[osg-users] Autorotating scene elements (osg::Billboard vs. osg::AutoTransform)

2010-10-05 Thread Javier Taibo
Hi all, In a recent thread it was commented the differences between Billboards and AutoTransforms. For lightweight models (like trees) Billboard is a very efficient solution. AutoTransform, on the other side, is a Group node that orient the scene graph behind it towards the screen (or the

Re: [osg-users] Save texture changes via fragment shader

2010-10-05 Thread Aitor Ardanza
I asked this question in gamedev forum, and they would suggest the following: You can not do it like you have in your example. You need to set up an FBO with multiple render targets, and bind your editedMap as one of the targets. But I dont have idea how can I do this... How can I configure

[osg-users] update and cull frame-spanning issue

2010-10-05 Thread paul graham
Hi, I'm hoping someone can help - I'm calculating a scaling value in my cull traversal using the pixelSize() function. I then set my scaling matrix in the update traversal. The problem with this is that the scale calculated is always one frame out when it get's applied - so there's a

Re: [osg-users] [osgPPU] Ping pong with osgPPU

2010-10-05 Thread Art Tevs
Hi Vincent, your idea about using ping pong wiht osgPPU is nice. I have already tried to do something similar and had no time to finish the example. I am not sure if I get your osgPPu graph structure right, no I think I didn't get it. Can you give some drawing or similar thing showing you

Re: [osg-users] update and cull frame-spanning issue

2010-10-05 Thread Robert Osfield
Hi Paul, On Tue, Oct 5, 2010 at 1:25 PM, paul graham pd...@hotmail.com wrote: Hi, I'm hoping someone can help - I'm calculating a scaling value in my cull traversal using the pixelSize() function. I then set my scaling matrix in the update traversal. The problem with this is that the scale

Re: [osg-users] [osgPPU] pipeline stall

2010-10-05 Thread Art Tevs
Hi Ricardo, hmm, since I do not know your unit graph setup I could not give the right answer on this. Actually any stalling is not a correct behaviour and shouldn't be a consequence of wrong unit graph. Unit graphs are actually static, so if they start well, they should also work well without

Re: [osg-users] [osgPPU] CubeMap reflection

2010-10-05 Thread Art Tevs
Hi Vincent, take a look into the osgreflection example shipped with OSG. One of this examples shows the cubemap reflection implementation. You cannot achieve reflection with osgPPU, since it does not know anything about your cameras or other stuff. The cubemap exampel showed with osgPPU is

Re: [osg-users] [osgPPU] CubeMap reflection

2010-10-05 Thread Robert Osfield
Hi Art and Vincent, On Tue, Oct 5, 2010 at 2:18 PM, Art Tevs arti_t...@yahoo.de wrote: take a look into the osgreflection example shipped with OSG. One of this examples shows the cubemap reflection implementation. Just for clarification, the osgreflection examples use a multi-pass stencil

Re: [osg-users] update and cull frame-spanning issue

2010-10-05 Thread Tim Moore
On Tue, Oct 5, 2010 at 3:12 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Paul, On Tue, Oct 5, 2010 at 1:25 PM, paul graham pd...@hotmail.com wrote: Hi, I'm hoping someone can help - I'm calculating a scaling value in my cull traversal using the pixelSize() function. I then set my

Re: [osg-users] [osgPPU] Ping pong with osgPPU

2010-10-05 Thread Vincent Honnet
Hi Art, I got my example of ping pong working. Here is the structure processor |- unitTexture (to initialize or change the input texture through the cpu) |- processSimulationUnitInOut (will contain the shader for the processing of the simulation) |- blurUnitInOut |- computeNormalsUnitInOut |-

Re: [osg-users] [osgPPU] CubeMap reflection

2010-10-05 Thread Honnet Vincent
Hi Art, I agree, I couldn't get it working. The only way I found was to let osgPPU process my computation until the normals and then use it as output texture on the geometry that has the reflection and refraction shader like one do in the example osgvertexprogram. Vincent Le 05/10/2010

Re: [osg-users] [osgPPU] CubeMap reflection

2010-10-05 Thread Vincent Honnet
Hi, your are right Robert. I got something working by having a look to osgvertexprogram (for reflection/refraction, I just converted the ARB shader into a glsl one) and some other shader examples that process normals. Thanks ! Vincent ... Thank you! Cheers, Vincent --

