[osg-users] [osgPlugins] osgdb_osganimation library on OSX

2010-01-27 Thread Jerry Stoner
Hi,

I am trying to build the osgAnimationViewer example on OSX 10.6 and I am 
running into a problem. Apparently the osgdb_osganimation plugin isn't included 
in the latest svn xcode project so it just doesn't build. I am also seeing that 
it can't find the libosgAnimation which doesn't seem like one even in the 
repo. Do I just need to build the osgdb_osganimation plugin or is the 
libosgAnimation one required as well?

Thank you,
Jerry

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Re: [osg-users] Vanilla GL VBOs in OSG

2010-01-27 Thread Mattias Thell
Hi Simon,

Actually, VBOs have the same format as vertex arrays and they are implemented 
using (almost) the same interface. When a buffer object is bound, 
glVertexPointer uses the GPU buffer and the last parameter is instead used as 
an offset into the buffer (in this case 0). Also, the call to 
glEnableClientState is needed to associate the buffer binding with the 
appropriate array type.

Regards,
Mattias

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Re: [osg-users] Using PolytopeIntersector from the root of the scene graph instead of camera

2010-01-27 Thread Peter Hrenka

Hi Julien-Charles,

Julien-Charles Levesque schrieb:

Hi,

I'm trying to use a PolytopeIntersector in my scene and so far I have succeeded but only by using the camera (i.e. mCamera-accept(PolyVisitor)) with a PolytopeIntersector built from x and y coordinates in window frame. However I would rather pass the visitor the root of my scene. I am doing this in a virtual reality project, and using the camera seems to complicate things a fair bit because we modify projection matrices and viewports a whole lot. 


For my LineSegmentIntersector I have used 3D points in model space, which 
worked fine when visiting the root of the scene. For the PolytopeIntersector I 
am unsure how to do this... Only examples I have found so far used either 
coordinates in projection space or coordinates in window space.


Yes, the examples do not use all available constructors of 
PolytopeIntersector.

That is something that has been sitting on my to-do-list for a long time...


Now I have seen the CoordinateFrame MODEL or VIEW in the PolytopeIntersector 
constructor, but I am unsure as how to use it. I have seen that the Znear plane 
is fixed to 0 for MODEL and VIEW coordinate frames.. Does this mean that any 
object behind Z=0 could not be intersected?

I also have a bad feeling that building and using the PolytopeIntersector in MODEL and VIEW coordinate frames will make it just rectangular instead of pyramidal. 


There are two constructors that should be suitable for your use-case:

/** Construct a PolytopeIntersector using specified polytope in 


MODEL coordinates.*/
PolytopeIntersector(const osg::Polytope polytope);

/** Construct a PolytopeIntersector using specified polytope in
specified coordinate frame.*/
PolytopeIntersector(CoordinateFrame cf,
const osg::Polytope polytope);

You can pass an arbitrary Polytope which does not have to be
rectangular.

To recapitulate : I am trying to build a polytpe intersector from one 3d point in model space (or world space) and it's orientation. I would prefer this polytope intersector to be independent from the cameras or viewports. I am stuck at this point. Am I assuming something wrong? Did I miss something that could make this simpler? Do you have any clue that could help me? Am I even making sense? :D 


Try using one of the contructors above with a polytope that you
provide and use the MODEL coordinate frame. That should work.


Thank a lot,

Sincerely,
Julien-Charles


Cheers,

Peter
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Re: [osg-users] [osgPlugins] Rendering 3DS objects with bump maps

2010-01-27 Thread alessandro terenzi
Hi Eduardo,
not considering bumps, you can export your models using OSGExp (you'll get
.osg or .ive files). In this way you will get also transparency and
reflections (this is true if you use Max's standard materials, but if you
use for example v-ray materials I think you won't get many materials
properties...you may get also totally black looking objects).

If you need also bumps then you need to write a shader and apply it to your
exported model through OSG's API. Hope this helps.

Kind regards.
Alessandro

On Wed, Jan 6, 2010 at 12:48 PM, Eduardo Pinheiro eduardo.pinheiro.pt@
gmail.com wrote:

 Hi,

 Sorry the late answer but i was out.

 Well I have some question, in fact:

  - I have my 3D Max Team

 How is the better way to export they're work to openscenegraphic?

 Imagine this simple object: A bottle of glass.

 They make the 3d object.
 They make the textures
 They make the bump of the bottle (bottle label for example)
 They make the transparency
 They make the reflex
 The make the render

 At this moment they are exporting to me:

  - The 3d object in .obj way (because the .fbx plugin its only available in
 2.9.6 release - i believe)

 - The textures in .tga files

 But the rest, how can i use they're work in order to have the same object
 with a similar transparency, reflex and render? I have to do everything by
 code?

 I hope you can understand what i'm trying to say.

 Thanks.

 Eduardo








 ...

 Thank you!

 Cheers,
 Eduardo

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Re: [osg-users] altering terrain texture...

2010-01-27 Thread Robert Osfield
Hi Shayne,

On Tue, Jan 26, 2010 at 6:42 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Robert,

 In answer to your inquiry, I'm using a database based on
 osgTerrain::TerrainTile so the texture settings are embedded in the tiles as
 you asserted earlier. I wasn't planning on using linear filtering. I was
 just giving it as an example on how I wanted to issue a particular call
 programmatically.

 Rather than attempt to tweak the texture settings per your suggestions, I
 was able to change the settings on the graphics card to get what I wanted
 thereby overriding the settings in the database. With anisotropic filtering
 in the database set at 16x, it was actually adding to the problem of texture
 crawling at far distances when flying low. Setting the anisotropic
 filtering down to 2x blurred the texture a bit more out far but it got rid
 of the crawling artifacts. We are using high resolution texture imagery
 (.25m texture) in the database which exacerbates the problem.

 In this case, the devil is truly in the details. Thanks again for your
 help...

Interesting results, makes me wonder if the mipmap quality of
filtering quality of the driver isn't that great.  I have generally
got best results with a high value of max anisotropy.

As for the OSG, perhaps it's time to make the max anisotropy a
variable in osgTerrain::Layer so that you can set in your application.
 The DatabasePager variable for setting could also be then used to set
the value automatically.

Robert.
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Re: [osg-users] Publicly Available TerraPage Database

2010-01-27 Thread Robert Osfield
Hi Ryan,

On Tue, Jan 26, 2010 at 10:37 PM, Ryan H. Kawicki
ryan.h.kawi...@boeing.com wrote:
 I'll be talking with our database engineers in the next couple of days.  I'll 
 be seeing what we can come up with.  I'm hoping to get some buildings, trees, 
 shrubs, walls, etc into the database, but I'll have to see after speaking 
 with them.  I too would like this to be included in the OSG data set.

