010-01-05 Thread Robert Osfield
HI Michael,

On Wed, Dec 30, 2009 at 11:39 PM, Michael Day ma...@nps.edu wrote:
 I was thinking that an OpenAL plugin would be doable, and could either
 return an audio sink or an AudioStream.

 ...

 I'm going to experiment with OpenAL at this end how things go.



 I see that osgmovie currently uses SDL for audio playback.  Is there still 
 interest in using straight OpenAL to play the audio streamed from FFMEPG?

I would very much like to see audio provided for the ffmpeg plugin,
and OpenAL is a strong candidate.  I haven't had the time to be able
to code this up yet though.

Robert.
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Re: [osg-users] OSG Max Exporter Modifications

2010-01-05 Thread Robert Osfield
Hi Chris,

I'm not involved in any way with the OSG Max Exporter (OSGExp) project
so am not in a position to speak on behalf of the
developers/maintainers of it, let alone check in changes to it.  I
don't even have a windows machine so can't even compile OSGExp.  So
you'll need to discuss the changes with the current OSGExp
maintainers, but don't know you should contact right now though.

If you have changes to the OSG itself then please just post them to
osg-submissions and I'll get on and review them.

Cheers,
Robert.

On Mon, Jan 4, 2010 at 9:24 PM, Chris Rodgers crodg...@alionscience.com wrote:
 Hi Robert,

 Several months ago I had modified the OSG Max Exporter to address some issues 
 artists were running into. More about the changes can be read on the Delta3D 
 forum post at delta3d org - Forum - Artists' Studio - OSG Exporter for 3DS 
 Max 2010.

 In short, the changes allow OSG helpers to become parts of model hierarchies, 
 prevent doubly referencing objects, and overall simplify helper assignments 
 via the 3DS Max Schematic View and Link tool.

 Currently the code is accessible as a project with the Delta3D source code. 
 With a few tweaks the project can be OSG-ready. Please let me know if would 
 like me to send the the source you way.

 Cheers :)

 Chris

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Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Trajce Nikolov
Hi Kim,

Did you turn off depth of field aswell?
yes

In the reflection on the ocean surface or the scene itself?
in the scene

Nick

http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey

On Tue, Jan 5, 2010 at 12:06 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick

 I turned that off and I see the quad under water. see attached

 Did you turn off depth of field aswell?

 Somehow, when I add the ephemeris into the ocean scene, I am getting the
 sun rotated 180 around Z, and it is scaled - at least that are the visual
 impressions. Any thoughts on this?

 In the reflection on the ocean surface or the scene itself?


 K.


 2010/1/5 Trajce Nikolov nikolov.tra...@gmail.com

 Hi Kim,

 I turned that off and I see the quad under water. see attached

 One more thing. I am trying to implement osgEphemeris with osgOcean, and
 so far it looks good but two problems. Somehow, when I add the ephemeris
 into the ocean scene, I am getting the sun rotated 180 around Z, and it is
 scaled - at least that are the visual impressions. Any thoughts on this?

 Nick

 http://www.linkedin.com/in/tnick
 Sent from Izmit, 41, Turkey

 On Tue, Jan 5, 2010 at 11:14 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 osgOcean (with all the effects turned on) renders to a quad on the
 screen, this is because there are a number of post processing effects that
 require it (glare, dof). If I understand your problem correctly, you will
 need to set the frame buffer size to the size of your window with
 setScreenDims( osg::Vec2f ) and the quad will fill the window.

 Alternatively turn off glare and depth of field.

 Regards,

 Kim.


 2010/1/5 Trajce Nikolov nikolov.tra...@gmail.com

 What I am getting is View in a Window. Please see the attached image. The
 osgOcean opens another window instead of rendering in the one I created. 
 Any
 ideas, hints?

 Nick

 http://www.linkedin.com/in/tnick
 Sent from Izmit, 41, Turkey

 On Mon, Jan 4, 2010 at 8:50 AM, Trajce Nikolov 
 nikolov.tra...@gmail.com wrote:

 Hi Tian Ma,

 well, the example works just fine. Also, when I step thru, I am not
 getting any errors. Just not able to see the ocean surface and getting the
 screen aligned quad (black) ... Any ideas?

 Nick

 http://www.linkedin.com/in/tnick


 On Mon, Jan 4, 2010 at 5:46 AM, Tian Ma tianxiao...@foxmail.comwrote:

 Hi Nick:

  Could you run the ocean example successfully?

  Any errors occured when you get a back screen?

 Cheers,
 MT



 Trajce Nikolov wrote:
  Hi,
 
  I am trying to embed the ocean stuff into my application. I mimic
 the code from the example, and all I get is 2D black screen aligned quad.
 Any hints?
 
 
  Thanks
 
 
  Nick
 
  http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)
  Sent from Devlet, Ankara, Turkey
 
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Re: [osg-users] [osgOcean] wave generator

2010-01-05 Thread Trajce Nikolov
ok. I will have a look

 It is however a pretty expensive effect and the resolution of the ocean has
to be increased

How about having multi-res ocean, what I mean to have it tiled with
different res on each tile

Nick

http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey

On Tue, Jan 5, 2010 at 12:10 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 It isn't support in osgOcean at the moment. However, Tessendorf discusses a
 technique called iwave which can be used to create localised wave
 deformation in conjunction with the FFT ocean technique. You can read about
 it here:

 http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf

 I had a student implement it in an ogl app a while back and the effect was
 quite good. It is however a pretty expensive effect and the resolution of
 the ocean has to be increased rather a lot otherwise its very chunky.

 http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdfK.


