Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-11-09 Thread Mathieu MARACHE
No I'm sorry I don't.

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On 5 November 2010 13:58, Zdravko Clarion user.clar...@gmail.com wrote:
 Hi,

 Do you/your company have any clue about time when you will know something 
 about distribution?

 Thank you!

 Cheers,
 Zdravko

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Re: [osg-users] osgconv segfaults exporting to ac3d

2010-11-09 Thread Robert Osfield
Hi Peter,

On Tue, Nov 9, 2010 at 2:48 AM, Peter Bear th3fly...@gmail.com wrote:
 I found what was causing it actually. For some reason, if the textures 
 referenced by the model are not in the same folder as the OSG file you are 
 converting, it segfaults. Once I figured that out however, and got it to stop 
 segfaulting, it wound up scrambling the model in the AC3D file.


Excellent, this should help pinpoint the problem, or at least the
first of the problems...  Do you have a stack trace for the crash?

Could you try tweaking one of the OSG examples to see if you can
reproduce the problem, i.e take cow.osg and then placing the image
file in a new directory,

Robert.
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[osg-users] To calculate normal vector use the osg::smoothingVisitor

2010-11-09 Thread manish Choudhary
Hi,

How to calculate normal vector using the osg::smoothingVisitor ?
Guide me by providing some example related to above question .
I have to find normal for lightning effect. I have draw various model
using triangle strip . Now i'm in need of finding normal.

Here I'have attached some part of simple model of cube .
Kindly help me what is the best way for me to finding normal here


Some part of my code is : 
// front face of Cube
{

   
   {
osg::Geometry* pGeo = new osg::Geometry;

// add 4 vertices creating a quad
osg::Vec3Array* pVerts = new osg::Vec3Array(3);
(*pVerts)[0].set((*points1)[0].x() ,(*points1)[0].y() , 
(*points1)[0].z());
(*pVerts)[1].set((*points1)[1].x() ,(*points1)[1].y() , 
(*points1)[1].z());
(*pVerts)[2].set((*points1)[2].x() ,(*points1)[2].y() , 
(*points1)[2].z());
pGeo-setVertexArray( pVerts );

// create a primitive set
osg::DrawElementsUInt* pPrimitiveSet = new 
osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLES, 0 );
pPrimitiveSet-push_back( 0 );
pPrimitiveSet-push_back( 1 );
pPrimitiveSet-push_back( 2 );
pGeo-addPrimitiveSet( pPrimitiveSet );

// create an arraw for texture coordinates
osg::Vec2Array* pTexCoords = new osg::Vec2Array( 3 );
(*pTexCoords)[0].set(  (*points2)[9].x() , (*points2)[9].y()  );
(*pTexCoords)[1].set(  (*points2)[8].x() , (*points2)[8].y()  );
(*pTexCoords)[2].set(  (*points2)[7].x() , (*points2)[7].y()  );
pGeo-setTexCoordArray( 0, pTexCoords );

// create geometry node that will contain all our drawables


geode-addDrawable( pGeo );

}

{
osg::Geometry* pGeo = new osg::Geometry;

// add 4 vertices creating a quad
osg::Vec3Array* pVerts = new osg::Vec3Array(3);
(*pVerts)[0].set((*points1)[0].x() ,(*points1)[0].y() , 
(*points1)[0].z());
(*pVerts)[1].set((*points1)[2].x() ,(*points1)[2].y() , 
(*points1)[2].z());
(*pVerts)[2].set((*points1)[3].x() ,(*points1)[3].y() , 
(*points1)[3].z());
pGeo-setVertexArray( pVerts );

// create a primitive set
osg::DrawElementsUInt* pPrimitiveSet = new 
osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLES, 0 );
pPrimitiveSet-push_back( 0 );
pPrimitiveSet-push_back( 1 );
pPrimitiveSet-push_back( 2 );
pGeo-addPrimitiveSet( pPrimitiveSet );