This is great to hear.  It'll be really useful to have a public TXP
databases that we can all test against, hosting it up on
openscenegraph.org shouldn't be a problem.  I am guessing the size
would probably make it a bit too big to roll into the
OpenSceneGraph-Data, but we can always host it alongside this.

Robert.
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Re: [osg-users] [osgPlugins] osgdb_osganimation library on OSX

2010-01-27 Thread Robert Osfield
Hi Jerry,

The Xcode projects are deprecated, and we are moving across to using
Cmake.  Try using CMake to generate either Makefiles and Xcode
projects, this will generate all the latest components in the right
places.

Robert.

On Wed, Jan 27, 2010 at 5:29 AM, Jerry Stoner jerry...@gmail.com wrote:
 Hi,

 I am trying to build the osgAnimationViewer example on OSX 10.6 and I am 
 running into a problem. Apparently the osgdb_osganimation plugin isn't 
 included in the latest svn xcode project so it just doesn't build. I am also 
 seeing that it can't find the libosgAnimation which doesn't seem like one 
 even in the repo. Do I just need to build the osgdb_osganimation plugin or is 
 the libosgAnimation one required as well?

 Thank you,
 Jerry

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Re: [osg-users] osgocean agressive memory leaks

2010-01-27 Thread Kim Bale
Hello Hello.

Did this get sorted? Or was there a genuine leak?

I just had a quick look and realised that changing the sun direction doesn't
actually need to dirty the scene state. It's only needed to  set uniforms in
the GodRays and GodRayBlendSurface shaders. Those classes already have
getters and setters for sun direction so I'll make a little mod so that it
just updates the uniforms rather than rebuilds everything.

I think I must have just forced a rebuild because I assumed that the sun
direction wouldn't change. The leak however is more worrying.

Kim.

2010/1/25 Trajce Nikolov nikolov.tra...@gmail.com

 Ok .. I will do that.

 I am Window7, osg like two weeks ago from the trunk and run your test app
 from the code you sent me

 I ll try to nail it down and let you know

 Nick

 http://www.linkedin.com/in/tnick
 Sent from Haguenau, Alsace, France

 On Mon, Jan 25, 2010 at 7:10 PM, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com wrote:

 Hi Nick,


  on windows, it does eats the memory in large chunks  after 5 minutes,
 It reach the limit


 I'm on Windows... Vista (at work) to be specific.

 Did you just compile osgOcean and the oceanExample? Which compiler? Which
 version of OSG?

 Sorry I'm kind of out of ideas, since it works fine for me... Can you look
 into the code since you can reproduce it? I suggest you start with
 OceanScene::init() and start by commenting out the whole method, see if the
 leak goes away, then uncomment half of it, check again, etc. until you've
 found the source... The block at the start where things are being set to
 NULL should cause objects in ref_ptrs to be freed before they're
 recreated...

 Good luck,


 J-S
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Re: [osg-users] osgocean agressive memory leaks

2010-01-27 Thread Trajce Nikolov
Hi Kim,

I havent got into debugging yet. I am planning to get into this week. WIll
keep you posted

Nick

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


On Wed, Jan 27, 2010 at 11:27 AM, Kim Bale kcb...@googlemail.com wrote:

 Hello Hello.

 Did this get sorted? Or was there a genuine leak?

 I just had a quick look and realised that changing the sun direction
 doesn't actually need to dirty the scene state. It's only needed to  set
 uniforms in the GodRays and GodRayBlendSurface shaders. Those classes
 already have getters and setters for sun direction so I'll make a little mod
 so that it just updates the uniforms rather than rebuilds everything.

 I think I must have just forced a rebuild because I assumed that the sun
 direction wouldn't change. The leak however is more worrying.

 Kim.

 2010/1/25 Trajce Nikolov nikolov.tra...@gmail.com

 Ok .. I will do that.

 I am Window7, osg like two weeks ago from the trunk and run your test app
 from the code you sent me

 I ll try to nail it down and let you know

 Nick

 http://www.linkedin.com/in/tnick
 Sent from Haguenau, Alsace, France

 On Mon, Jan 25, 2010 at 7:10 PM, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com wrote:

 Hi Nick,


  on windows, it does eats the memory in large chunks  after 5
 minutes, It reach the limit


 I'm on Windows... Vista (at work) to be specific.

 Did you just compile osgOcean and the oceanExample? Which compiler? Which
 version of OSG?

 Sorry I'm kind of out of ideas, since it works fine for me... Can you
 look into the code since you can reproduce it? I suggest you start with
 OceanScene::init() and start by commenting out the whole method, see if the
 leak goes away, then uncomment half of it, check again, etc. until you've
 found the source... The block at the start where things are being set to
 NULL should cause objects in ref_ptrs to be freed before they're
 recreated...

 Good luck,


 J-S
 --
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Re: [osg-users] [osgPlugins] Rendering 3DS objects with bump maps

2010-01-27 Thread Trajce Nikolov
Hi,

I have done this lately. Might be possible to share the work. It has the
bump, parallax, environmental mapping .. no glass yet. Might be good if we
make an example that have all of these in a sample. Might save some time for
others. Could you post your model and make it publicly available for the
OSG-Data dataset ?

Nick

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


On Wed, Jan 27, 2010 at 10:57 AM, alessandro terenzi a.tere...@gmail.comwrote:

 Hi Eduardo,
 not considering bumps, you can export your models using OSGExp (you'll get
 .osg or .ive files). In this way you will get also transparency and
 reflections (this is true if you use Max's standard materials, but if you
 use for example v-ray materials I think you won't get many materials
 properties...you may get also totally black looking objects).

 If you need also bumps then you need to write a shader and apply it to your
 exported model through OSG's API. Hope this helps.

 Kind regards.
 Alessandro


 On Wed, Jan 6, 2010 at 12:48 PM, Eduardo Pinheiro eduardo.pinheiro.pt@
 gmail.com wrote:

 Hi,

 Sorry the late answer but i was out.

 Well I have some question, in fact:

  - I have my 3D Max Team

 How is the better way to export they're work to openscenegraphic?

 Imagine this simple object: A bottle of glass.

 They make the 3d object.
 They make the textures
 They make the bump of the bottle (bottle label for example)
 They make the transparency
 They make the reflex
 The make the render

 At this moment they are exporting to me:

  - The 3d object in .obj way (because the .fbx plugin its only available
 in 2.9.6 release - i believe)

 - The textures in .tga files

 But the rest, how can i use they're work in order to have the same object
 with a similar transparency, reflex and render? I have to do everything by
 code?