 2010/1/5 Trajce Nikolov nikolov.tra...@gmail.com

 Hi gurus,

 Is it possible to have a wave generator at specific position in the ocean?
 Like the rear or front of the boat, rain drops .. etc ..?
 Nick

 http://www.linkedin.com/in/tnick
 Sent from Izmit, 41, Turkey

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Re: [osg-users] osg-users Digest, Vol 31, Issue 4

2010-01-05 Thread Julien Valentin
I Have used a copy of unchanged pixels and it works,
 but I have still a question:
I try to remove the pinponging by giving the 2 passes same textures as input
and output... ( new renderPass(texture[0],texture[0]))
And it works perfectly?!!! Performances are the same and i can use discard
Can someone can give me clues about why is it working as everywhere on the
net advise not to use a read/write texture in shader???


Hi,

try copying the input texture value to the output instead of using discard.
jp

Julien Valentin wrote:
 Hello all,
 I'm playing with the osg gameoflife example in order to implement a
 FastIterativeMethod using the pingpong textures and a FBO already in the
 example.
 This iterative method is looping over several GPU loops (a pixel
 shader)  until it converges ( all pixels are set).
 Pixel shader seems like it:
 main(){
 if (need to update current pixel)
  gl_FragColor=updatedcolor;
 elsegl_FragColor=oldcolor;;

 }
 It work fine but there's no convergence test in order to stop looping in
 the shader
 For the purpose of convergence test I would like to use an occulsion
 query that return the number of pixel setted in a loop (not discarded).
 For this I modify my shader:
 main(){
 if (need to update current pixel)
  gl_FragColor=updatedcolor;
 else discard;

 }
 So It discard fragment that dont need to be setted again with the same
value
 Now each pixel would  update  when it need otherwise it is would discard
 itself.

 But with this code the result on my textured quad s don't stop flicking
 between correct color and a checkboard ..:(

 Do you know where the problem  is?
 It seems to be like osg is not calling the two pingpong passes
 alternately...

 NB:To sum up, The only change I made from the osg gameOfLife  example is
 the shader where i introduces a discard branch...
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Re: [osg-users] Error moving in Z-axis

2010-01-05 Thread Wagner Dias
Hi Robert,

I did an application that I can move the camera in 3 axis (setHomePosition), 
but it doesn't work when I use WindowManager.
Ok, if I cant´t move the camera I'll move the geometry.
Now, my problem is Z-axis.

Thank you!

Cheers,
Wagner

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Re: [osg-users] osg-users Digest, Vol 31, Issue 4

2010-01-05 Thread J.P. Delport

Hi Julien,

you might be lucky if your output pixel does not depend on any input 
neighbours. Imagine all output fragment shader progs being executed in 
parallel with no fixed order. If an output pixel depends on input 
neighbours, the input values might be overwritten before they are read.


I also tried this when I started osgpingpong (try it) and you get weird 
results.


jp

Julien Valentin wrote:

I Have used a copy of unchanged pixels and it works,
 but I have still a question:
I try to remove the pinponging by giving the 2 passes same textures as 
input and output... ( new renderPass(texture[0],texture[0]))

And it works perfectly?!!! Performances are the same and i can use discard
Can someone can give me clues about why is it working as everywhere on 
the net advise not to use a read/write texture in shader???



Hi,

try copying the input texture value to the output instead of using
discard.
jp

Julien Valentin wrote:
  Hello all,
  I'm playing with the osg gameoflife example in order to implement a
  FastIterativeMethod using the pingpong textures and a FBO already
in the
  example.
  This iterative method is looping over several GPU loops (a pixel
  shader)  until it converges ( all pixels are set).
  Pixel shader seems like it:
  main(){
  if (need to update current pixel)
   gl_FragColor=updatedcolor;
  elsegl_FragColor=oldcolor;;
 
  }
  It work fine but there's no convergence test in order to stop
looping in
  the shader
  For the purpose of convergence test I would like to use an occulsion
  query that return the number of pixel setted in a loop (not
discarded).
  For this I modify my shader:
  main(){
  if (need to update current pixel)
   gl_FragColor=updatedcolor;
  else discard;
 
  }
  So It discard fragment that dont need to be setted again with the
same value
  Now each pixel would  update  when it need otherwise it is would
discard
  itself.
 
  But with this code the result on my textured quad s don't stop
flicking
  between correct color and a checkboard ..:(
 
  Do you know where the problem  is?
  It seems to be like osg is not calling the two pingpong passes
  alternately...
 
  NB:To sum up, The only change I made from the osg gameOfLife
 example is
  the shader where i introduces a discard branch...




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Re: [osg-users] Error moving in Z-axis

2010-01-05 Thread Robert Osfield
On Tue, Jan 5, 2010 at 11:29 AM, Wagner Dias wagnerld...@gmail.com wrote:
 I did an application that I can move the camera in 3 axis (setHomePosition), 
 but it doesn't work when I use WindowManager.
 Ok, if I cant´t move the camera I'll move the geometry.
 Now, my problem is Z-axis.

WindowManager?? Are we talking about osgWidget here???  Your own
class?  A GUI of some kind?