// create an arraw for texture coordinates
osg::Vec2Array* pTexCoords = new osg::Vec2Array( 3 );
(*pTexCoords)[0].set(  (*points2)[9].x() , (*points2)[9].y()  );
(*pTexCoords)[1].set(  (*points2)[7].x() , (*points2)[7].y()  );
(*pTexCoords)[2].set(  (*points2)[10].x() , (*points2)[10].y()  );
pGeo-setTexCoordArray( 0, pTexCoords );

// create geometry node that will contain all our drawables


geode-addDrawable( pGeo );

}




}



//Side right face
{
{
osg::Geometry* pGeo = new osg::Geometry;

// add 4 vertices creating a quad
osg::Vec3Array* pVerts = new osg::Vec3Array(3);
(*pVerts)[0].set((*points1)[1].x() ,(*points1)[1].y() , 
(*points1)[1].z());
(*pVerts)[1].set((*points1)[5].x() ,(*points1)[5].y() , 
(*points1)[5].z());
(*pVerts)[2].set((*points1)[6].x() ,(*points1)[6].y() , 
(*points1)[6].z());
pGeo-setVertexArray( pVerts );

// create a primitive set
osg::DrawElementsUInt* pPrimitiveSet = new 
osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLES, 0 );
pPrimitiveSet-push_back( 0 );
pPrimitiveSet-push_back( 1 );
pPrimitiveSet-push_back( 2 );
pGeo-addPrimitiveSet( pPrimitiveSet );

// create an arraw for texture coordinates
osg::Vec2Array* pTexCoords = new osg::Vec2Array( 3 );
(*pTexCoords)[0].set(  (*points2)[6].x() , (*points2)[6].y()  );
(*pTexCoords)[1].set(  (*points2)[5].x() , (*points2)[5].y()  );
(*pTexCoords)[2].set(  (*points2)[4].x() , (*points2)[4].y()  );
pGeo-setTexCoordArray( 0, pTexCoords );

// create geometry node that will contain all our drawables


geode-addDrawable( pGeo );

}

{

[osg-users] How can I use the Light?

2010-11-09 Thread Martin Großer
Hello,

I use osg long time ago, but I think I don't understand the light concept. Can 
everyone explain me the correct use of Light, LightSource and ShadowMap?

In previous implementations I put the Light into the LightSource and the 
LightSource into my scene graph. Now my root node is a ShadowGroup. But the 
Shadow doesn't work.

Musst I use a special order in the graph?

Why there are a Light and a LightSource?

Is the relative position of the shadow group to the light source important?

Thanks

Martin
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Re: [osg-users] To calculate normal vector use the osg::smoothingVisitor

2010-11-09 Thread Robert Osfield
Hi Manish,

I'm a bit confused a bit by your post, you seem to have included a lot
of code for what is potentially just a very simple question, so it
makes me wonder if you aren't asking something else...

To use the smoothing visitor you simple do:

  osgUtil::SmoothingVisitor sv;
  node-accept(sv);

Where node is your scene graph, be it one geode or a whole scene.

Robert.

On Tue, Nov 9, 2010 at 10:30 AM, manish Choudhary osgfo...@tevs.eu wrote:
 Hi,

 How to calculate normal vector using the osg::smoothingVisitor ?
 Guide me by providing some example related to above question .
 I have to find normal for lightning effect. I have draw various model
 using triangle strip . Now i'm in need of finding normal.