[osg-users] osgviewerQtWidget

2010-10-05 Thread Christian Muggeridge
Hi, The osgviewerQtWidget is built with the examples in OSG 2.9.9 to demonstrate a Qt/OSG combination. The example loads 4 osg files in 4 separate views (in a Qt window), grouped in a composite view. The example code requires the usage of 3 classes: QOSGWidget, ViewQOSG and

Re: [osg-users] update and cull frame-spanning issue

2010-10-05 Thread paul graham
Many thanks for the prompt responses. I've got a clear way forward now. Cheers Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32403#32403 ___ osg-users mailing list

Re: [osg-users] osgviewerQtWidget

2010-10-05 Thread D.J. Caldwell
Hello, Christian. If you overload the virtual function, QOSGWidget::paintEngine, to return 0, you may see improvement. In the past, that is what has worked for me, and the option has been discussed in this list. Do a search on the archives for paintEngine and/or Qt paint for more detail. Also,

Re: [osg-users] osgviewerQtWidget

2010-10-05 Thread Christian Muggeridge
The virtual paintEngine is actually already in place. I believe that this virtual paint engine helped a flickering problem. In my case, there is no flickering, but only a solid black view. Any other suggestions? Thanks, Christian -- Read this topic online here:

Re: [osg-users] [osgPPU] pipeline stall

2010-10-05 Thread Riccardo Corsi
Hi Art, you're right about the output order of the units... I really don't know why the order is mixed... What I'm sure about is that all the cameras which are input to the PPU are updated every frame, because for debug reasons I use their (attached) texture on another quad without pipeline, and

Re: [osg-users] osgviewerQtWidget

2010-10-05 Thread D.J. Caldwell
Hi, Christian, I am using OSG 2.8.3, and I haven't had a chance to work with the newer code and examples. Your suggestion of reorganizing the classes might help, but since I haven't looked at the code myself, that's as much as I can say about that. With more detail about your source code, maybe

[osg-users] Blender osgExport multiple animations

2010-10-05 Thread Michail Lanam
Hello. How do i split animations in Blender so they can be exported as separate by osgExport? Also how do i join multiple object animations in one? Like, nathan.osg has different animations, not just one continuous animation, nor he has separate animations for each geode. Thanks.

Re: [osg-users] update and cull frame-spanning issue

2010-10-05 Thread Paul Martz
On 10/5/2010 7:41 AM, Tim Moore wrote: In your cull traversal you can push a matrix on the ModelView stack, traverse the subgraph, and then pop the matrix without modifying the scene graph at all. Take a look at osgUtil::CullVisitor::apply(Transform) to see how this is done. You do need to be

[osg-users] Problem Loading .FLT

2010-10-05 Thread Matt Caron
Hi, I've got an .FLT file that I need to load into OSG. I am loading it with the following code: Code: osg::Node* pLoadedModel = osgDB::readNodeFile([mypath]/campus08-19.flt); However when I compile and run the program I get the following error: Unknown record, opcode=91 size=88 I have

Re: [osg-users] Problem Loading .FLT

2010-10-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Matt, Just for giggles, have you tried loading your .FLT file in osgviewer? In other words, try osgviewer campus08-19.flt and see what happens. It should just load your openflight file for viewing... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] Problem Loading .FLT

2010-10-05 Thread Gordon Tomlinson
HI I means that the Openflight(tm) reader has found a node/data type in the flight file it does not know about and is simple going to skip that data as it does not know what to do with it This typically comes from using a flight file whos format maybe newer than what the reader supports or from

Re: [osg-users] Problem Loading .FLT

2010-10-05 Thread Gordon Tomlinson
FYI if I remember right the opcode 91 is a sound node Other programs will be ignoring this node as well they are just not telling you __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com

Re: [osg-users] Problem Loading .FLT

2010-10-05 Thread Matt Caron
It turns out the model was just incredibly large and it took some 20 minutes to load on my machine - thats why I figured the unknown record line was an error. Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32415#32415