Robert.
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Re: [osg-users] Write to texture file for lightning

2010-01-05 Thread Dominic Stalder

Hi

I solved the problem, the projection matrix was the problem. Now if I 
call the following method, ONE image is made successful, if I call it a 
second time, the image gets all black again. Do I have to clear or reset 
something in between?


void GameViewOSG::renderToTexture(ref_ptrNode node, ref_ptrTexture2D 
texture, Camera::BufferComponent buffer)

{
// just for testing
ref_ptrImage image = new Image;
image-allocateImage(osgViewer-width(), osgViewer-height(), 1, 
GL_RGBA, GL_UNSIGNED_BYTE); // TODO: maybe GL_UNSIGNED_BYTE


// sets the viewport of the texture camera
texCamera-setViewport(0, 0, osgViewer-width(), osgViewer-height());

// attaches the texture to the texture camera
// buffer component, texture, level, face, mip map generation, 
samples, color samples

//texCamera-attach(buffer, texture.get(), 0, 0, false, 4, 0);
texCamera-attach(buffer, image, 4, 0); // just for testing

// adds the node to the texture camera (this node will be rendered 
to the texture)

texCamera-addChild(node);

if (!root-containsNode(texCamera))
// adds the texture camera to the root node
root-addChild(texCamera);

osgViewer-frame();

// just for testing
osgDB::writeImageFile(*image, /Users/dst/Downloads/test.bmp);
}

Dominic

Am 05.01.10 07:23, schrieb J.P. Delport:

Hi,

have you tried writing the image in the camera callback? Maybe have a 
look at osgprerender and osgscreencapture.


jp

Dominic Stalder wrote:

Sorry for hesitating, but the time of our project is running ;-)

Someone any idea what I did wrong with the texture / image camera? Or 
is there a problem with the addChild hirarchy?


Thanks a lot

Am 03.01.10 12:05, schrieb Dominic Stalder:

Hi Ulrich

thanks a lot, big mistake ;-)

Now the color is not black any more, but it only takes the gl clear 
color of the the camera. Do I have to set some view matrices?


Dominic

Am 03.01.10 11:50, schrieb Ulrich Hertlein:

Hi Dominic,

a happy new year to you too.

On 2/01/10 10:00 PM, Dominic Stalder wrote:

 Image* image = new Image;
 image-allocateImage(osgViewer-width(), osgViewer-height(), 1,
GL_RGBA, GL_UNSIGNED_BYTE);

 // creates a new camera that will render into the image and 
sets the

rendering settings
 ref_ptrCamera  imgCamera = new Camera;
...
 imgCamera-addChild(rootLighting.get());

 root-addChild(imgCamera.get());

 osgDB::writeImageFile(*image, /Users/xyz/tmp/test.bmp);

It allocates the image with the right size (1400 x 736) and writes 
it to

disk. But the image is all black.
Did you omit some code between 'root-addChild()' and 
'writeImageFile'?  There should be a
call to render the frame (like 'osgViewer-frame()') otherwise the 
Image will remain black.



Does anybody see an error or what could be the problem? I also tried
with GL_INT instead of GL_UNSIGNED_BYTE but this didn't work too. Is
there a problem with the hirachy:

GL_U_B is fine, this will probably also give you better performance.

Cheers,
/ulrich
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Re: [osg-users] Node::Description into ageneralized propertymechanism?

2010-01-05 Thread Sukender
Hi all,

FYI, I don't know if it's exactly the same (I admit I didn't read the entire 
thread), but we've discussed about an aggregation of components in osg 
classes (see Suggestion: Add components in nodes (aggregation) thread).
Sorry I don't have much time going deeper, but the idea seems interesting.
Cheers,

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

- Robert Osfield robert.osfi...@gmail.com a écrit :

 Hi Ulrich,
 
 Guten Rutsch ;-)
 
 I've done a quick read of you proposal and it sounds good.  For
 convenience perhaps adding a getIntProperty(), getFloatProperty()
 etc.
 methods might be appropriate, or perhaps one could use the bool
 getProperty(const std::string, Property) interface that I adopted in
 osg::ArgumentParser, where Property is a temporary helper object.
 
 Robert.
 
 On Thu, Dec 31, 2009 at 11:22 AM, Ulrich Hertlein
 u.hertl...@sandbox.de wrote:
  Hi guys,
 
  I have coded up a proposal for a general-purpose property system for
 osg::Object and would
  like to present it for comments and discussion.
 
  Properties must be derived from osg::Referenced and are stored in a
 map by name:
 
  class PropertyMap : public Referenced, public std::mapstd::string,
 ref_ptrReferenced 
 
  - osg::Object has a 'osg::ref_ptrosg::PropertyMap _properties'
  - this is only valid if there are any properties stored, so consumes
 minimal memory.
  - the properties map is created when a property is first added.
  - for now it's never deleted but an explicit call for that could be
 added; it could also
  be deleted when the map becomes empty.
 
  - user data is stored/retrieved under the 'osg.data' name.  The API
 is unchanged.
  - descriptions are stored/retrieved under the 'osg.desc' name.  The
 API is unchanged.
  - 'osg::Object _userData' and 'osg::Node _descriptions' are
 removed.
 