 Here I'have attached some part of simple model of cube .
 Kindly help me what is the best way for me to finding normal here


 Some part of my code is :
 // front face of Cube
        {


   {
                osg::Geometry* pGeo = new osg::Geometry;

                        // add 4 vertices creating a quad
                osg::Vec3Array* pVerts = new osg::Vec3Array(3);
                (*pVerts)[0].set((*points1)[0].x() ,(*points1)[0].y() , 
 (*points1)[0].z());
                (*pVerts)[1].set((*points1)[1].x() ,(*points1)[1].y() , 
 (*points1)[1].z());
                (*pVerts)[2].set((*points1)[2].x() ,(*points1)[2].y() , 
 (*points1)[2].z());
                pGeo-setVertexArray( pVerts );

                // create a primitive set
                osg::DrawElementsUInt* pPrimitiveSet = new 
 osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLES, 0 );
                pPrimitiveSet-push_back( 0 );
                pPrimitiveSet-push_back( 1 );
                pPrimitiveSet-push_back( 2 );
                pGeo-addPrimitiveSet( pPrimitiveSet );

                // create an arraw for texture coordinates
                osg::Vec2Array* pTexCoords = new osg::Vec2Array( 3 );
                (*pTexCoords)[0].set(  (*points2)[9].x() , (*points2)[9].y()  
 );
            (*pTexCoords)[1].set(  (*points2)[8].x() , (*points2)[8].y()  );
            (*pTexCoords)[2].set(  (*points2)[7].x() , (*points2)[7].y()  );
                pGeo-setTexCoordArray( 0, pTexCoords );

                // create geometry node that will contain all our drawables


                geode-addDrawable( pGeo );

                }

                {
                osg::Geometry* pGeo = new osg::Geometry;

                        // add 4 vertices creating a quad
                osg::Vec3Array* pVerts = new osg::Vec3Array(3);
                (*pVerts)[0].set((*points1)[0].x() ,(*points1)[0].y() , 
 (*points1)[0].z());
                (*pVerts)[1].set((*points1)[2].x() ,(*points1)[2].y() , 
 (*points1)[2].z());
                (*pVerts)[2].set((*points1)[3].x() ,(*points1)[3].y() , 
 (*points1)[3].z());
                pGeo-setVertexArray( pVerts );

                // create a primitive set
                osg::DrawElementsUInt* pPrimitiveSet = new 
 osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLES, 0 );
                pPrimitiveSet-push_back( 0 );
                pPrimitiveSet-push_back( 1 );
                pPrimitiveSet-push_back( 2 );
                pGeo-addPrimitiveSet( pPrimitiveSet );

                // create an arraw for texture coordinates
                osg::Vec2Array* pTexCoords = new osg::Vec2Array( 3 );
                (*pTexCoords)[0].set(  (*points2)[9].x() , (*points2)[9].y()  
 );
            (*pTexCoords)[1].set(  (*points2)[7].x() , (*points2)[7].y()  );
            (*pTexCoords)[2].set(  (*points2)[10].x() , (*points2)[10].y()  );
                pGeo-setTexCoordArray( 0, pTexCoords );

                // create geometry node that will contain all our drawables


                geode-addDrawable( pGeo );

                }




        }



 //Side right face
        {
                {
                osg::Geometry* pGeo = new osg::Geometry;

                        // add 4 vertices creating a quad
                osg::Vec3Array* pVerts = new osg::Vec3Array(3);
                (*pVerts)[0].set((*points1)[1].x() ,(*points1)[1].y() , 
 (*points1)[1].z());
                (*pVerts)[1].set((*points1)[5].x() ,(*points1)[5].y() , 
 (*points1)[5].z());
                (*pVerts)[2].set((*points1)[6].x() ,(*points1)[6].y() , 
 (*points1)[6].z());
                pGeo-setVertexArray( pVerts );

                // create a primitive set
                osg::DrawElementsUInt* pPrimitiveSet = new 
 osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLES, 0 );
                pPrimitiveSet-push_back( 0 );
                pPrimitiveSet-push_back( 1 );
                pPrimitiveSet-push_back( 2 );
                pGeo-addPrimitiveSet( pPrimitiveSet );

                // create an arraw for texture coordinates
                osg::Vec2Array* pTexCoords = new osg::Vec2Array( 3 );
                (*pTexCoords)[0].set(  (*points2)[6].x() , (*points2)[6].y()  
 );
            (*pTexCoords)[1].set(  (*points2)[5].x() , 

Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-11-09 Thread Zdravko Clarion

Mathieu MARACHE wrote:
 No I'm sorry I don't.
 
