[osg-users] STOP MESSAGES

2010-07-05 Thread Vivek Kumar Dwivedi
Please send me as like message


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[osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Sukender
Hi all,

The FBX reader seems to interpret FBX polygons as triangles. Well I guess this 
should not be, as 1-to-1 mapping of primitives is possible (as far as I know), 
but this is not really an issue. What is an issue is that concave polygons are 
not intepreted the right way. I think about two solutions:
1. Use tessellation code to get correct splitting
2. Do the 1-to-1 mapping of primitives

Am I right ?
Other ideas?
Anyone having time for this?

Thanks folks!

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] [vpb] build bluemarble with some extra data

2010-07-05 Thread Robert Osfield
HI Kinsung,

Add -t filename -d filename entries will add the imagery and DEMs but
you'll need make sure they have geospatial coords for them, i.e.
geotiff files so that osgdem can place the data in the correct place.

Robert.

On Sat, Jul 3, 2010 at 3:30 AM, Jinshan Hu to...@163.com wrote:
 I have built a earth model using this following command line:
 osgdem --bluemarble-west -t ../land_shallow_topo_west.tif \
           --bluemarble-east -t ../land_shallow_topo_east.tif \
           --geocentric \
           -o earth/earth.ive

 How can I add some dem or image file? Can the command line bellow work?

 osgdem --bluemarble-west -t ../land_shallow_topo_west.tif \
           --bluemarble-east -t ../land_shallow_topo_east.tif \
          -t someimage1.tif  -t someimage2.tif  -d somedem1.tif -d 
 somedem2.tif \
           --geocentric \
           -o earth/earth.ive

 Thank you!

 Cheers,
 kinsung

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Re: [osg-users] StateSet sharing for max performance

2010-07-05 Thread Robert Osfield
Hi Martin,

On Mon, Jul 5, 2010 at 6:54 AM, Martin Naylor
martin.nay...@dsl.pipex.com wrote:
 Sorry for the hijack

Um the right place to post new topics is in the a new thread.
I'll not reply to the rest of your message in this thread, please
start a new one so that others will spot it and be able to contribute.

Robert.
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Re: [osg-users] STOP MESSAGES

2010-07-05 Thread Robert Osfield
Hi Vivek,

If you don't want to be subscribe please unsubscribe yourself.  At the
bottom of all posts there is the address where you can unsubscribe
yourself.

Robert.

On Mon, Jul 5, 2010 at 7:11 AM, Vivek Kumar Dwivedi
vivekcsjm...@gmail.com wrote:
 Please send me as like message

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Re: [osg-users] Question about osgAnimation Bezier curves

2010-07-05 Thread daniele argiolas
What are p, i, o parameters of Vec3CubicBezier template?

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[osg-users] [vpb] options of VPB

2010-07-05 Thread lucie lemonnier
Hi,

I do not really understand what are the use and how work the following options 
: 
-e x y w h   Extents of the model to generate   
-ge x y w h Geographic (Lat/Lon) Extents of the model to generate.  
-b xa ya xb yb  Bounds (similar to extents) of the model to generate. 
Max/Min order is not important.   
-gb xa ya xb yb Geographic Bounds (similar to extents) of the 
model to generate. Max/Min order is not important. 

Could someone enlighten me?


Thank you!

Cheers,
lucie

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Re: [osg-users] Question about osgAnimation Bezier curves

2010-07-05 Thread Cedric Pinson
Hi,
p is point
i is control point in
o is control point out

You maybe interested to look in file include/osgAnimation/BezierCubic
and include/osgAnimation/Interpolator
It's where the bezier code are located

Cheers,
Cedric


On Mon, 2010-07-05 at 09:35 +, daniele argiolas wrote:
 What are p, i, o parameters of Vec3CubicBezier template?
 
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[osg-users] OcclusionQueryNode and multithreading

2010-07-05 Thread Tugkan Calapoglu
Hi,

I tried osgocclusionquery example with a city model we have and observed
 that it can reduce the number of rendered objects significantly.

However, osgocclusionquery example can not make parallel rendering. I
tried with all threading modes and saw that draw always starts *after*
cull is finished. As a result, the performance gain from occlusion tests
 is lost due to serialized rendering pipeline.

With osgviewer cull and draw perfectly overlaps.

I looked into the code and saw that there are a few setDataVariance(
osg::Object::DYNAMIC ) calls in OcclusionQueryNode.cpp. I guess this is
the reason why rendering pipeline is not parallel with occlusion queries.