  The general osg::Object API for properties is:
  - void setProperty(const std::string name, Referenced* prop);
  - void clearProperty(name);
  - const Referenced* getProperty(name) const;
  - Referenced* getProperty(name);
 
 
  For data that is not derived from osg::Referenced (like floats, int,
 strings) instead of
  using a variant class I've created the following template class:
 
  template typename T class Property : public Referenced {
  public:
     //...
     void set(const T data) { _data = data; }
     const T get() const { return _data; }
     T get() { return _data; }
 
  private:
     T _data;
  };
 
  Data is stored like this:
  osg::Propertyint* ip = new osg::Propertyint(42);
  obj-setProperty(my.int, ip);
 
  and retrieved like this:
  osg::Propertyint* ip0 = dynamic_castosg::Propertyint
 (obj-getProperty(my.int));
  ip0-get() == 42;
 
 
  For convenience I've created template versions in osg::Object so
 that one can write:
 
  obj-setPropertyint(my.int, 42); // creates and stores
 Propertyint(42)
  obj-getPropertyint(my.int)-get() == 42;
  (int) (*obj-getPropertyint(my.int)) == 42;
 
 
  With this the osg::Node description is simply stored as a
  osg::Propertyosg::Node::DescriptionList as 'osg.desc' with
 wrappers to keep the original
  API:
 
  const DescriptionList getDescriptions() const {
    return getOrCreatePropertyDescriptionList(osg.desc)-get();
  }
 
  const std::string getDescription(unsigned int i) const {
    return
 getOrCreatePropertyDescriptionList(osg.desc)-get()[i];
  }
 
 
  At the moment there are some missing bits like saving the entire
 properties map (not only
  userdata/descriptions) and the copyop integration, and also some
 ugly parts, for example
  the _properties is mutable so that I could keep the existing
 Descriptions API.
 
 
  I'm eagerly awaiting your thoughts and comments.
  Happy New Year everyone and 'Guten Rutsch' (as we say in Germany).
 
  Cheers,
  /ulrich
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Re: [osg-users] Write to texture file for lightning

2010-01-05 Thread Dominic Stalder

Hi

if I attach the texture instead of the image it is working. But when I 
call the methode renderToTexture right after osgViewer-setSceneData() I 
get the following error:


GraphicsWindowCarbon::grabFocusIfPointerInWindow

When I wait about 200 ms with an QTimer, it works but then I have the 
problem that the scene is not yet ready when it gets painted to the 
screen - ugly artefacts.


Another problem: how can I scale / mirror the texture directly? I know 
TexMat's but they need to be applied to an osg:Node and can not be 
applied to a osg:Texture2D?


Thanks a lot

Am 05.01.10 13:45, schrieb Dominic Stalder:

Hi

I solved the problem, the projection matrix was the problem. Now if I 
call the following method, ONE image is made successful, if I call it 
a second time, the image gets all black again. Do I have to clear or 
reset something in between?


void GameViewOSG::renderToTexture(ref_ptrNode node, 
ref_ptrTexture2D texture, Camera::BufferComponent buffer)

{
// just for testing
ref_ptrImage image = new Image;
image-allocateImage(osgViewer-width(), osgViewer-height(), 1, 
GL_RGBA, GL_UNSIGNED_BYTE); // TODO: maybe GL_UNSIGNED_BYTE


// sets the viewport of the texture camera
texCamera-setViewport(0, 0, osgViewer-width(), 
osgViewer-height());


// attaches the texture to the texture camera
// buffer component, texture, level, face, mip map generation, 
samples, color samples

//texCamera-attach(buffer, texture.get(), 0, 0, false, 4, 0);
texCamera-attach(buffer, image, 4, 0); // just for testing

// adds the node to the texture camera (this node will be rendered 
to the texture)

texCamera-addChild(node);

if (!root-containsNode(texCamera))
// adds the texture camera to the root node
root-addChild(texCamera);

osgViewer-frame();

// just for testing
osgDB::writeImageFile(*image, /Users/dst/Downloads/test.bmp);
}

Dominic

Am 05.01.10 07:23, schrieb J.P. Delport:

Hi,

have you tried writing the image in the camera callback? Maybe have a 
look at osgprerender and osgscreencapture.


jp

Dominic Stalder wrote:

Sorry for hesitating, but the time of our project is running ;-)

Someone any idea what I did wrong with the texture / image camera? 
Or is there a problem with the addChild hirarchy?


Thanks a lot

Am 03.01.10 12:05, schrieb Dominic Stalder:

Hi Ulrich

thanks a lot, big mistake ;-)

Now the color is not black any more, but it only takes the gl clear 
color of the the camera. Do I have to set some view matrices?


Dominic

Am 03.01.10 11:50, schrieb Ulrich Hertlein:

Hi Dominic,

a happy new year to you too.

On 2/01/10 10:00 PM, Dominic Stalder wrote:

 Image* image = new Image;
 image-allocateImage(osgViewer-width(), 
osgViewer-height(), 1,

GL_RGBA, GL_UNSIGNED_BYTE);

 // creates a new camera that will render into the image and 
sets the

rendering settings
 ref_ptrCamera  imgCamera = new Camera;
...
 imgCamera-addChild(rootLighting.get());

 root-addChild(imgCamera.get());

 osgDB::writeImageFile(*image, /Users/xyz/tmp/test.bmp);

It allocates the image with the right size (1400 x 736) and 
writes it to

disk. But the image is all black.
Did you omit some code between 'root-addChild()' and 
'writeImageFile'?  There should be a
call to render the frame (like 'osgViewer-frame()') otherwise the 
Image will remain black.



Does anybody see an error or what could be the problem? I also tried
with GL_INT instead of GL_UNSIGNED_BYTE but this didn't work too. Is
there a problem with the hirachy:

GL_U_B is fine, this will probably also give you better performance.