 Mathieu
 
 


OK, when you know, please inform me.

Thank you
Zdravko

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[osg-users] Editing osg::Image manualy

2010-11-09 Thread Aitor Ardanza
Hi,

The idea is to edit a texture in real time. To do this, I get the texture 
coordinates where I clicked on the model and I try to update the image as 
follows ...

Texture creation:

Code:

image = new osg::Image;
image-allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
  
unsigned int r = 255;
unsigned int g = 255;
unsigned int b = 0;
unsigned int a = 255;
for(int i = 0 ; i  tex_width*tex_height ; i++)
{
memcpy(image-data()+i*4  , r, 1);
memcpy(image-data()+i*4+1, g, 1);
memcpy(image-data()+i*4+2, b, 1);
memcpy(image-data()+i*4+3, a, 1);
} 
// attach pbo
image-setPixelBufferObject(new osg::PixelBufferObject(image)); 
// push back the image to the texture
textureRect-setImage(0, image);




Update process:

Code:

float x = textCoord._v[0]*tex_width;
float y = textCoord._v[1]*tex_height;

osg::Vec4 color = textureRect-getImage(0)-getColor(x*y);
float radio = 80.0;
unsigned int r;
unsigned int g;
unsigned int b;
unsigned int a = 255;
for(int i = 0 ; i  tex_height ; i++)
{
for(int j = 0 ; j  tex_width ; j++){
osg::Vec2 t = osg::Vec2(x-j,y-i);
float dist = sqrt((t.x()*t.x())+(t.y()*t.y()));
if(dist(lower)radio){
r = 0;
g = 255;
b = 0;
}
else{
r = 255;
g = 255;
b = 255;
}   memcpy(textureRect-getImage(0)-data()+i*j*4  
, r, 1);

memcpy(textureRect-getImage(0)-data()+i*j*4+1, g, 1);

memcpy(textureRect-getImage(0)-data()+i*j*4+2, b, 1);

memcpy(textureRect-getImage(0)-data()+i*j*4+3, a, 1);
}
} 
textureRect-getImage(0)-dirty();
osgDB::writeImageFile(*image,sample.png);




But the idea does not work ... How can I relate the texcoords with the rows and 
columns of the image?

Thank you!

Cheers,
Aitor

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Re: [osg-users] To calculate normal vector use the osg::smoothingVisitor

2010-11-09 Thread manish Choudhary
Hi,
yes , now I'm getting normal effect on lightning by using osg::smoothingVisitor.
thanks for help
... 

Thank you!

Cheers,
manish

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Re: [osg-users] Rendering performance gain on 2 different Systems

2010-11-09 Thread Robert Osfield
Hi Felix,

The Intel embedded graphics chipset is going to be limited by
different things than NVidia graphics card.  The Intel chipset will be
limited far more by transform and fill than the graphics card so
optimizations in the way the data is stored and passed to OpenGL will
have less impact.  The NVidia graphics card performs far better in
transform and fill so you find the way you pass the data to the
graphics card far more critical - so VBO's and appropriate batching of
the data will be far more critical.

Robert.

On Tue, Nov 9, 2010 at 1:08 PM, Felix Engelmann efe+...@tu-chemnitz.eu wrote:
 Dear OSG Community,

 I'm developing visualization software, which involves rendering of large 
 point clouds. I optimized the scene graph in order to get better frame rates. 
 In particular I now use osg::Geometry instead of osg::ShapeDrawable.

 I tested it on 2 different machines and got different performance gains.
 System 1 (Notebook): Intel Pentium-M, 1.86GHz, 1GB RAM, Intel GMA900 Chipset, 
 Windows XP
 System 2 (Desktop PC): Intel Core 2 DuoE8400, 3 GHz, 2GB RAM, GeForce 9500 
 GT, Windows XP

 On System 1 the rendering is about 40% faster with the optimizations. And on 
 System 2 I got a 7x higher framerate !