Is DYNAMIC data variance a necessity for OccluderQuery? If so, is there
a way to use occlusion queries and still make parallel cull  draw.

tugkan
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[osg-users] OsgShadow

2010-07-05 Thread Jose Rincon
Hi,

I'm trying to use the library osgShadow but when I use it, I have the shadow 
effect in the sky too. I'd like to know how can I remove this effect.

Also, is it possible to use osgShadow for files .ive? 

Thank you!

Cheers,
Perez

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[osg-users] light through walls

2010-07-05 Thread Jose Rincon
Hi,

I'm working with a light (spotlight) concretely. I would like that this light 
didn't go through walls. How can I obtain this effect?

Thank you!

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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Michael Platings
No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't
render concave polygons correctly (in practice GL_POLYGON is the same as
GL_TRIANGLE_FAN).
Tesselation is possible via GLU but very slow so we need to be careful about
how we use that. Most models I've come across have many triangles and quads
but few polygons =5 vertices. If we apply triangulation to those few
polygons then most models will be unaffected. For quads I imagine it would
be possible to write some fast specialised code to see if they should be
split across vertices (0,2) or (1,3) so that loading times remain bearable.
However, if your content provider could just produce models that are already
suitable for real-time rendering that would be best ;)

On 5 July 2010 09:09, Sukender suky0...@free.fr wrote:

 Hi all,

 The FBX reader seems to interpret FBX polygons as triangles. Well I guess
 this should not be, as 1-to-1 mapping of primitives is possible (as far as I
 know), but this is not really an issue. What is an issue is that concave
 polygons are not intepreted the right way. I think about two solutions:
 1. Use tessellation code to get correct splitting
 2. Do the 1-to-1 mapping of primitives

 Am I right ?
 Other ideas?
 Anyone having time for this?

 Thanks folks!

 Cheers,

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
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Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-05 Thread Michael Platings
Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please send me a sample file
and I'll have a look. Thanks

On 2 July 2010 17:24, Alessandro Terenzi a.tere...@gmail.com wrote:

 I'm having a problem about a simple model whose animation is played
 differently in Quicktime and OSG (both my OSG build (2.9.7) and Quicktime
 are using FBX SDK 2011.2).

 I'm attacching the model: 3 balls bouncing with different timing each, but
 while in Quicktime the animation is played at the expected speed, in OSG it
 seems that the animation speed is very very fast (the model has been
 exported from Maya).

 Is there something I'm supposed to do in order to have the same expected
 playback speed? Or is there an issue with the FBX plugin?
 Thanks.
 Alessandro

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Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-07-05 Thread Michael Platings
This was working with previous plugin versions? In that case it may be
related to the recent changes to support multiple texture types.

On 2 July 2010 17:16, Sukender suky0...@free.fr wrote:

 Hi Michael,

 I recently updated the FBX plugin and had a regression:
  - I read a textured model (displays correctly under OSG)
  - I write a FBX file from it
  - And this FBX doesn't have textures anymore, either in OSG or 3DSMax
 using the corresponding FBX plugin.
 Tried with both FBX 2011.2 and 2011.3.

 What is VERY strange is that the FBX *CONTAINS* the path to the texture
 (file opened with a simple notepad). I found my model doesn't have a
 Material ; and the FBX SDK documentation says textures have to be connected
 to materials (such as Lambert)... Maybe something wrong there? Any other
 idea?

 Many thanks.

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

 - Michael Platings mplati...@gmail.com a écrit :

  The same issue as what?
  The FBX developers temporarily parted with their sanity for 2011.3 and
  switched from providing only static libraries to providing only
  dynamic libraries. After much protest from developers they've agreed
  to release a new version soon with both dynamic  static libs so I'll
  wait until that next release before updating the plugin. For now you
  still need to use the 2011.2 FBX SDK
 
 
  On 18 June 2010 20:16, Peter Bear  th3fly...@gmail.com  wrote:
 
 
  Hi, I feel I should point out that the newest SDK, 2011.3 is having
  the same issue.
 
  Cheers,
  Peter
 
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Re: [osg-users] light through walls

2010-07-05 Thread Trajce (Nick) Nikolov
do a search in the archive for light lobes. There is a code posted that do
what you ask for

-Nick


On Wed, Jun 9, 2010 at 7:01 PM, Jose Rincon jm.rincon.pe...@gmail.comwrote:

 Hi,

 I'm working with a light (spotlight) concretely. I would like that this
 light didn't go through walls. How can I obtain this effect?

 Thank you!