Cheers,
/ulrich
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Re: [osg-users] Node::Description into ageneralized propertymechanism?

2010-01-05 Thread Chris 'Xenon' Hanson
  Ok, I've read it all through now, and it looks very good. I agree with both 
Bryan's and
Robert's suggestions. I look forward to being able to use this soon, it will be 
VERY helpful.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
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Re: [osg-users] backface culling question - black model?

2010-01-05 Thread Cory Riddell
Hi Paul,

Paul Martz wrote:
 Cory Riddell wrote:
 I've attached an example osg file. Load it with osgviewer and it looks
 black. Hit 'b' twice and suddenly it looks correct.

 It has something to do with the transform (to a left-handed system), but
 I haven't been able to track down the problem. Any suggestions would be
 very appreciated.

 Hi Cory -- The problem is that you're transforming with a negative Y
 scale. If I remove that, the model behaves normally.
I missed this last month.

Is there a problem having a negative y scale? I do that to get a
left-handed system. Is there a better way to accomplish this?

If it is a problem having the negative y, shouldn't toggling 'b' always
return it to the all-black rendering?

Cory
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Re: [osg-users] backface culling question - black model?

2010-01-05 Thread Paul Martz

Is there a problem having a negative y scale? I do that to get a
left-handed system. Is there a better way to accomplish this?


It changes the winding order of your polygons, which affects face 
culling. If your model assumes face culling is performed based on a 
certain winding order, and you change that winding order with a negative 
scale, then I guess I'd expect to see the wrong faces culled, resulting 
in unlit surfaces being visible -- a lot like the odd behavior that 
you're experiencing.



If it is a problem having the negative y, shouldn't toggling 'b' always
return it to the all-black rendering?


I'm not sure what 'b' does. I've noticed it appears to assume a certain 
initial state. If your model's initial state doesn't conform to the 
StateHandler's expectations, then you see some funniness the first few 
times you toggle.


To answer all of these questions in-depth, I'd advise you to cull your 
model down to one or two simple triangles that reproduce the problem. I 
don't think you can hope to understand what's going on until you have a 
really good understanding of your geometry and how it behaves in the 
presence or absence of negative scales.

   -Paul


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[osg-users] Drawable culling and near/far computation

2010-01-05 Thread Paul Martz
Hi Robert and all -- I've ran into an interesting culling issue and 
wanted to raise it on the list in case someone thought there should be a 
code change.


The issue is at CullVisitor.cpp line 746. This line of code causes a 
Drawable to be culled if compute near/far is on, and the call to 
updateCalculatedNearFar() returns false (because the Drawable bounds 
place it behind the viewpoint).


I'm rendering a skydome with custom transformations in the vertex 
shader, so the host bounding box is really quite meaningless. I want to 
disable culling on the Drawable.


There seems to be two ways to handle this:
 * Set a profoundly large initial bound. (This has the unfortunate side 
effect of slaughtering the near/far computation.)
 * Disable near/far computation just for this subgraph. I'm currently 
doing this with a custom Group node. In the traverse() method during 
cull. I disable compute near/far, traverse the subgraph, then restore 
the saved compute near/far mode. (Is there a better way to do this?)


If I use either of the two options cited above, I feel compelled to add 
lots of explanatory comments, because it's not clear to future code 
maintainers that the reason I'm doing these things is to prevent culling 
from happening.


In the presence of vertex and geometry shaders that do their own 
transformation, it seems like others could run into this same issue. I 
don't care whether there's an OSG code change or not, but wanted to 
mention the issue for consideration by others, future archive searches, etc.

--
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466

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Re: [osg-users] Drawable culling and near/far computation

2010-01-05 Thread Jason Daly

Paul Martz wrote:
I'm rendering a skydome with custom transformations in the vertex 
shader, so the host bounding box is really quite meaningless. I want to 
disable culling on the Drawable.
  


We do that at the Geode level...

osgGeode-setCullingActive(false)

--J


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Re: [osg-users] Write to texture file for lightning

2010-01-05 Thread Dominic Stalder
I'm sorry for posting that much, but I can't do it right the FBO 
rendering to texture.


If I take some other osg:Node's it brings the following warning:

Warning: detected OpenGL error 'invalid framebuffer operation' after 
RenderBin::draw(,)


If someone knows how to do it rigth, just mail ;-)

Am 05.01.10 13:45, schrieb Dominic Stalder:

Hi

I solved the problem, the projection matrix was the problem. Now if I 
call the following method, ONE image is made successful, if I call it 
a second time, the image gets all black again. Do I have to clear or 
reset something in between?


void GameViewOSG::renderToTexture(ref_ptrNode node, 
ref_ptrTexture2D texture, Camera::BufferComponent buffer)

{
// just for testing
ref_ptrImage image = new Image;
image-allocateImage(osgViewer-width(), osgViewer-height(), 1, 
GL_RGBA, GL_UNSIGNED_BYTE); // TODO: maybe GL_UNSIGNED_BYTE


// sets the viewport of the texture camera
texCamera-setViewport(0, 0, osgViewer-width(), 
osgViewer-height());


// attaches the texture to the texture camera
// buffer component, texture, level, face, mip map generation, 
samples, color samples

//texCamera-attach(buffer, texture.get(), 0, 0, false, 4, 0);
texCamera-attach(buffer, image, 4, 0); // just for testing

// adds the node to the texture camera (this node will be rendered 
to the texture)

texCamera-addChild(node);

if (!root-containsNode(texCamera))
// adds the texture camera to the root node
root-addChild(texCamera);

osgViewer-frame();

// just for testing
osgDB::writeImageFile(*image, /Users/dst/Downloads/test.bmp);
}

Dominic

Am 05.01.10 07:23, schrieb J.P. Delport:

Hi,

have you tried writing the image in the camera callback? Maybe have a 
look at osgprerender and osgscreencapture.


jp

Dominic Stalder wrote:

Sorry for hesitating, but the time of our project is running ;-)

Someone any idea what I did wrong with the texture / image camera? 
Or is there a problem with the addChild hirarchy?


