Re: [osg-users] why transform nodes give a big impact to cull time??

2010-08-13 Thread Paul Martz
Matrix-matrix concatenation, probably. And if you're changing them dynamically, 
then bounding box recalculation also.


John Water wrote:

Hi everybody:


I found that the more transform node, the higher cull time ??

is that correct ??  in one whole scene graph, transform node'cull time occupy 
60~70% in total cull time ??

any solution, thanks in advance. 


Thank you!

Cheers,
John

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Re: [osg-users] blender exporter question

2010-08-13 Thread Cedric Pinson
Hi Simone,

The best way should be to update osgART component to work with the last
version of osg.
I remember that a version of the exporter worked with osg-2.8 but the
code (in exporter and osgAnimation contains bugs). 
I remember that some patch related to osgAnimation have been backported
to the last release of osg-2.8.2 so I think you could have a try with
this version and try if osgART works with it. In this case you could use
the last exporter I think.

If you want to try different version of osgexport You can install
mercurial get the repository with a specific revision. I dont have time
to check with more details right now.

Have a try with osg-2.8.2 and tell me if it works for you

Cheers,
Cedric

On Fri, 2010-08-13 at 10:51 +0200, Simone Mangano wrote:
> Hi Cedric,
> I have a question about your blender exporter to osg format.
> I'm developing an augmented reality application and want to display
> some animated models that uses bones animations like for example
> avatar.osg example in the osg data folder.
> I exported succesfully an example that works with osganimationviewer
> in osg 2.9.8 but unfortunately with this version of osg I'm having
> problems with the osgART library I'm using to connect with artoolkit.
> 
> By the way I can use 2.8 version of the openscenegraph lib but the
> models I'm exporting seems not to work, some models results not
> coplete and some others doesn't display nothing, I imagine that the
> current version of exporter  uses an osg format that don't work with
> 2.8.
> 
> Is there a way to download an old version of the exportar to use for
> the 2.8 version?
> 
> thanks a lot
> Simone Mangano
> 

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Re: [osg-users] [ANN] osgPango / osgCairo

2010-08-13 Thread Serge Lages
Hi Jeremy,

Thanks you and your donator for this work, we're also planning to mostly use
osgPango instead of osgText in our company, so I'll probably make you some
feedback as soon as I have time to take a look to this new version.

Cheers,

On Thu, Aug 12, 2010 at 7:57 PM, Jeremy Moles wrote:

> Hello everyone! I have recently received funding from what must--for
> various reasons--remain an anonymous source, to further develop and
> refine osgPango. I've made some updates to the site with new screenshots
> and small descriptions, and I wanted to try and solicit some more
> feedback since it's been a while since I've mentioned them here:
>
> http://osgpango.googlecode.com
>
> A lot has changed with osgPango (far more mature and flexible API, no
> more fixed-function support, up to 8 combinable textures per font,
> multi-pass rendering) and I'd be interested to see what people think.
>
> In the very near future I will be providing the equivalent of the famous
> "3rd Party" archive for osgPango for Windows. In Linux, it is quite
> trivial to compile both osgCairo and osgPango. In Windows, until I can
> create the necessary dependency libs, it's best to use the GTK Win32
> Developers Bundle:
>
> http://www.gtk.org/download-windows.html
>
> In fact, my current client is using osgPango exclusively in Windows,
> so don't be too intimidated by the mention of GTK or anything like
> that!
>
> The current Text object (a derived class from osg::MatrixTransform)
> isn't a drop-in replacement for osgText::Text, but learning how to use
> it properly isn't hard. Plus, if you can position a MatrixTransform in
> your scene, you can position osgPango::Text geometry in your scene. :)
> Or you can create your own Text class and manipulate the Geometry
> however you want...
>
> I've also made some pretty significant changes to osgCairo that I'd like
> Robert to take a look at. :) A while back he had some interest in Cairo
> and didn't really like the idea of creating and maintaining our own C++
> wrappers. Well, I've come around to that same manner of thinking, so
> osgCairo is really little more than a stripped down wrapper over
> osg::Image, a fancy ReadFile implementation, and a few commonly-used
> utility functions. It's a tad more sophisticated than what is already in
> OSG, but not by much. Perhaps we can revisit this interest that once
> was...
>
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Re: [osg-users] [vpb] Height retrieval from dted file

2010-08-13 Thread Padmini Kiran
Hi,

This is regarding my earlier post.
The file that generated is geo-referenced.Using osgpick, i could see the 
lat,lon and some z value.
for ex.:
(76.3396,32.292,0.0260343) using osgpick.

i have used ConvertXYZtolatlonheight, but i get some values, which is 
incorrect. The code is

.
osg::CoordinateSystemNode* csn = new osg::CoordinateSystemNode; 
csn->setEllipsoidModel(new osg::EllipsoidModel()); 
csn->addChild(myModel); //this is pointing to .ive file

os<<" local coords vertex("<< hitr->getLocalIntersectPoint()<<")"getEllipsoidModel()->convertXYZToLatLongHeight(point.x(),point.y(),point.z(),latitude,longitude,height);
 

latitude = osg::RadiansToDegrees(latitude); 
longitude = osg::RadiansToDegrees(longitude); 

os<<" lat,long,height("<< latitude << "," << longitude << "," << height << ")"