 I hope you can understand what i'm trying to say.

 Thanks.

 Eduardo








 ...

 Thank you!

 Cheers,
 Eduardo

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=22145#22145





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Re: [osg-users] [osgOcean] osgOcean bugs(?) and questions

2010-01-27 Thread Kim Bale
Hi Paul,

The reason why both front and back facing polys are rendered is because the
waves have an average height of zero so if you're at that height you usually
able to see both front facing and back facing wave polys. This was done a
while back before a lot of the effects were added. It's probably not
necessary any more since a lot of the under/over water effects use this
height to decide which of the effects set should be turned on (above or
below effects). So there isn't really a partially submerged state any more.

However, what is slightly worrying is that you are seeing back facing polys
above water. This suggests broken polys on the surface. I rewrote the code
for tessellating the surface a while ago, but haven't managed to add it to
the library yet. It will get added I just can't say when at the moment.
Hopefully disabling back face culling is sufficient for you application.

Regards,

Kim.



2010/1/15 Paul Palumbo paul1...@yahoo.com

 Okay... Now that I'm understanding more of the code lately, maybe that
 wasn't the best of images to reference.

 However, I'm seeing exactly the same black dots in the image when I use the
 standard oceanExample case with its sky dome and viewing above the ocean
 surface. When I turn on back face culling, I do not see the black dots.

 What does it mean to have back facing polygons when above the ocean
 surface? I can understand this when you are under the ocean surface but
 above.

 Paul P.

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Re: [osg-users] [osgOcean] osgOcean bugs(?) and questions

2010-01-27 Thread Trajce Nikolov
I would like to jump into this discussion with few other request. As is
implemented now, it has its own viewer. To make it work in my defined
viewer, I had to switch off distorsion, glare and underwaterdof. Would be
nice if these works as well with a given viewer

Nick

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


On Wed, Jan 27, 2010 at 11:42 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Paul,

 The reason why both front and back facing polys are rendered is because the
 waves have an average height of zero so if you're at that height you usually
 able to see both front facing and back facing wave polys. This was done a
 while back before a lot of the effects were added. It's probably not
 necessary any more since a lot of the under/over water effects use this
 height to decide which of the effects set should be turned on (above or
 below effects). So there isn't really a partially submerged state any more.

 However, what is slightly worrying is that you are seeing back facing polys
 above water. This suggests broken polys on the surface. I rewrote the code
 for tessellating the surface a while ago, but haven't managed to add it to
 the library yet. It will get added I just can't say when at the moment.
 Hopefully disabling back face culling is sufficient for you application.

 Regards,

 Kim.



 2010/1/15 Paul Palumbo paul1...@yahoo.com

 Okay... Now that I'm understanding more of the code lately, maybe that
 wasn't the best of images to reference.

 However, I'm seeing exactly the same black dots in the image when I use
 the standard oceanExample case with its sky dome and viewing above the ocean
 surface. When I turn on back face culling, I do not see the black dots.

 What does it mean to have back facing polygons when above the ocean
 surface? I can understand this when you are under the ocean surface but
 above.

 Paul P.

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=22689#22689





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Re: [osg-users] [osgOcean] osgOcean bugs(?) and questions

2010-01-27 Thread Kim Bale
Hi Nick,

I'm not sure what you mean by it's own viewer could you expand?

Cheers.

Kim.

2010/1/27 Trajce Nikolov nikolov.tra...@gmail.com

 I would like to jump into this discussion with few other request. As is
 implemented now, it has its own viewer. To make it work in my defined
 viewer, I had to switch off distorsion, glare and underwaterdof. Would be
 nice if these works as well with a given viewer

 Nick

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



 On Wed, Jan 27, 2010 at 11:42 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Paul,

 The reason why both front and back facing polys are rendered is because
 the waves have an average height of zero so if you're at that height you
 usually able to see both front facing and back facing wave polys. This was
 done a while back before a lot of the effects were added. It's probably not
 necessary any more since a lot of the under/over water effects use this
 height to decide which of the effects set should be turned on (above or
 below effects). So there isn't really a partially submerged state any more.

 However, what is slightly worrying is that you are seeing back facing
 polys above water. This suggests broken polys on the surface. I rewrote the
 code for tessellating the surface a while ago, but haven't managed to add it
 to the library yet. It will get added I just can't say when at the moment.
 Hopefully disabling back face culling is sufficient for you application.

 Regards,

 Kim.



 2010/1/15 Paul Palumbo paul1...@yahoo.com

 Okay... Now that I'm understanding more of the code lately, maybe that
 wasn't the best of images to reference.

 However, I'm seeing exactly the same black dots in the image when I use
 the standard oceanExample case with its sky dome and viewing above the ocean
 surface. When I turn on back face culling, I do not see the black dots.

 What does it mean to have back facing polygons when above the ocean
 surface? I can understand this when you are under the ocean surface but
 above.

 Paul P.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=22689#22689





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Re: [osg-users] [osgOcean] osgOcean bugs(?) and questions

2010-01-27 Thread Trajce Nikolov
Hi Kim,

when I load ocean scene, it shows up in a View in a window mode, and you
had to specify the size for the god rays or such, dont remember the details
now. Do you know what I mean ?

Nick

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


On Wed, Jan 27, 2010 at 11:49 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 I'm not sure what you mean by it's own viewer could you expand?

 Cheers.

 Kim.

 2010/1/27 Trajce Nikolov nikolov.tra...@gmail.com

 I would like to jump into this discussion with few other request. As is
 implemented now, it has its own viewer. To make it work in my defined
 viewer, I had to switch off distorsion, glare and underwaterdof. Would be
 nice if these works as well with a given viewer

 Nick

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



 On Wed, Jan 27, 2010 at 11:42 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Paul,

 The reason why both front and back facing polys are rendered is because
 the waves have an average height of zero so if you're at that height you
 usually able to see both front facing and back facing wave polys. This was
 done a while back before a lot of the effects were added. It's probably not
 necessary any more since a lot of the under/over water effects use this
 height to decide which of the effects set should be turned on (above or
 below effects). So there isn't really a partially submerged state any more.

 However, what is slightly worrying is that you are seeing back facing
 polys above water. This suggests broken polys on the surface. I rewrote the
 code for tessellating the surface a while ago, but haven't managed to add it
 to the library yet. It will get added I just can't say when at the moment.
 Hopefully disabling back face culling is sufficient for you application.

 Regards,

 Kim.