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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Sukender
Hi Michael,

Yes, sorry about OpenGL interpretation of polygons, I forgot that.

Well actually, I guess the reader has to handle most (all?) cases. So I suggest 
to have something like:
- If number of points = 4, use current code.
- Else call GLU tesselation.

Do you agree?
The problem I have is that osgUtil::Tessellator is intended to operate on osg's 
structures. Any idea on how to make it work easily in the reader plugin?

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

- Michael Platings mplati...@gmail.com a écrit :

 No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't
 render concave polygons correctly (in practice GL_POLYGON is the same
 as GL_TRIANGLE_FAN).
 Tesselation is possible via GLU but very slow so we need to be careful
 about how we use that. Most models I've come across have many
 triangles and quads but few polygons =5 vertices. If we apply
 triangulation to those few polygons then most models will be
 unaffected. For quads I imagine it would be possible to write some
 fast specialised code to see if they should be split across vertices
 (0,2) or (1,3) so that loading times remain bearable.
 However, if your content provider could just produce models that are
 already suitable for real-time rendering that would be best ;)
 
 
 On 5 July 2010 09:09, Sukender  suky0...@free.fr  wrote:
 
 
 Hi all,
 
 The FBX reader seems to interpret FBX polygons as triangles. Well I
 guess this should not be, as 1-to-1 mapping of primitives is possible
 (as far as I know), but this is not really an issue. What is an issue
 is that concave polygons are not intepreted the right way. I think
 about two solutions:
 1. Use tessellation code to get correct splitting
 2. Do the 1-to-1 mapping of primitives
 
 Am I right ?
 Other ideas?
 Anyone having time for this?
 
 Thanks folks!
 
 Cheers,
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
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Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-07-05 Thread Sukender
Yest, this is clearly a regression. Actually I had to un-update my working 
copy to make it work...

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

- Michael Platings mplati...@gmail.com a écrit :

 This was working with previous plugin versions? In that case it may be
 related to the recent changes to support multiple texture types.
 
 
 On 2 July 2010 17:16, Sukender  suky0...@free.fr  wrote:
 
 
 Hi Michael,
 
 I recently updated the FBX plugin and had a regression:
 - I read a textured model (displays correctly under OSG)
 - I write a FBX file from it
 - And this FBX doesn't have textures anymore, either in OSG or 3DSMax
 using the corresponding FBX plugin.
 Tried with both FBX 2011.2 and 2011.3.
 
 What is VERY strange is that the FBX *CONTAINS* the path to the
 texture (file opened with a simple notepad). I found my model doesn't
 have a Material ; and the FBX SDK documentation says textures have to
 be connected to materials (such as Lambert)... Maybe something wrong
 there? Any other idea?
 
 Many thanks.
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - Michael Platings  mplati...@gmail.com  a écrit :
 
 
 
 
  The same issue as what?
  The FBX developers temporarily parted with their sanity for 2011.3
 and
  switched from providing only static libraries to providing only
  dynamic libraries. After much protest from developers they've agreed
  to release a new version soon with both dynamic  static libs so
 I'll
  wait until that next release before updating the plugin. For now you
  still need to use the 2011.2 FBX SDK
 
 
  On 18 June 2010 20:16, Peter Bear  th3fly...@gmail.com  wrote:
 
 
  Hi, I feel I should point out that the newest SDK, 2011.3 is having
  the same issue.
 
  Cheers,
  Peter
 
  --
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  http://forum.openscenegraph.org/viewtopic.php?p=29164#29164
 
 
 
 
 
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Re: [osg-users] OsgShadow

2010-07-05 Thread Jean-Sébastien Guay

Hello Jose,


I'm trying to use the library osgShadow but when I use it, I have the shadow 
effect in the sky too. I'd like to know how can I remove this effect.


You might have seen that ShadowedScene has methods called 
{set|get}{Casts|Receives}ShadowTraversalMask. For shadowMap-based 
techniques, only the Casts mask works. You would need to use the 
Receives mask to control whether objects receive shadows, but it's not 
considered, so you can't do it that way


But you have two other options:

a) don't put your sky in the subgraph under the ShadowedScene. Make a 
root osg::Group, under which the ShadowedScene will be one child and 
other children can be added who will not have shadows.


b) replace the osgShadow default shaders by your own, then you can 
control shadow application using a uniform variable or simply use a 
different shader that doesn't apply shadows for those objects you don't 
want shadows on.



Also, is it possible to use osgShadow for files .ive?