 Now, my question is: what can be the reasons for that dramatically differnet 
 performance gain? I suppose, it is because of the different OpenGL 
 implementations and graphics hardware, but I don't have a clue whats really 
 going on here ...
 Who can give me some comprehensible explanations?

 Thank you!

 Cheers,
 Felix

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Re: [osg-users] Rendering performance gain on 2 different Systems

2010-11-09 Thread Chris 'Xenon' Hanson
On 11/9/2010 6:08 AM, Felix Engelmann wrote:
 System 1 (Notebook): Intel GMA900 Chipset
 Now, my question is: what can be the reasons for that dramatically differnet 
 performance gain? I suppose, it is because of the different OpenGL 
 implementations and graphics hardware, but I don't have a clue whats really 
 going on here ...
 Who can give me some comprehensible explanations?

  The Intel GMA chipset is a very low-performance low-cost implementation. When 
you
removed the software bottleneck, you soon hit the hardware limitations. On the 
GeForce,
when you removed the software bottleneck, you can now hit the true available 
capability of
your hardware.

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Re: [osg-users] Crowds rendering with OSG

2010-11-09 Thread Chris 'Xenon' Hanson
On 11/8/2010 8:52 AM, Roberto Garrido wrote:
 Hi,
 We are looking for alternatives for crowd rendering with OSG. For the moment, 
 we have only found academic information, not actual implementations using 
 OSG. We have found out Geopostors, which seems to be a really promising 
 approach.
 They render the entire geometry of the models for those which are close to 
 the camera, and they switch to a billboard for those that are far away. On 
 this billboard they render a 2D projection of the model, but having in mind 
 the position and orientation of the camera (They use some pre-cached images 
 taken from different points of view). 
 So, do anybody know any implementation of any of these techniques that OSG 
 users could use?

  Have you looked at the osg Imposters demo/example?

 Thank you!

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Contracting.
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[osg-users] Rendering performance gain on 2 different Systems

2010-11-09 Thread Felix Engelmann
Dear OSG Community,

I'm developing visualization software, which involves rendering of large point 
clouds. I optimized the scene graph in order to get better frame rates. In 
particular I now use osg::Geometry instead of osg::ShapeDrawable.

I tested it on 2 different machines and got different performance gains.
System 1 (Notebook): Intel Pentium-M, 1.86GHz, 1GB RAM, Intel GMA900 Chipset, 
Windows XP
System 2 (Desktop PC): Intel Core 2 DuoE8400, 3 GHz, 2GB RAM, GeForce 9500 GT, 
Windows XP
 
On System 1 the rendering is about 40% faster with the optimizations. And on 
System 2 I got a 7x higher framerate !

Now, my question is: what can be the reasons for that dramatically differnet 
performance gain? I suppose, it is because of the different OpenGL 
implementations and graphics hardware, but I don't have a clue whats really 
going on here ...
Who can give me some comprehensible explanations?

Thank you!

Cheers,
Felix

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Re: [osg-users] osgconv segfaults exporting to ac3d

2010-11-09 Thread Peter Bear

robertosfield wrote:
 Hi Peter,
 
 On Tue, Nov 9, 2010 at 2:48 AM, Peter Bear  wrote:
 
  I found what was causing it actually. For some reason, if the textures 
  referenced by the model are not in the same folder as the OSG file you are 
  converting, it segfaults. Once I figured that out however, and got it to 
  stop segfaulting, it wound up scrambling the model in the AC3D file.
  
 
 
 Excellent, this should help pinpoint the problem, or at least the
 first of the problems...  Do you have a stack trace for the crash?
 
 Could you try tweaking one of the OSG examples to see if you can
 reproduce the problem, i.e take cow.osg and then placing the image
 file in a new directory,
 
 Robert.
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I'll work on the example files, however for now, here's the file in question 
that gets scrambled, along with all the files it should depend on. I manged to 
get the authors permission to redistribute the work for non-commercial purposes 
only.