 2010/1/15 Paul Palumbo paul1...@yahoo.com

 Okay... Now that I'm understanding more of the code lately, maybe that
 wasn't the best of images to reference.

 However, I'm seeing exactly the same black dots in the image when I use
 the standard oceanExample case with its sky dome and viewing above the 
 ocean
 surface. When I turn on back face culling, I do not see the black dots.

 What does it mean to have back facing polygons when above the ocean
 surface? I can understand this when you are under the ocean surface but
 above.

 Paul P.

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Re: [osg-users] [osgOcean] osgOcean bugs(?) and questions

2010-01-27 Thread Kim Bale
You mean the post render effects don't fill the screen?

Have you tried setting the screen size using the setter on OceanScene? That
should resize the size of the framebuffers to fill the window.

Kim.


2010/1/27 Trajce Nikolov nikolov.tra...@gmail.com

 Hi Kim,

 when I load ocean scene, it shows up in a View in a window mode, and you
 had to specify the size for the god rays or such, dont remember the details
 now. Do you know what I mean ?

 Nick

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


 On Wed, Jan 27, 2010 at 11:49 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 I'm not sure what you mean by it's own viewer could you expand?

 Cheers.

 Kim.

 2010/1/27 Trajce Nikolov nikolov.tra...@gmail.com

 I would like to jump into this discussion with few other request. As is
 implemented now, it has its own viewer. To make it work in my defined
 viewer, I had to switch off distorsion, glare and underwaterdof. Would be
 nice if these works as well with a given viewer

 Nick

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



 On Wed, Jan 27, 2010 at 11:42 AM, Kim Bale kcb...@googlemail.comwrote:

 Hi Paul,

 The reason why both front and back facing polys are rendered is because
 the waves have an average height of zero so if you're at that height you
 usually able to see both front facing and back facing wave polys. This was
 done a while back before a lot of the effects were added. It's probably not
 necessary any more since a lot of the under/over water effects use this
 height to decide which of the effects set should be turned on (above or
 below effects). So there isn't really a partially submerged state any more.

 However, what is slightly worrying is that you are seeing back facing
 polys above water. This suggests broken polys on the surface. I rewrote the
 code for tessellating the surface a while ago, but haven't managed to add 
 it
 to the library yet. It will get added I just can't say when at the moment.
 Hopefully disabling back face culling is sufficient for you application.

 Regards,

 Kim.



 2010/1/15 Paul Palumbo paul1...@yahoo.com

 Okay... Now that I'm understanding more of the code lately, maybe that
 wasn't the best of images to reference.

 However, I'm seeing exactly the same black dots in the image when I use
 the standard oceanExample case with its sky dome and viewing above the 
 ocean
 surface. When I turn on back face culling, I do not see the black dots.

 What does it mean to have back facing polygons when above the ocean
 surface? I can understand this when you are under the ocean surface but
 above.

 Paul P.

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Re: [osg-users] [osgOcean] osgOcean bugs(?) and questions

2010-01-27 Thread Trajce Nikolov
let me do some screen shots to tell you what I mean

Nick

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


On Wed, Jan 27, 2010 at 12:06 PM, Kim Bale kcb...@googlemail.com wrote:

 You mean the post render effects don't fill the screen?

 Have you tried setting the screen size using the setter on OceanScene? That
 should resize the size of the framebuffers to fill the window.

 Kim.


 2010/1/27 Trajce Nikolov nikolov.tra...@gmail.com

 Hi Kim,

 when I load ocean scene, it shows up in a View in a window mode, and you
 had to specify the size for the god rays or such, dont remember the details
 now. Do you know what I mean ?

 Nick

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


 On Wed, Jan 27, 2010 at 11:49 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 I'm not sure what you mean by it's own viewer could you expand?

 Cheers.

 Kim.

 2010/1/27 Trajce Nikolov nikolov.tra...@gmail.com

 I would like to jump into this discussion with few other request. As is
 implemented now, it has its own viewer. To make it work in my defined
 viewer, I had to switch off distorsion, glare and underwaterdof. Would be
 nice if these works as well with a given viewer

 Nick

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



 On Wed, Jan 27, 2010 at 11:42 AM, Kim Bale kcb...@googlemail.comwrote:

 Hi Paul,

 The reason why both front and back facing polys are rendered is because
 the waves have an average height of zero so if you're at that height you
 usually able to see both front facing and back facing wave polys. This was
 done a while back before a lot of the effects were added. It's probably 
 not
 necessary any more since a lot of the under/over water effects use this
 height to decide which of the effects set should be turned on (above or
 below effects). So there isn't really a partially submerged state any 
 more.

 However, what is slightly worrying is that you are seeing back facing
 polys above water. This suggests broken polys on the surface. I rewrote 
 the
 code for tessellating the surface a while ago, but haven't managed to add 
 it
 to the library yet. It will get added I just can't say when at the moment.
 Hopefully disabling back face culling is sufficient for you application.

 Regards,

 Kim.



 2010/1/15 Paul Palumbo paul1...@yahoo.com

 Okay... Now that I'm understanding more of the code lately, maybe that
 wasn't the best of images to reference.

 However, I'm seeing exactly the same black dots in the image when I
 use the standard oceanExample case with its sky dome and viewing above 
 the
 ocean surface. When I turn on back face culling, I do not see the black
 dots.

 What does it mean to have back facing polygons when above the ocean
 surface? I can understand this when you are under the ocean surface but
 above.

 Paul P.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=22689#22689





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[osg-users] [osgPlugins] VRML plugin

2010-01-27 Thread James Bradbury
Hi,

I am trying to import a VRML model, created in Webots, into OSG and was 
wondering how to install and use the  VRML 2.0 (wrl) reader plugin, as i have 
never used an OSG plugin before. I am using windows 7 and VS(2008).

Thank you!

Cheers,
James

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[osg-users] PagedLod do not release memory with own viewer

2010-01-27 Thread Vincent Bourdier

Hi everybody,

I just ran some tests and I saw that a pagedLod - based ive file have 
different memory usage behaviors according to the viewer :


OsgViewer loads the file, use more memory when the camera goes near the 
model, and release memory when the camera goes far.
My own viewer (Composite viewer using one view) do not release the 
memory going far from the model ...


Are there any parameters or settings to manage that ?

Thanks.

Regards,
  Vincent


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Re: [osg-users] light lobes and shadow maps

2010-01-27 Thread Trajce Nikolov
Hi again on this topic.

here is the issue. When I have the camera static, no matter how close to the
obstacles, all is rendered it should, no artifacts. When I move the camera,
it shows artifact. I have set the camera to not compute znear and zfar. What
can affect this change when moving and not moving?