Yes of course, any model format OSG can load then becomes part of the 
scene graph and will work just as well for osgShadow. Moreover, .ive is 
(one of) OSG's native binary format, so you can even save some 
OSG-specific things in .ive files.


Hope this helps,

J-S
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Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-05 Thread Jean-Sébastien Guay

Hi Michael,


Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please send me a sample
file and I'll have a look. Thanks


Perhaps you didn't see it, but he did :-)

See file balls_01.zip attached to the first post.

J-S
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Re: [osg-users] OpenSceneGraph BOF at SIGGRAPH 2010

2010-07-05 Thread Robert Osfield
Hi John,

Many thanks for taking charge of the Siggraph BOF this year.  I won't
be at Siggraph so won't be able to help out directly, but can write a
presentation on the topic of OSG-3.0/OpenGL ES.  Since I won't be
physically with you I'll need a volunteer to give the talk on my
behalf, or for me to record a video message.  Or I could help
contribute content for other talks on the OSG-3.0/OpenGL ES topic.

Let me know your thoughts on how I might be able to contribute.

Cheers,
Robert.
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Re: [osg-users] light through walls

2010-07-05 Thread Jean-Sébastien Guay

Hi Jose,


I'm working with a light (spotlight) concretely. I would like that this light 
didn't go through walls. How can I obtain this effect?


In real life, the fact that a light doesn't go trough walls is a 
consequence of the fact that solid objects block the light (i.e. cast 
shadows). The darkness behind a wall is the wall's shadow.


Unfortunately the default real-time graphics pipeline doesn't render 
shadows natively as it's not a raytracing engine (in which shadows come 
naturally from the algorithm of tracing rays and finding intersections 
in the scene). In real-time graphics, we must cheat shadows.


Have a look at the osgShadow nodekit that's part of OSG, in particular 
osgShadow::StandardShadowMap and 
osgShadow::LightSpacePerspectiveShadowMap, and the osgshadow example 
that ships with OSG's source code. These use a technique called Shadow 
Mapping which is a good way to render shadows, but has a few gotchas.


I recommend you do a bit of reading about these techniques before you 
use them so you know what to expect. Google can help you find some 
on-line articles about real-time rendering of shadows and shadow mapping 
in particular. I also recommend Real-Time Rendering by Tomas 
Akenine-Moller et al, and Computer Graphics: Principles and Practice by 
Foley, Van Dam et al. if you want good books about those kinds of things.


Hope this helps,

J-S
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Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-05 Thread Michael Platings
Oops missed that. Thanks, I'll be able to have a look in the next day or 2

On 5 July 2010 14:00, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.comwrote:

 Hi Michael,


  Hi Alessandro, playback should work at normal speed without any special
 configuration. If you're still having issues please send me a sample
 file and I'll have a look. Thanks


 Perhaps you didn't see it, but he did :-)

 See file balls_01.zip attached to the first post.

 J-S
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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Michael Platings
Waht you could do is leave all the triangles and quads in one PrimitiveSet
(like it is already), but put each polygon with =5 vertices in it's own
PrimitiveSet with Mode=POLYGON. Then run the Tesselator on the Geometry
which should tesselate the polygons automagically.

On 5 July 2010 13:49, Sukender suky0...@free.fr wrote:

 Hi Michael,

 Yes, sorry about OpenGL interpretation of polygons, I forgot that.

 Well actually, I guess the reader has to handle most (all?) cases. So I
 suggest to have something like:
 - If number of points = 4, use current code.
 - Else call GLU tesselation.

 Do you agree?
 The problem I have is that osgUtil::Tessellator is intended to operate on
 osg's structures. Any idea on how to make it work easily in the reader
 plugin?

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

 - Michael Platings mplati...@gmail.com a écrit :

  No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't
  render concave polygons correctly (in practice GL_POLYGON is the same
  as GL_TRIANGLE_FAN).
  Tesselation is possible via GLU but very slow so we need to be careful
  about how we use that. Most models I've come across have many
  triangles and quads but few polygons =5 vertices. If we apply
  triangulation to those few polygons then most models will be
  unaffected. For quads I imagine it would be possible to write some
  fast specialised code to see if they should be split across vertices
  (0,2) or (1,3) so that loading times remain bearable.
  However, if your content provider could just produce models that are
  already suitable for real-time rendering that would be best ;)
 
 
  On 5 July 2010 09:09, Sukender  suky0...@free.fr  wrote:
 
 
  Hi all,
 
  The FBX reader seems to interpret FBX polygons as triangles. Well I
  guess this should not be, as 1-to-1 mapping of primitives is possible
  (as far as I know), but this is not really an issue. What is an issue
  is that concave polygons are not intepreted the right way. I think
  about two solutions:
  1. Use tessellation code to get correct splitting
  2. Do the 1-to-1 mapping of primitives
 
  Am I right ?
  Other ideas?
  Anyone having time for this?
 