[osg-users] How Camera Manipulators Work

2010-10-05 Thread Matt Caron
I'm trying to write my own camera manipulator and I'm having a difficult time figuring out how the current camera manipulators work. I have read through source code for a number of the manipulator classes including FlightManipulator, FirstPersonManipulator, StandardManipulator, and

Re: [osg-users] How Camera Manipulators Work

2010-10-05 Thread Jeremy Moles
On Tue, 2010-10-05 at 20:13 +0200, Matt Caron wrote: I'm trying to write my own camera manipulator and I'm having a difficult time figuring out how the current camera manipulators work. I have read through source code for a number of the manipulator classes including FlightManipulator,

Re: [osg-users] How Camera Manipulators Work

2010-10-05 Thread Tom Pearce
Hi Matt, What is being manipulated is the matrix that is returned from the manipulator. The parameters that you've found all are used ultimately in computing the matrix. Have a look at FirstPersonManipulator::getMatrix() for example - matrices are made from _trans and _rotate parameters and

Re: [osg-users] How Camera Manipulators Work

2010-10-05 Thread Jean-Sébastien Guay
Hi Tom, [...] so that next time getMatrix() is called, the updated matrix reflects the changes that were made. That's almost right - getInverseMatrix() is the method that's called by the view(er) each frame. ;-) J-S -- __ Jean-Sebastien

[osg-users] [osgPlugins] osgAnimation and TimelineAnimationManager

2010-10-05 Thread Garrett Cope
Hi, I was wondering if Cedric or anyone else has gotten the TimelineAnimationManager to work with skinned animations (RigGeometry - hardware or software)? I am trying to port my functional BasicAnimationManager implementation over to TimelineAnimationManager as shown in the

[osg-users] Transparent image isn't?

2010-10-05 Thread Philip Tessier
All, Thank you in advance. My application needs to capture an image (that part works), turn parts of it transparent (that part doesn’t), and redisplay the image. I have the capture working, and, with a workaround, I have the transparency working. The problem is that the workaround involves

[osg-users] Creating Image from Openflight file

2010-10-05 Thread Geoff Rhodes
Hi, Ok, I need a small program to go through an openflight database and produce tile images of the database at a specified size of 2250x2250. Each pixel will correspond to 1ft in my database. I have an example program that I made that will run with a small FLT file that is less than a tile

Re: [osg-users] Creating Image from Openflight file

2010-10-05 Thread Geoff Rhodes
Hi, In looking into this a little bit more, it appears that it is not picking up a lot of the externally referenced textures and flt files. When i load the main FLT file, it will load in OSGViewer and show properly, but when I load it with my program, it seems to only load the the last

Re: [osg-users] [osgPlugins] osgAnimation and TimelineAnimationManager

2010-10-05 Thread Cedric Pinson
Hi Jamie, I have started the Timeline Animation manager with pokme project... It worked when I used it, so I guess you can have a look to the source of pokme http://hg.plopbyte.net/pokme I know that this manager needs more work but I didn't have the time to improve it... anyway if you have

[osg-users] Box Selection Tool

2010-10-05 Thread Scott Shaw
Hi, Does anyone have a faster method of creating a box selection tool than using the PolytopeIntersector? Thanks, Scott -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32423#32423 ___ osg-users

Re: [osg-users] How Camera Manipulators Work

2010-10-05 Thread Eduardo Poyart
I think the function the original poster is looking for is, e.g.: bool DriveManipulator::calcMovement(). Eduardo On Tue, Oct 5, 2010 at 12:00 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Tom, [...] so that next time getMatrix() is called, the updated matrix reflects

Re: [osg-users] Transparent image isn't?

2010-10-05 Thread Ulrich Hertlein
Hi Philip, On 6/10/10 6:13 , Philip Tessier wrote: My function, ConvertImageColorToAlphaValue, is apparently setting the alpha values correctly. I’ve checked Ball.rgba, using gimp, and the black corners are transparent, as expected. But, image doesn’t render transparently until I read it

Re: [osg-users] How Camera Manipulators Work

2010-10-05 Thread Jean-Sébastien Guay
Hi Eduardo, I think the function the original poster is looking for is, e.g.: bool DriveManipulator::calcMovement(). Well, that method and the equivalents in other manipulators do calculate some parts of the final camera view matrix, but the final calculations are done directly inside the