Nick

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


On Sat, Jan 16, 2010 at 1:48 PM, Trajce Nikolov nikolov.tra...@gmail.comwrote:

 Hi Wojtech,

 thanks for the links. I will do some research.

 I think I have fixed that. It turned out is the order of updating entities
 in the scene. The lightlobe camera was updated before updating the light
 itself, thats why different behavior based on the direction of movement.

 I think I will go further with this, to implement something for number of
 lights.

 Thanks again !

 Nick

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


 On Sat, Jan 16, 2010 at 9:59 AM, Wojciech Lewandowski 
 lewandow...@ai.com.pl wrote:

  Google for Shadow Maps. You will come up with a number of
 techniques. Few of them:

 http://www.punkuser.net/vsm/

 http://gamma.cs.unc.edu/LOGPSM/


 http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf

 Most of these belong to the family of soft shadow algorithms. Soft shadows
 usually oversample depth texel and produce some average shadow term.
 Clamping this term to 0 if value is below certain threshold (for example
 0.25) usually removes some of self shadowing artifacts.

 I will have the second look on the code but not today.

 Wojtek

  *From:* Trajce Nikolov nikolov.tra...@gmail.com
 *Sent:* Friday, January 15, 2010 10:16 PM
 *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org
 *Subject:* Re: [osg-users] light lobes and shadow maps

 do you have some pointers, papers to the work of this guys? I am
 interested in learning what is that about
 Nick

 http://www.linkedin.com/in/tnick
 Sent from Ünalan, İstanbul, Turkey

 On Fri, Jan 15, 2010 at 11:01 PM, Wojciech Lewandowski 
 lewandow...@ai.com.pl wrote:

  Nick,

 I may look into the code but don't expect much this time.  You need to
 attach the code first, though ;-). Few academy guys wrote
 couple dissertations on rasterization and aliasing errors in shadow
 mapping. Unless you try to do some exotic stuff like variance or logarithmic
 map you will have to use polygon offset. I guess you will end up to
 cranking up PolygonOfset even more if current values fail at some distance.
 I don't really have other tricks in my sleeve.

 Wojtek


  *From:* Trajce Nikolov nikolov.tra...@gmail.com
 *Sent:* Friday, January 15, 2010 9:08 PM
   *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org
 *Subject:* Re: [osg-users] light lobes and shadow maps

 That is exactly what I did. Please have a look at the updated code. The
 uniform is updated thru a callback and it multiplies the matrices, still
 there is a visual artifact.I dont have compute_near_far. The projection
 matrix is fixed with very small far plane (100 units, with the znear of
 0.01).

 Nick

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


 On Fri, Jan 15, 2010 at 9:47 PM, Wojciech Lewandowski 
 lewandow...@ai.com.pl wrote:

  Hi,

 Light close to obstacles ? If you have COMPUTE_NEAR_FAR it may clamp
 near plane to very small value which may impact depth resolution. Other
 issue maybe related to GLSL float precision. The trick with multiplying 
 view
 space coord by inverse view matrix to get world coord is performed on float
 values inside GLSL.  Precision wise it would be better to multiply light
 camera MVP matrix by main camera INVERSE VIEW on the CPU. Osg Matrices use
  doubles. Put the result of the multiplication on GLSL matrix Uniform and
 use it to multiply gl_Vertex in the shader. Such approach multiplies
 matrices with high precision and resulting matrix will be better suited to
 be cast on single prec. GLSL matrix. The drawback of this solution is: you
 need to update the uniform every frame, because main camera view changes
 with each move.

 Wojtek


  *From:* Trajce Nikolov nikolov.tra...@gmail.com
 *Sent:* Friday, January 15, 2010 7:37 PM
 *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org
   *Subject:* Re: [osg-users] light lobes and shadow maps

 Hi Wojtek,

 now I spent more time exploring this, the polyoffset seam to work, but
 there is still a bit of shimmering. Its interesting, I put the light source
 in move, when it moves backwards, the obstacles are lighten ok, but 
 forward,
 when the light comes close to the obstacles, the lighting is incorrect with
 shimmering . Any clue how to resolve this artifact ?

 Nick

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


 On Fri, Jan 15, 2010 at 4:48 PM, Trajce Nikolov 
 nikolov.tra...@gmail.com wrote:

 ok .. make sense. Here is updated code, if some one wants to benefit
 from. LightLobes with handling of obstacles :). Thanks to Wojiech, Robert
 and the online community

 Nick

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

   On Fri, Jan 15, 

Re: [osg-users] altering terrain texture...

2010-01-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I think your proposal would be a great benefit and would make things more
flexible.

For the record, the cards we're using are Nvidia GeForce 295s so they're
fairly good cards. I would assume the drivers are as good but I don't know
what algorithms they're resorting to for filtering on the texture...

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, January 27, 2010 2:09 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altering terrain texture...

Hi Shayne,

On Tue, Jan 26, 2010 at 6:42 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Robert,

 In answer to your inquiry, I'm using a database based on
 osgTerrain::TerrainTile so the texture settings are embedded in the tiles
as
 you asserted earlier. I wasn't planning on using linear filtering. I was
 just giving it as an example on how I wanted to issue a particular call
 programmatically.

 Rather than attempt to tweak the texture settings per your suggestions, I
 was able to change the settings on the graphics card to get what I wanted
 thereby overriding the settings in the database. With anisotropic
filtering
 in the database set at 16x, it was actually adding to the problem of
texture
 crawling at far distances when flying low. Setting the anisotropic
 filtering down to 2x blurred the texture a bit more out far but it got rid
 of the crawling artifacts. We are using high resolution texture imagery
 (.25m texture) in the database which exacerbates the problem.

 In this case, the devil is truly in the details. Thanks again for your
 help...

Interesting results, makes me wonder if the mipmap quality of
filtering quality of the driver isn't that great.  I have generally
got best results with a high value of max anisotropy.

As for the OSG, perhaps it's time to make the max anisotropy a
variable in osgTerrain::Layer so that you can set in your application.
 The DatabasePager variable for setting could also be then used to set
the value automatically.

Robert.
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Re: [osg-users] dynamic QuadTree on spherical terrain

2010-01-27 Thread Torben Dannhauer
Hi,
Thank you for that hint!