  Thanks folks!
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Sukender
OK. If you got time for this before I do... :)

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

- Michael Platings mplati...@gmail.com a écrit :

 Waht you could do is leave all the triangles and quads in one
 PrimitiveSet (like it is already), but put each polygon with =5
 vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the
 Tesselator on the Geometry which should tesselate the polygons
 automagically.
 
 
 On 5 July 2010 13:49, Sukender  suky0...@free.fr  wrote:
 
 
 Hi Michael,
 
 Yes, sorry about OpenGL interpretation of polygons, I forgot that.
 
 Well actually, I guess the reader has to handle most (all?) cases. So
 I suggest to have something like:
 - If number of points = 4, use current code.
 - Else call GLU tesselation.
 
 Do you agree?
 The problem I have is that osgUtil::Tessellator is intended to operate
 on osg's structures. Any idea on how to make it work easily in the
 reader plugin?
 
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - Michael Platings  mplati...@gmail.com  a écrit :
 
 
 
 
  No, 1 to 1 mapping of primitives isn't possible because OpenGL
 doesn't
  render concave polygons correctly (in practice GL_POLYGON is the
 same
  as GL_TRIANGLE_FAN).
  Tesselation is possible via GLU but very slow so we need to be
 careful
  about how we use that. Most models I've come across have many
  triangles and quads but few polygons =5 vertices. If we apply
  triangulation to those few polygons then most models will be
  unaffected. For quads I imagine it would be possible to write some
  fast specialised code to see if they should be split across vertices
  (0,2) or (1,3) so that loading times remain bearable.
  However, if your content provider could just produce models that are
  already suitable for real-time rendering that would be best ;)
 
 
  On 5 July 2010 09:09, Sukender  suky0...@free.fr  wrote:
 
 
  Hi all,
 
  The FBX reader seems to interpret FBX polygons as triangles. Well I
  guess this should not be, as 1-to-1 mapping of primitives is
 possible
  (as far as I know), but this is not really an issue. What is an
 issue
  is that concave polygons are not intepreted the right way. I think
  about two solutions:
  1. Use tessellation code to get correct splitting
  2. Do the 1-to-1 mapping of primitives
 
  Am I right ?
  Other ideas?
  Anyone having time for this?
 
  Thanks folks!
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
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[osg-users] [vpb] rendering problem

2010-07-05 Thread lucie lemonnier
Hi,
Is it normal to have a rendering like this (enclose file) typing osgdem.exe -d 
104n04_0100_deme.dem -l 5 -o 104n04_0100_deme.osg?
When I add --geocentric, I don't have problem in rendering.


Thank you!

Cheers,
Lucie[/img]

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Re: [osg-users] [vpb] rendering problem

2010-07-05 Thread Torben Dannhauer
Hi lucielemon,

it looks like a unfinished database where the full LOD is not reached. have you 
tried to rum osgdem without the lLOd limitation to Level 5 ? 

osgdem.exe -d 104n04_0100_deme.dem -o 104n04_0100_deme.osg


Cheers,
Torben

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Re: [osg-users] [vpb] rendering problem

2010-07-05 Thread lucie lemonnier
Hi,
Thank you for your reply!
No I have not tried without limitation because I think it will take 
considerable time, isn't it?

Cheers,
lucie

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Re: [osg-users] [vpb] rendering problem

2010-07-05 Thread lucie lemonnier
Hi,

On the other hand, I don't understand why I don't have the same problem when I 
add --geocentric. Could you explain it? 


Thank you!

Cheers,
lucie

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Re: [osg-users] [vpb] rendering problem

2010-07-05 Thread Robert Osfield
Hi Lucie,

It looks like a numerical precision issue on the terrain due to a very
small XY range.  Is the coord system of your dem in degrees?  Using
--geocentric introduces Earth Center Earth Fixed coordinates which are
in meters which avoids the issue numerical issues.  Also changing the
target coordinate system into meters will avoid the issue you are
seeing.

Robert.

On Mon, Jul 5, 2010 at 4:01 PM, lucie lemonnier
lucielemonn...@hotmail.fr wrote:
 Hi,
 Is it normal to have a rendering like this (enclose file) typing osgdem.exe 
 -d 104n04_0100_deme.dem -l 5 -o 104n04_0100_deme.osg?
 When I add --geocentric, I don't have problem in rendering.