Thanks a lot

Am 03.01.10 12:05, schrieb Dominic Stalder:

Hi Ulrich

thanks a lot, big mistake ;-)

Now the color is not black any more, but it only takes the gl clear 
color of the the camera. Do I have to set some view matrices?


Dominic

Am 03.01.10 11:50, schrieb Ulrich Hertlein:

Hi Dominic,

a happy new year to you too.

On 2/01/10 10:00 PM, Dominic Stalder wrote:

 Image* image = new Image;
 image-allocateImage(osgViewer-width(), 
osgViewer-height(), 1,

GL_RGBA, GL_UNSIGNED_BYTE);

 // creates a new camera that will render into the image and 
sets the

rendering settings
 ref_ptrCamera  imgCamera = new Camera;
...
 imgCamera-addChild(rootLighting.get());

 root-addChild(imgCamera.get());

 osgDB::writeImageFile(*image, /Users/xyz/tmp/test.bmp);

It allocates the image with the right size (1400 x 736) and 
writes it to

disk. But the image is all black.
Did you omit some code between 'root-addChild()' and 
'writeImageFile'?  There should be a
call to render the frame (like 'osgViewer-frame()') otherwise the 
Image will remain black.



Does anybody see an error or what could be the problem? I also tried
with GL_INT instead of GL_UNSIGNED_BYTE but this didn't work too. Is
there a problem with the hirachy:

GL_U_B is fine, this will probably also give you better performance.

Cheers,
/ulrich
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Re: [osg-users] Node::Description intoageneralized propertymechanism?

2010-01-05 Thread Ulrich Hertlein
Hi Bryan,

On 5/01/10 3:31 AM, Thrall, Bryan wrote:
 Data is stored like this: osg::Propertyint* ip = new 
 osg::Propertyint(42); 
 obj-setProperty(my.int, ip);
 
 and retrieved like this: osg::Propertyint* ip0 = 
 dynamic_castosg::Propertyint
 (obj-
 getProperty(my.int));
 ip0-get() == 42;
 
 The assignment and comparison syntax is a little odd; I think adding 
 operator=(),
 operator==(), etc. to osg::Property would be better, so you could do
 
 *obj-getPropertyint(my.int) = 42; if (*obj-getPropertyint(my.int) 
 == 42) {
 ...}
 
 Thanks for the hard work, I'm looking forward to seeing this in OSG :)

My fault, I actually implemented this as well. :-)

Cheers,
/ulrich
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Re: [osg-users] Drawable culling and near/far computation

2010-01-05 Thread Paul Martz

Jason Daly wrote:

Paul Martz wrote:
I'm rendering a skydome with custom transformations in the vertex 
shader, so the host bounding box is really quite meaningless. I want 
to disable culling on the Drawable.
  


We do that at the Geode level...

osgGeode-setCullingActive(false)


Hi Jason -- I do that too, but it's not effective in the situation I 
described in the original post (compute near/far is on, and the bb of 
the Drawable is behind the viewpoint).

   -Paul

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Re: [osg-users] Drawable culling and near/far computation

2010-01-05 Thread Jason Daly

Paul Martz wrote:
Hi Jason -- I do that too, but it's not effective in the situation I 
described in the original post (compute near/far is on, and the bb of 
the Drawable is behind the viewpoint).
  


Hi, Paul,

Yeah, you mentioned that the first time, but I guess it went in one eye 
and out the other  :-)


--J

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Re: [osg-users] Error moving in Z-axis

2010-01-05 Thread Wagner Dias
Hi,

 Let me explain better (sorry for my bad English!).
 My application has to let you walk over geometry and turn around using 
mouse or joystick.
 I have to show the geometry and some images and boxes, but that can’t move 
with geometry.
 In first version I just handle geometry. Using camera-setHomePosition and 
basic math everything works.
 To put boxes (menu) and images I have to use osgWidget::WindowManager, 
like I saw in examples. But WindowManager’s camera has a different behavior. I 
can´t move it with setHomePosition or setViewMatrixAsLookAt.
 Then I did a new version moving the geometry, osg::Matrix::translate and 
osg::Matrix::rotate, and not the camera. X-axis and Y-axis moving was easy, but 
Z-axis not.
 I think Z-axis is a projection in 2D, then I set WindowManager to MASK_3D 
and set setProjectionMatrixAsOrtho to replace setProjectionMatrixAsOrtho2D 
defined in createParentOrthoCamera.
 Now I’m trying to know where is wrong.

Thank you!

Cheers,
Wagner

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Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Tian Ma
Hi Nick:

  The effect is very interesting. I just want to get the effect profile, which 
means that we could see both underwater and above water.

   How could I get that effect?