Best regards,
Torben

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Re: [osg-users] PagedLod do not release memory with own viewer

2010-01-27 Thread Chris 'Xenon' Hanson
On 1/27/2010 7:38 AM, Vincent Bourdier wrote:
 Hi everybody,
 I just ran some tests and I saw that a pagedLod - based ive file have
 different memory usage behaviors according to the viewer :
 OsgViewer loads the file, use more memory when the camera goes near the
 model, and release memory when the camera goes far.
 My own viewer (Composite viewer using one view) do not release the
 memory going far from the model ...
 Are there any parameters or settings to manage that ?

  Usually this is a result of your viewer code lacking some important code.

  Is your viewer source copied from current OSG examples?

 Thanks.
 Regards,
   Vincent

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
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Re: [osg-users] altering terrain texture...

2010-01-27 Thread Robert Osfield
Hi Shayne,

On Wed, Jan 27, 2010 at 3:11 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 I think your proposal would be a great benefit and would make things more
 flexible.

I'm rather busy working on submissions, so if you can dive in and
implement it would sure shorted the features time to market :-)

Robert.
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[osg-users] osgprerendercubemap

2010-01-27 Thread Trajce Nikolov
Hi Robert,

attached is slighly modified and corrected example with multitexturing with
prerendered cubemaps. There was an issue with the uniforms that are cube
samplers. also, it has the correct OpenGL coordinate system now. I think it
should replace the existing example. I spent one day to figure things for
real application out of this example and believe some one else could benefit
from it

Nick

http://www.linkedin.com/in/tnick
/* OpenSceneGraph example, osgprerendercubemap.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the Software), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include osgViewer/Viewer

#include osg/Projection
#include osg/Geometry
#include osg/Texture
#include osg/TexGen
#include osg/Geode
#include osg/ShapeDrawable
#include osg/PolygonOffset
#include osg/CullFace
#include osg/TextureCubeMap
#include osg/TexMat
#include osg/MatrixTransform
#include osg/Light
#include osg/LightSource
#include osg/PolygonOffset
#include osg/CullFace
#include osg/Material
#include osg/PositionAttitudeTransform
#include osg/ArgumentParser

#include osgDB/ReadFile

#include osgUtil/SmoothingVisitor

#include osg/Camera
#include osg/TexGenNode
#include osg/Texture2D

#include iostream

using namespace osg;

unsigned int numTextures = 6;

ref_ptrGroup _create_scene()
{
  ref_ptrGroup scene = new Group;
  ref_ptrGeode geode_1 = new Geode;
  scene-addChild(geode_1.get());

  ref_ptrGeode geode_2 = new Geode;
  ref_ptrMatrixTransform transform_2 = new MatrixTransform;
  transform_2-addChild(geode_2.get());
  transform_2-setUpdateCallback(new osg::AnimationPathCallback(Vec3(0, 0, 0), 
Z_AXIS, inDegrees(45.0f)));
  scene-addChild(transform_2.get());

  ref_ptrGeode geode_3 = new Geode;
  ref_ptrMatrixTransform transform_3 = new MatrixTransform;
  transform_3-addChild(geode_3.get());
  transform_3-setUpdateCallback(new osg::AnimationPathCallback(Vec3(0, 0, 0), 
Z_AXIS, inDegrees(-22.5f)));
  scene-addChild(transform_3.get());

  const float radius = 0.8f;
  const float height = 1.0f;
  ref_ptrTessellationHints hints = new TessellationHints;
  hints-setDetailRatio(2.0f);
  ref_ptrShapeDrawable shape;

  shape = new ShapeDrawable(new Box(Vec3(0.0f, 0.0f, -2.0f), 10, 10.f, 0.1), 
hints.get());
  shape-setColor(Vec4(0.5f, 0.5f, 0.7f, 1.0f));
  geode_1-addDrawable(shape.get());


  shape = new ShapeDrawable(new Sphere(Vec3(-3.0f, 0.0f, 0.0f), radius), 
hints.get());
  shape-setColor(Vec4(0.6f, 0.8f, 0.8f, 1.0f));
  geode_2-addDrawable(shape.get());

  shape = new ShapeDrawable(new Box(Vec3(3.0f, 0.0f, 0.0f), 2 * radius), 
hints.get());
  shape-setColor(Vec4(0.4f, 0.9f, 0.3f, 1.0f));
  geode_2-addDrawable(shape.get());

#if 0
  shape = new ShapeDrawable(new Cone(Vec3(0.0f, 0.0f, -3.0f), radius, height), 
hints.get());
  shape-setColor(Vec4(0.2f, 0.5f, 0.7f, 1.0f));
  geode_2-addDrawable(shape.get());
#endif

  shape = new ShapeDrawable(new Cylinder(Vec3(0.0f, 0.0f, 3.0f), radius, 
height), hints.get());
  shape-setColor(Vec4(1.0f, 0.3f, 0.3f, 1.0f));
  geode_2-addDrawable(shape.get());

  shape = new ShapeDrawable(new Box(Vec3(0.0f, 3.0f, 0.0f), 2, 0.1f, 2), 
hints.get());
  shape-setColor(Vec4(0.8f, 0.8f, 0.4f, 1.0f));
  geode_3-addDrawable(shape.get());

  // material
  ref_ptrMaterial matirial = new Material;
  matirial-setColorMode(Material::DIFFUSE);
  matirial-setAmbient(Material::FRONT_AND_BACK, Vec4(0, 0, 0, 1));
  matirial-setSpecular(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1));
  matirial-setShininess(Material::FRONT_AND_BACK, 64.0f);
  scene-getOrCreateStateSet()-setAttributeAndModes(matirial.get(), 
StateAttribute::ON);

  return scene;
}

osg::NodePath createReflector()
{
  osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
  pat-setPosition(osg::Vec3(0.0f,0.0f,0.0f));
  pat-setAttitude(osg::Quat(osg::inDegrees(0.0f),osg::Vec3(0.0f,0.0f,1.0f)));
  
#if 1
  Geode* node = new Geode;
  const float radius = 0.8f;
  ref_ptrTessellationHints hints = new TessellationHints;
  hints-setDetailRatio(2.0f);
  ShapeDrawable* shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), 
radius * 1.5f), hints.get());
  shape-setColor(Vec4(0.8f, 0.8f, 0.8f, 1.0f));
  

Re: [osg-users] light lobes and shadow maps

2010-01-27 Thread Wojciech Lewandowski
That looks like shadow texture or shadow texcoords being out of sync by one 
frame. Most probably main camera view matrix from former frame is used to setup 
shadow coord tex generation. 

Wojtek 
- Original Message - 
  From: Trajce Nikolov 
  To: OpenSceneGraph Users 
  Sent: Wednesday, January 27, 2010 4:20 PM
  Subject: Re: [osg-users] light lobes and shadow maps


  Looks like its really the order of updating things. I moved the movement from 
the update callback and place it outside the frame loop, so the next frame 
everything is in place.