 Thank you!

 Cheers,
 Lucie[/img]

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Re: [osg-users] [vpb] rendering problem

2010-07-05 Thread Torben Dannhauer
Hi,

it looks like a problem with normals. I don't know if the corresponding code is 
the same for geocentric and flat databases.

Of course, if you finish your database build without LOD limitation, it takes 
more time than a inclomplete DB :)

My first VPB attempts with incomplete VPB runs looked like your image so I 
assume you should give VPB a chance and finish the run without limitations :)

If you compile only the DEM without textures, it should be complete in less 
than an hour for an area of europe on the srtm 3arcs resolution on an up to 
date PC.


Cheers,
Torben

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Re: [osg-users] [vpb] rendering problem

2010-07-05 Thread lucie lemonnier
Hi,
Thanks for your reply Robert.
I don't know if my dem is in degrees, I found it in this site :
http://www.geobase.ca/geobase/en/index.html.
I will try to put the coordinate system into meters.

Cheers,
lucie

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Re: [osg-users] [vpb] rendering problem

2010-07-05 Thread Robert Osfield
Hi Lucie,

I would recommend getting familiar with the GDAL tools such as
gdalinfo, this command line app will report all the geospatial coords
on your data.

Robert.

On Mon, Jul 5, 2010 at 4:41 PM, lucie lemonnier
lucielemonn...@hotmail.fr wrote:
 Hi,
 Thanks for your reply Robert.
 I don't know if my dem is in degrees, I found it in this site :
 http://www.geobase.ca/geobase/en/index.html.
 I will try to put the coordinate system into meters.

 Cheers,
 lucie

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[osg-users] osgPlanet

2010-07-05 Thread Clay, Bruce
Is osgPlanet still an active project?  I downloaded version 1.3 and it
does not build with OpenSceneGraph 2.8.3.

 

If not is there another option to dynamically add GDAL based data to an
osgViewer based application?

 

Bruce

 




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Re: [osg-users] osgPlanet

2010-07-05 Thread Mark Lucas
ossimPlanet is part of the OSSIM distro  http://www.ossim.org uses OSG for viz, 
GDAL is a plugin to OSSIM.


On Jul 5, 2010, at 12:00 PM, Clay, Bruce wrote:

 Is osgPlanet still an active project?  I downloaded version 1.3 and it does 
 not build with OpenSceneGraph 2.8.3.
  
 If not is there another option to dynamically add GDAL based data to an 
 osgViewer based application?
  
 Bruce
  
 This message and any enclosures are intended only for the addressee.  Please  
 notify the sender by email if you are not the intended recipient.  If you are 
  
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Re: [osg-users] osgPlanet

2010-07-05 Thread Glenn Waldron
You can do that with osgEarth.

http://osgearth.org


Glenn Waldron : Pelican Mapping : +1.703.652.4791


On Mon, Jul 5, 2010 at 12:00 PM, Clay, Bruce bc...@ball.com wrote:

  Is osgPlanet still an active project?  I downloaded version 1.3 and it
 does not build with OpenSceneGraph 2.8.3.



 If not is there another option to dynamically add GDAL based data to an
 osgViewer based application?



 Bruce



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[osg-users] VS 2005 SP1 64-bit dependencies?

2010-07-05 Thread Jason Beverage
Hi all,

Does anyone have 64-bit VS 2005 SP1 pre-compiled dependencies
available?  I know the on the dependencies page there are both 32 and
64 bit dependencies available for VS 2008, I was wondering if a
similar packaged existed for VS 2005.

Thanks,

Jason
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Re: [osg-users] osgPlanet

2010-07-05 Thread Clay, Bruce
Glen:

  Sorry I miss typed in my email.  It is osgEarth that I am trying to
build and version 1.3 was the latest I saw posted does not build with
OpenSceneGraph 2.8.3.  It is looking for a wldap32.lib which is been
obsoleted by Microsoft and I get several errors in BufferFilter.cpp
apparently related to Geos.  I am using version 1.3.0 of GEOS.

 

Bruce

 

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Monday, July 05, 2010 12:16 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPlanet

 

You can do that with osgEarth.

 

http://osgearth.org

 


Glenn Waldron : Pelican Mapping : +1.703.652.4791



On Mon, Jul 5, 2010 at 12:00 PM, Clay, Bruce bc...@ball.com wrote:

Is osgPlanet still an active project?  I downloaded version 1.3 and it
does not build with OpenSceneGraph 2.8.3.