Cheers,
MT



Trajce Nikolov wrote:
 Hi Kim,
 
 I turned that off and I see the quad under water. see attached
 
 
 One more thing. I am trying to implement osgEphemeris with osgOcean, and so 
 far it looks good but two problems. Somehow, when I add the ephemeris into 
 the ocean scene, I am getting the sun rotated 180 around Z, and it is scaled 
 - at least that are the visual impressions. Any thoughts on this?
 Nick
 
 http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)
 Sent from Izmit, 41, Turkey 
 
 On Tue, Jan 5, 2010 at 11:14 AM, Kim Bale  () wrote:
 
   Hi Nick,
  
  osgOcean (with all the effects turned on) renders to a quad on the screen, 
  this is because there are a number of post processing effects that require 
  it (glare, dof). If I understand your problem correctly, you will need to 
  set the frame buffer size to the size of your window with setScreenDims( 
  osg::Vec2f ) and the quad will fill the window. 
  
  
  Alternatively turn off glare and depth of field. 
  
  
  Regards,
  
  
  Kim.
  
  
  2010/1/5 Trajce Nikolov  () 
  
  
   What I am getting is View in a Window. Please see the attached image. The 
   osgOcean opens another window instead of rendering in the one I created. 
   Any ideas, hints?  Nick
   
   http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)
   
   Sent from Izmit, 41, Turkey 
   
   
   On Mon, Jan 4, 2010 at 8:50 AM, Trajce Nikolov  () wrote:
   
 Hi Tian Ma,
well, the example works just fine. Also, when I step thru, I am not 
getting any errors. Just not able to see the ocean surface and getting 
the screen aligned quad (black) ... Any ideas?
Nick

http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick)




On Mon, Jan 4, 2010 at 5:46 AM, Tian Ma  () wrote:

  Hi Nick:
 
  Could you run the ocean example successfully?
 
  Any errors occured when you get a back screen?
 
 Cheers,
 MT
 
 
 
 Trajce Nikolov wrote:
 
  Hi,
  
  I am trying to embed the ocean stuff into my application. I mimic 
  the code from the example, and all I get is 2D black screen aligned 
  quad. Any hints?
  
  
  Thanks
  
  
  Nick
  
  http://www.linkedin.com/in/tnick (http://www.linkedin.com/in/tnick) 
  (http://www.linkedin.com/in/tnick 
  (http://www.linkedin.com/in/tnick))
  Sent from Devlet, Ankara, Turkey
  
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Re: [osg-users] New 3DS reader/writer is ready to test

2010-01-05 Thread Simon Armstrong
Hi Robert,

This comes as a surprise.

After reviewing contents of my OpenSceneGraph-2.9.6 directory including 
license, readme and directory layout I find your statement a little matter of 
fact considering the way in which this information has been disclosed.

Simon

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Re: [osg-users] Write to texture file for lightning

2010-01-05 Thread J.P. Delport

Hi,

I can't help more than by pointing you to the working osgprerender.
Start from that and modify as needed. You don't need to call frame()
manually in you own rendering, just attach the RTT camera to your scene.

jp

Dominic Stalder wrote:
I'm sorry for posting that much, but I can't do it right the FBO 
rendering to texture.


If I take some other osg:Node's it brings the following warning:

Warning: detected OpenGL error 'invalid framebuffer operation' after 
RenderBin::draw(,)


If someone knows how to do it rigth, just mail ;-)

Am 05.01.10 13:45, schrieb Dominic Stalder:

Hi

I solved the problem, the projection matrix was the problem. Now if I 
call the following method, ONE image is made successful, if I call it 
a second time, the image gets all black again. Do I have to clear or 
reset something in between?


void GameViewOSG::renderToTexture(ref_ptrNode node, 
ref_ptrTexture2D texture, Camera::BufferComponent buffer)

{
// just for testing
ref_ptrImage image = new Image;
image-allocateImage(osgViewer-width(), osgViewer-height(), 1, 
GL_RGBA, GL_UNSIGNED_BYTE); // TODO: maybe GL_UNSIGNED_BYTE


// sets the viewport of the texture camera
texCamera-setViewport(0, 0, osgViewer-width(), 
osgViewer-height());


// attaches the texture to the texture camera
// buffer component, texture, level, face, mip map generation, 
samples, color samples

//texCamera-attach(buffer, texture.get(), 0, 0, false, 4, 0);
texCamera-attach(buffer, image, 4, 0); // just for testing

// adds the node to the texture camera (this node will be rendered 
to the texture)

texCamera-addChild(node);

if (!root-containsNode(texCamera))
// adds the texture camera to the root node
root-addChild(texCamera);

osgViewer-frame();

// just for testing
osgDB::writeImageFile(*image, /Users/dst/Downloads/test.bmp);
}

Dominic

Am 05.01.10 07:23, schrieb J.P. Delport:

Hi,

have you tried writing the image in the camera callback? Maybe have a 
look at osgprerender and osgscreencapture.


jp

Dominic Stalder wrote:

Sorry for hesitating, but the time of our project is running ;-)

Someone any idea what I did wrong with the texture / image camera? 
Or is there a problem with the addChild hirarchy?


Thanks a lot

Am 03.01.10 12:05, schrieb Dominic Stalder:

Hi Ulrich

thanks a lot, big mistake ;-)

Now the color is not black any more, but it only takes the gl clear 
color of the the camera. Do I have to set some view matrices?