  Attached is the latest code if someone is interested in light lobes working 
with obstacles

  Nick

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



  On Wed, Jan 27, 2010 at 4:59 PM, Trajce Nikolov nikolov.tra...@gmail.com 
wrote:

Hi again on this topic.


here is the issue. When I have the camera static, no matter how close to 
the obstacles, all is rendered it should, no artifacts. When I move the camera, 
it shows artifact. I have set the camera to not compute znear and zfar. What 
can affect this change when moving and not moving?

Nick

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



On Sat, Jan 16, 2010 at 1:48 PM, Trajce Nikolov nikolov.tra...@gmail.com 
wrote:

  Hi Wojtech,


  thanks for the links. I will do some research.


  I think I have fixed that. It turned out is the order of updating 
entities in the scene. The lightlobe camera was updated before updating the 
light itself, thats why different behavior based on the direction of movement.


  I think I will go further with this, to implement something for number of 
lights.


  Thanks again !

  Nick

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



  On Sat, Jan 16, 2010 at 9:59 AM, Wojciech Lewandowski 
lewandow...@ai.com.pl wrote:

Google for Shadow Maps. You will come up with a number of techniques. 
Few of them:

http://www.punkuser.net/vsm/

http://gamma.cs.unc.edu/LOGPSM/


http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf

Most of these belong to the family of soft shadow algorithms. Soft 
shadows usually oversample depth texel and produce some average shadow term. 
Clamping this term to 0 if value is below certain threshold (for example 0.25) 
usually removes some of self shadowing artifacts.

I will have the second look on the code but not today.
  
Wojtek


From: Trajce Nikolov 
Sent: Friday, January 15, 2010 10:16 PM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] light lobes and shadow maps


do you have some pointers, papers to the work of this guys? I am 
interested in learning what is that about
Nick

http://www.linkedin.com/in/tnick
Sent from Ünalan, İstanbul, Turkey 


On Fri, Jan 15, 2010 at 11:01 PM, Wojciech Lewandowski 
lewandow...@ai.com.pl wrote:

  Nick,

  I may look into the code but don't expect much this time.  You need 
to attach the code first, though ;-). Few academy guys wrote couple 
dissertations on rasterization and aliasing errors in shadow mapping. Unless 
you try to do some exotic stuff like variance or logarithmic map you will have 
to use polygon offset. I guess you will end up to cranking up PolygonOfset even 
more if current values fail at some distance.  I don't really have other tricks 
in my sleeve.  

  Wojtek



  From: Trajce Nikolov 
  Sent: Friday, January 15, 2010 9:08 PM
  To: OpenSceneGraph Users 
  Subject: Re: [osg-users] light lobes and shadow maps


  That is exactly what I did. Please have a look at the updated code. 
The uniform is updated thru a callback and it multiplies the matrices, still 
there is a visual artifact.I dont have compute_near_far. The projection matrix 
is fixed with very small far plane (100 units, with the znear of 0.01). 

  Nick

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



  On Fri, Jan 15, 2010 at 9:47 PM, Wojciech Lewandowski 
lewandow...@ai.com.pl wrote:

Hi,

Light close to obstacles ? If you have COMPUTE_NEAR_FAR it may 
clamp near plane to very small value which may impact depth resolution. Other 
issue maybe related to GLSL float precision. The trick with multiplying view 
space coord by inverse view matrix to get world coord is performed on float 
values inside GLSL.  Precision wise it would be better to multiply light camera 
MVP matrix by main camera INVERSE VIEW on the CPU. Osg Matrices use  doubles. 
Put the result of the multiplication on GLSL matrix Uniform and use it to 
multiply gl_Vertex in the shader. Such approach multiplies matrices with high 
precision and resulting matrix will be better suited to be cast on single prec. 
GLSL matrix. The drawback of this solution is: you need to update the uniform 
every frame, because main camera view changes with each move. 

Wojtek



 

[osg-users] drawing in back buffer without swapping?

2010-01-27 Thread Gianluca Natale
Hi all.
I have an osg::viewer and its associated graphics context, that is a double
buffered context.

I need to draw in the back buffer without swapping the back and front after
rendering traversal.

How can I do that?

I cannot find a way to disable the swapping after drawing in
osgViewer::Viewer and in osg::GraphicsContext. 

 

Thanks in advance

Gianluca

 

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Re: [osg-users] [osgPlugins] osgdb_osganimation library on OSX

2010-01-27 Thread Jerry Stoner
Thanks Robert,

So frameworks are no longer being generated?

Jerry

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Re: [osg-users] drawing in back buffer without swapping?

2010-01-27 Thread Paul Martz
From a little code digging, there doesn't appear to be a way to turn 
this off. ViewerBase::startThreading always adds a SwapBuffersOperation 
per render thread, and SwapBuffersOperation::operator() always calls 
swapBUffersImplementation and clear.


Maybe there's a way to delete that Operation and add your own.

Or you could derive your own GraphicsContext that allows you to make 
swapBuffersImplementation a no-op, I guess.


Or you could set up the Viewer embedded, in which case creating the 
context and swapping is up to you and no longer managed by osgViewer.


But I guess I'd wonder why you need to do this in the first place. If 
you need to partially render, then do some app code, then render some 
more before swapping, OSG has many facilities for this already. So can 
you explain why you think you need to render into the back buffer but 
not swap?

   -Paul


Gianluca Natale wrote:



Hi all.
I have an osg::viewer and its associated graphics context, that is a 
double buffered context.


I need to draw in the back buffer without swapping the back and front 
after rendering traversal.


How can I do that?

I cannot find a way to disable the swapping after drawing in 
osgViewer::Viewer and in osg::GraphicsContext.


 


Thanks in advance

Gianluca

 





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[osg-users] ANN: osgEarth 1.3 Available

2010-01-27 Thread Jason Beverage
Hi all,

We've just tagged the osgEarth 1.3 release, you can get the latest
code from SVN at:
http://wush.net/svn/osgearth/tags/osgearth_1.3_T2010-01-27

You can also grab tarballs from:
http://wush.net/websvn/osgearth/listing.php?repname=osgearthpath=%2Ftags%2F

osgEarth is a dynamic terrain-rendering toolkit for OpenSceneGraph.
Just create a simple XML file, point it at your imagery and elevation
data, load it into your favorite OSG application, and go! osgEarth
supports all kinds of data and comes with lots of examples to help you
get up and running quickly and easily.