 

If not is there another option to dynamically add GDAL based data to an
osgViewer based application?

 

Bruce

 

This message and any enclosures are intended only for the addressee.
Please  
notify the sender by email if you are not the intended recipient.  If
you are  
not the intended recipient, you may not use, copy, disclose, or
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g

 




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Re: [osg-users] osgPlanet

2010-07-05 Thread Clay, Bruce
Mark:

  Thanks for your reply.  I have seen ossimPlanet and played with it a
bit but I have not been able to find any documentation / examples that
shows how to use its capabilities in my own OSG and possibly with a
Delta3D based applications.  It appears to have all of the pieces I need
but I have not found any example code to study.  I have only seen the
full applications.  I am doing a svn pull now to see if I overlooked
something in the install package I pulled down awhile back.

 

Bruce



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mark
Lucas
Sent: Monday, July 05, 2010 12:12 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPlanet

 

ossimPlanet is part of the OSSIM distro  http://www.ossim.org uses OSG
for viz, GDAL is a plugin to OSSIM.

 

 

On Jul 5, 2010, at 12:00 PM, Clay, Bruce wrote:





Is osgPlanet still an active project?  I downloaded version 1.3 and it
does not build with OpenSceneGraph 2.8.3.

 

If not is there another option to dynamically add GDAL based data to an
osgViewer based application?

 

Bruce

 

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g

 




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Re: [osg-users] osgPlanet

2010-07-05 Thread Jason Beverage
Hi Bruce,

You need to use GEOS 3.2 to avoid the errors in BufferFilter.  What
version of curl are you using?  If you use the one provided with the
3rd party dependencies at
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
you shouldn't see any build issues.

Thanks,

Jason

On Mon, Jul 5, 2010 at 12:36 PM, Clay, Bruce bc...@ball.com wrote:
 Glen:

   Sorry I miss typed in my email.  It is osgEarth that I am trying to build
 and version 1.3 was the latest I saw posted does not build with
 OpenSceneGraph 2.8.3.  It is looking for a wldap32.lib which is been
 obsoleted by Microsoft and I get several errors in BufferFilter.cpp
 apparently related to Geos.  I am using version 1.3.0 of GEOS.



 Bruce





 

 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
 Waldron
 Sent: Monday, July 05, 2010 12:16 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgPlanet



 You can do that with osgEarth.



 http://osgearth.org



 Glenn Waldron : Pelican Mapping : +1.703.652.4791

 On Mon, Jul 5, 2010 at 12:00 PM, Clay, Bruce bc...@ball.com wrote:

 Is osgPlanet still an active project?  I downloaded version 1.3 and it does
 not build with OpenSceneGraph 2.8.3.



 If not is there another option to dynamically add GDAL based data to an
 osgViewer based application?



 Bruce



 This message and any enclosures are intended only for the addressee.
 Please

 notify the sender by email if you are not the intended recipient.  If you
 are

 not the intended recipient, you may not use, copy, disclose, or distribute
 this

 message or its contents or enclosures to any other person and any such
 actions

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 messages

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Re: [osg-users] osgPlanet

2010-07-05 Thread Glenn Waldron
Bruce,

You must use GEOS 3.2 or newer. For more information on the prerequisites,
see: http://osgearth.org/wiki/Downloads

BTW, GEOS is optional. You can leave the GEOS entries in CMake blank if you
don't need feature buffer support.

Version 1.3 does indeed work against OSG 2.8.3. There are no
Microsoft-specific dependencies. Perhaps this was a side-effect of the GEOS
problem, not sure.


Glenn Waldron : Pelican Mapping : +1.703.652.4791


On Mon, Jul 5, 2010 at 12:36 PM, Clay, Bruce bc...@ball.com wrote:

  Glen:

   Sorry I miss typed in my email.  It is osgEarth that I am trying to build
 and version 1.3 was the latest I saw posted does not build with
 OpenSceneGraph 2.8.3.  It is looking for a wldap32.lib which is been
 obsoleted by Microsoft and I get several errors in BufferFilter.cpp
 apparently related to Geos.  I am using version 1.3.0 of GEOS.