Dominic

Am 03.01.10 11:50, schrieb Ulrich Hertlein:

Hi Dominic,

a happy new year to you too.

On 2/01/10 10:00 PM, Dominic Stalder wrote:

 Image* image = new Image;
 image-allocateImage(osgViewer-width(), 
osgViewer-height(), 1,

GL_RGBA, GL_UNSIGNED_BYTE);

 // creates a new camera that will render into the image and 
sets the

rendering settings
 ref_ptrCamera  imgCamera = new Camera;
...
 imgCamera-addChild(rootLighting.get());

 root-addChild(imgCamera.get());

 osgDB::writeImageFile(*image, /Users/xyz/tmp/test.bmp);

It allocates the image with the right size (1400 x 736) and 
writes it to

disk. But the image is all black.
Did you omit some code between 'root-addChild()' and 
'writeImageFile'?  There should be a
call to render the frame (like 'osgViewer-frame()') otherwise the 
Image will remain black.



Does anybody see an error or what could be the problem? I also tried
with GL_INT instead of GL_UNSIGNED_BYTE but this didn't work too. Is
there a problem with the hirachy:

GL_U_B is fine, this will probably also give you better performance.

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

2010-01-05 Thread Wang Rui
Hi Robert,

First, happy new year to everyone in the OSG community! :)

I'd like to announce the latest progress of the new extensible
ascii/binary native format, which is named osgdb_bin temporarily at
present. At the end of last year, I spent some time studying the
serialization mechanism of VPB and modified my code day and night, and
finally implemented the third version of this plugin, which should be
more readable and robust than the last one, which uses the  and 
operators for I/O directly.

The plugin now uses a series of serialization classes for
reading/writing ascii and binary streams. For example, the Object and
Node class wrappers could be written like this:

REGISTER_OBJECT_WRAPPER( Object,  // Marker name
 /*new osg::Object*/NULL,  // Proto
 osg::Object, // Class name
 osg::Object ) // Class associates
{
ADD_STRING_SERIALIZER( Name,  );  // _name

BEGIN_ENUM_SERIALIZER( DataVariance, UNSPECIFIED );
ADD_ENUM_VALUE( STATIC );
ADD_ENUM_VALUE( DYNAMIC );
ADD_ENUM_VALUE( UNSPECIFIED );
END_ENUM_SERIALIZER();  // _dataVariance
}

REGISTER_OBJECT_WRAPPER( Node,
 new osg::Node,
 osg::Node,
 osg::Object osg::Node )
{
ADD_USER_SERIALIZER( InitialBound );  // _initialBound
ADD_OBJECT_SERIALIZER( UpdateCallback, osg::NodeCallback, NULL );
// _updateCallback
ADD_OBJECT_SERIALIZER( EventCallback, osg::NodeCallback, NULL );
// _eventCallback
ADD_OBJECT_SERIALIZER( CullCallback, osg::NodeCallback, NULL );
// _cullCallback
ADD_BOOL_SERIALIZER( CullingActive, true );  // _cullingActive
ADD_UINT_SERIALIZER( NodeMask, 0x );  // _nodeMask
ADD_USER_SERIALIZER( Descriptions );  // _descriptions
ADD_OBJECT_SERIALIZER( StateSet, osg::StateSet, NULL );  // _stateset
}

A lot of macros are used to quickly add serializers to the wrapper,
which helps realize I/O operations of strings, booleans, integers,
enumerations, objects and user defined variables. It should make
wrappers clear to read and easy to write, which is already done in the
VPB::BuildOptionsIO class.

But for the whole OSG functionalities, common serializers are
certainly not enough. I define a ADD_USER_SERIALIZER macro to accept
user-defined checker, reader and writer functions. For instance,
ADD_USER_SERIALIZER(InitialBound) means to save the address of
checkInitialBound(), readInitialBound() and writeInitialBound()
entries and use them at the right time. This is much more complex than
common ones, but should be able to handle all kinds of OSG classes.

Another important modification is a initial support of the class'
properties schema, that is, record the writing sequence of methods of
each wrapped classes, and use it as a reference while reading. It will
help improve the backward-compatibility and forward-compatibility of
the plugin in the future.

I also make the plugin try to load external libraries to find
unrecognizable wrapper names, like osgdb_osgText for the wrapper name
osgText::Text.

Last but not least, I've done a simple performance test of current
osgdb_ive plugin, which includes only a few wrapper classes but could
work well with some existing models. I got a .ive file and a .bin
binary file converted from the original dumptruck.osg, and read them
for 1000 times on an Intel Core2 E6550 and GeForce 8600 GTS computer:

The IVE: an average of 1232.24ms; and the BIN: 1239.54ms. The
difference seems acceptable, but needs more public tests.

To output a binary scene file (with or without writing schema):

./osgconv dumptruck.osg dumptruck.bin
./osgconv dumptruck.osg dumptruck.bin -O SchemaFile=test_schema.txt

And an ascii one:

./osgconv dumptruck.bin -O Ascii

I will automatically check the ascii/binary format now while viewing
the model (with or without schema).

./osgviewer dumptruck.bin
./osgviewer dumptruck.bin -O SchemaFile=test_schema.txt

Next, I'd like to go on finishing all the core classes and be ready to
submit it to osg-submissions. I'm also thinking of having it support
xml later. So what's your opinion? Do you have a better name for the
new format? :)

Cheers,

Wang Rui


osgdb_bin.tar.gz
Description: GNU Zip compressed data
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