Go to http://osgearth.org for download instructions and documentation.

Highlights of the osgEarth 1.3 release:

Vector Feature Support

*New osgEarthFeatures library for rendering vector layers
*Drivers for rendering features and draping vector data on the terrain
*Topological operations - buffer and resample vector datasets (using
optional GEOS library)
*Gridding - divide large datasets into cells for faster rendering
*Styling, feature classification, SQL queries
*New vector samples (repo/tests/feature_*.earth)

New Tile Loading Schemes

*Sequential mode - subdivides terrain without having to wait for
tile content to load
*Preemptive mode - loads the highest LODs first and then backfills
the lower LODs
*Load balancing - allocate threads to various map layers with weighting
*Pre-layer updates - tiles incrementally update as layer data streams in
*Cancellation support - tile downloads can be canceled when no longer
needed (e.g., culling)

Rendering and Data Management

*Multi-pass layer rendering
*No-data values for imagery/elevation
*No-data images for web sources
*Transparency key support
*Datum override in geocentric maps

Other goodness:

*New OSG tile driver lets you use non-georeferenced imagery and elevation
*GDAL plugin now supports palette indexed and grayscale imagery
*EarthManipulator now supports offsets when tethered to a node
*Upgrades to ElevationManager

Thanks for your support!

Jason
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[osg-users] Build error : CMake

2010-01-27 Thread Adrian Egli OpenSceneGraph (3D)
Hello Robert,

i got a issue with:

CMake Error at src/osgWrappers/serializers/CMakeLists.txt:36
(ADD_SUBDIRECTORY):

add_subdirectory given source osgParticle which is not an existing

directory.


/adrian


-- 

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[osg-users] smartphone like viewer control

2010-01-27 Thread Trajce Nikolov
Hi community,

any idea how to implement the viewer control in smart phone like fashion?
What I mean is to have two or more inputs for touch screen?

Nick

http://www.linkedin.com/in/tnick
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Re: [osg-users] altering terrain texture...

2010-01-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I'll take a look and see what I can do...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, January 27, 2010 8:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altering terrain texture...

Hi Shayne,

On Wed, Jan 27, 2010 at 3:11 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 I think your proposal would be a great benefit and would make things more
 flexible.

I'm rather busy working on submissions, so if you can dive in and
implement it would sure shorted the features time to market :-)

Robert.
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[osg-users] Understanding manipulator selection

2010-01-27 Thread Neil Clayton
Hi,

I don't understand why it's OK for the Dragger, when iterating the nodepaths 
that were intersected, to just choose the first path.

e.g:
In Dragger.cpp - handle

Code:

for (osg::NodePath::iterator itr = _pointer._hitList.front().first.begin();
itr != _pointer._hitList.front().first.end();
++itr)




My reading of the code tells me that multiple node paths are added the the 
PointerInfo structure.  How is it OK to then choose just the first for 
inspection?  Or have I misunderstood?


Thank you!

Cheers,
Neil

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[osg-users] Filename length issue using windows

2010-01-27 Thread Christiansen, Brad
Hi all,

I am having an issue with writing to the OSG file cache when the
filenames (including path elements) exceed 260 chars. This situation is
arising when caching tiles from a relatively large paged database
generated using VPB.

For example, I am trying to write the following file to the cache:
C:\adi_vsfz\osg-filecache/192.168.0.1/terrain/ANewBeggining/earth/earth_
root_L0_X0_Y0/../earth_subtile_L5_X29_Y6/../earth_subtile_L5_X29_Y6/eart
h_subtile_L11_X1859_Y402/../../Townsville-50k/earth_subtile_L5_X29_Y6/ea
rth_subtile_L11_X1859_Y402/earth_L13_X7439_Y1609_l2.dds

Once this converted to an absolute path, it exceeds the 260 char limit
and is truncated as follows:

C:\adi_vsfz\osg-filecache\192.168.0.1\terrain\ANewBeggining\earth\Townsv
ille-50k\earth_subtile_L5_X29_Y6\earth_subtile_L11_X1859_Y402\earth_L13_
X7439_



After doing some reading, it seems there is a solution
(http://msdn.microsoft.com/en-us/library/aa365247%28VS.85%29.aspx#maxpat
h) which will involve converting the path from relative to absolute,
replacing all '/' with '\' and then prepending the magic characters
'\\?\' to the start of the file name (i.e. do all the pre-processing
myself then add some magic characters).

I have a few questions in relation to this:
1) Does anyone know of a cleaner / better solution to this?
2) If not is there any utility functions already available to help with
this?
3) What is the appropriate place within OSG to modify to have this
handled internally? Ideally I would like to code a solution that works
across the board. 
4) When creating a fix for this, is this something that only effects
windows? I believe it is but I do not have a lot of experience with the
various other platforms OSG supports.

Cheers,

Brad



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[osg-users] Looking for professional OSG consultant

2010-01-27 Thread Neil Clayton
Hi,

I'm looking for someone doing professional consulting in OSG.  Particularly 
useful would be someone with experience in manipulators, and video.  
Manipulator experience is of more relevance to me right now.

If you're interested, can you please get in touch with me (Neil) at my first 
name at cloudnine.net.nz and I can provide more details.

Thank you!

Cheers,
Neil

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[osg-users] Small GeoTIF or DEM Terrain Options

2010-01-27 Thread Chris Innanen
Hello, new OSG user here.

I'm currently using osgEarth to display a small patch of terrain (from a GeoTIF 
file) with elevation data in a Windows MFC application with a strong focus on 
underwater views.

It works to some extent, but the end result is touchy, low-res, and difficult 
to maneuver through. Much of this is probably due to a lack of high resolution 
elevation data from the FL target site (with image data that matches 
resolution). But I'm also wondering if osgEarth is overkill for our needs.

We don't need the whole planet or massive database of landscape. All we need is 
a small patch in high detail we can easily move a camera through and directly 
convert lat/lon/elevation positions into the scene's x/y/z. This conversion is 
why we went with osgEarth. But perhaps there's a simpler option?

I'm just looking for a reality check on this from people in the know. I've used 
other scene graph engines in the past (mainly Gamebryo) so I'm still struggling 
with the differences in OSG.

 ~ Chris Innanen
 ~ Nonsanity

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[osg-users] CMake error from trunk this morning

2010-01-27 Thread Trajce Nikolov
Hi ,

I have this error when generating the project files

CMake Error at src/osgWrappers/serializers/CMakeLists.txt:36
(ADD_SUBDIRECTORY):

 add_subdirectory given source osgParticle which is not an existing

directory.


Nick

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