 Bruce




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 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Glenn Waldron
 *Sent:* Monday, July 05, 2010 12:16 PM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] osgPlanet



 You can do that with osgEarth.



 http://osgearth.org




 Glenn Waldron : Pelican Mapping : +1.703.652.4791

  On Mon, Jul 5, 2010 at 12:00 PM, Clay, Bruce bc...@ball.com wrote:

 Is osgPlanet still an active project?  I downloaded version 1.3 and it does
 not build with OpenSceneGraph 2.8.3.



 If not is there another option to dynamically add GDAL based data to an
 osgViewer based application?



 Bruce



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 notify the sender by email if you are not the intended recipient.  If you are

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 this

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Re: [osg-users] VS 2005 SP1 64-bit dependencies?

2010-07-05 Thread Torben Dannhauer
Hi Jason,

I have uploaded also the source collection which I used to compile the VS2008 
deps. The package contains instructions for all packages which are not self 
explanatory and will work for VS2005 as well.

You could download them and build it for 32 and 64 bit if you want. 



Cheers,
Torben

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Re: [osg-users] VS 2005 SP1 64-bit dependencies?

2010-07-05 Thread Jason Beverage
Thanks Torben.

On Mon, Jul 5, 2010 at 2:02 PM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
 Hi Jason,

 I have uploaded also the source collection which I used to compile the VS2008 
 deps. The package contains instructions for all packages which are not self 
 explanatory and will work for VS2005 as well.

 You could download them and build it for 32 and 64 bit if you want.



 Cheers,
 Torben

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 http://forum.openscenegraph.org/viewtopic.php?p=29702#29702





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Re: [osg-users] VS 2005 SP1 64-bit dependencies?

2010-07-05 Thread Torben Dannhauer
Hi Jason,

if you have build the full package for 32 and 64 bit, it would great if you 
could share your build. I can assist you to pack it the right way to be 
recognized by the cmake find scripts and I could host it additionally to the 
VS2008 packages. Just an offer to help people in similar situation to yours.

Do you use VS2005 SP1?

Cheers,
Torben

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Re: [osg-users] VS 2005 SP1 64-bit dependencies?

2010-07-05 Thread Jason Beverage
Hi Torben,

I'll give it a go, I just got the sources and tinkering with them.  If
I get a 32 and 64 bit build working I'll post them.

Thanks,

Jason

On Mon, Jul 5, 2010 at 3:26 PM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
 Hi Jason,

 if you have build the full package for 32 and 64 bit, it would great if you 
 could share your build. I can assist you to pack it the right way to be 
 recognized by the cmake find scripts and I could host it additionally to the 
 VS2008 packages. Just an offer to help people in similar situation to yours.

 Do you use VS2005 SP1?

 Cheers,
 Torben

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 http://forum.openscenegraph.org/viewtopic.php?p=29704#29704





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[osg-users] Usage of the command line of osgTerrain

2010-07-05 Thread ting zhang
Hi,
I am learning osgTerrain recently. But I am confused about the command line of 
osgTerrain OSG examples. Would someone kindly provide me a example of the usage 
of the command line of osgTerrain. Thank you.
... 

Thank you!

Cheers,
ting

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[osg-users] View not as expected

2010-07-05 Thread Sanat Talmaki
Hi,

I am trying to use osgViewer::CompositeViewer to get multiple views of my 
scene. In the screenshot attached, I have the topmost view as the that of the 
overall scene. 

However I wanted the bottom-left view to be that of the just one of the models 
in the scene and following it in a manner similar to the out-of-car view seen 
in many car racing games. (the bottom right view has not yet been set but that 
would be similar only focusing on the other model in the scene).

I looked at the osgthirdperson view example but wasn't sure if that was the way 
to go.

Any help would be appreciated.

Thanks,

Regards,
Sanat

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http://forum.openscenegraph.org//files/test_sc1_589.jpg


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[osg-users] Find coorinates in ive

2010-07-05 Thread Clay, Bruce
I have a few IVE files that I downloaded from the network.  I want to
place a variety of objects in the scene that I downloaded.  Is there any
way to get the coordinates of various locations?

 

I don't know if the objects I see in the scene are models that would
respond to a pick list or not.  In some cases though I want to place
objects on the terrain itself.

 

Bruce

 




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Re: [osg-users] drawing a line using mouse

2010-07-05 Thread Devanshi Tiwari
Hi Robert,
i have understood the concept but i cant implement it.
as in i have all the code in the program but somehow it doesnt seem to run
 

Thank you!

Cheers,
Devanshi Tiwari

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Re: [osg-users] VS 2005 SP1 64-bit dependencies?

2010-07-05 Thread Torben Dannhauer
Hi Jason,

great! Good luck!


Cheers,
Torben

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