The files in question:

http://www.mediafire.com/?fwdctwndoc65el8

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[osg-users] 3D GUI Icon

2010-11-09 Thread Matt Caron
Greetings,

I'd like to create a 3D icon (in the shape of an arrow, or a plane) that sits 
in the lower left corner of the screen and shows the user the current 
orientation of the camera.

I should be able to handle the dynamics of orienting the icon, but I'm 
wondering, is this something that should use some 3D GUI framework to 
accomplish? or is there a way to tell an OSG camera to always render this icon 
in the corner of the screen, never let any other object get between the icon 
and the camera, and never move the icon?

Thanks.

Matt

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Re: [osg-users] 3D GUI Icon

2010-11-09 Thread Matt Caron
I found a solution for this task using a HUD:

http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/HudsAndText

Although I do still have an issue.  I am using the Cessna.osg model in the HUD 
but when I do


Code:

myPlaneTrans-setStateSet(hudStateSet);
hudStateSet-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);




many of the triangles in the Cessna model are not rendered, or are rendered 
black.  Unfortunately if I don't use that setMode() method, the Cessna 
sometimes appears behind other objects - so it seems I really need 
GL_DEPTH_TEST off, but I don't know why the Cessna mesh is being rendered 
incorrectly.

Thanks.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=33637#33637





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Re: [osg-users] 3D GUI Icon

2010-11-09 Thread Jason Daly

Matt Caron wrote:

I found a solution for this task using a HUD:

http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/HudsAndText

Although I do still have an issue.  I am using the Cessna.osg model in the HUD 
but when I do


Code:

myPlaneTrans-setStateSet(hudStateSet);
hudStateSet-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);




many of the triangles in the Cessna model are not rendered, or are rendered 
black.  Unfortunately if I don't use that setMode() method, the Cessna 
sometimes appears behind other objects - so it seems I really need 
GL_DEPTH_TEST off, but I don't know why the Cessna mesh is being rendered 
incorrectly.
  


The HUD tutorial probably assumes you don't have true 3D objects on your 
HUD.  To properly render anything 3D, you'll need the depth test on.


One possible solution would be to clear the depth buffer (but not the 
color buffer) before drawing your HUD objects, but you'll have to make 
sure that your HUD objects are always drawn after the regular scene.


--J

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Re: [osg-users] 3D GUI Icon

2010-11-09 Thread Mourad Boufarguine
Hi Matt,

The osghud example should be a better starting point for you.

Mourad

On Tue, Nov 9, 2010 at 8:34 PM, Matt Caron mcindafi...@gmail.com wrote:

 I found a solution for this task using a HUD:


 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/HudsAndText

 Although I do still have an issue.  I am using the Cessna.osg model in the
 HUD but when I do


 Code:

 myPlaneTrans-setStateSet(hudStateSet);
 hudStateSet-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);




 many of the triangles in the Cessna model are not rendered, or are rendered
 black.  Unfortunately if I don't use that setMode() method, the Cessna
 sometimes appears behind other objects - so it seems I really need
 GL_DEPTH_TEST off, but I don't know why the Cessna mesh is being rendered
 incorrectly.

 Thanks.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=33637#33637





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 osg-users@lists.openscenegraph.org
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Re: [osg-users] Editing osg::Image manualy

2010-11-09 Thread Ulrich Hertlein
Hi Aitor,

On 9/11/10 23:25 , Aitor Ardanza wrote:
 The idea is to edit a texture in real time. To do this, I get the texture 
 coordinates
 where I clicked on the model and I try to update the image as follows ...
... 
 
 float x = textCoord._v[0]*tex_width;
 float y = textCoord._v[1]*tex_height;
... 
 
 But the idea does not work ... How can I relate the texcoords with the rows 
 and columns of the image?

Just an idea but since you appear to use a TextureRectangle the tex coords 
might be in
image space already.  Or they might be upside down.

What does not work?
/ulrich
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