[osg-users] [3rdparty] Rendering into cegui element
Hi, i have an options dialogs in my application using CEGUI wich allow the user to select an airplane using a cegui listbox in the right side i want to render the loaded ive airplane with an animation callback that rotate the selected airplane for example what is the best approch to load node and rendering them into cegui elements ? any help is welcome thanks and good day ps : i am using osg via Delta3d -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34652#34652 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] instantiate image from texture
Hi forum, The following code compiled but crashes while running. osg::Image *image = new osg::Image(*(_ProcessPass[out_tex]-getOutTexture()-getImage()),osg::CopyOp::DEEP_COPY_ALL); Any logical wrong doing ? Thanks Cheers, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34653#34653 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] instantiate image from texture
On 9/12/10 19:23 , Sajjadul Islam wrote: The following code compiled but crashes while running. osg::Image *image = new osg::Image(*(_ProcessPass[out_tex]-getOutTexture()-getImage()),osg::CopyOp::DEEP_COPY_ALL); Any logical wrong doing ? Well... _ProcessPass[out_tex] could be NULL _ProcessPass[out_tex]-getOutTexture() could be NULL _ProcessPass[out_tex]-getOutTexture()-getImage() could be NULL As Robert mentioned a while ago, there is no osgMindReading NodeKit (yet?). This is all most fundamental Programming and Debugging 101, and the use of a debugger would've gone a long way already. But I'd suspect that the osg::Image has been unref'd after it has been applied by the texture. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] Rendering into cegui element
Hi Issam, Last time I looked at CEGUI I found it to be rather a mess for integrating with multi-thread, multi-context supports API's like the OSG. So what you are after might not be possible, or if it is might be rather awkward. On the OSG it should be just a case of creating a slave Render To Texture (RTT) Camera, or a RTT Camera in the scene graph that is rendered prior to the main scene graph, then you'd need to worry about how to pass the texture the OSG created to CEGUI to past onto quad. You might just find it much easier to skip CEGUI though... Robert. On Thu, Dec 9, 2010 at 8:11 AM, issam boughanmi amigof...@gmail.com wrote: Hi, i have an options dialogs in my application using CEGUI wich allow the user to select an airplane using a cegui listbox in the right side i want to render the loaded ive airplane with an animation callback that rotate the selected airplane for example what is the best approch to load node and rendering them into cegui elements ? any help is welcome thanks and good day ps : i am using osg via Delta3d -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34652#34652 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Clearing two Color Buffers separately
Hi, Am 09.12.2010 08:07, schrieb J.P. Delport: It need not be a slave camera, it can just be a camera in your scene. We have some initial code for an image processing lib here: http://code.google.com/p/flitr/source/checkout Quite interesting, as I am also working on an image processing library in course of my Master Thesis :) (more precisely, as you might already assume from my questions, it's more an image SPACE processing library ;)) ..though mine is not explicitly based on OpenGL/GLSL and is designed to easily allow to tie together several filters with different implementation details (e.g. one uses CUDA, another one uses OpenCL, another one is completely CPU-based...). I'll have a look at your stuff. Thanks again! :-) Regards -Thorsten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set camera focal length
HI Igor, I believe you are getting your terms mixed up. Focal length is not something that varies for X and Y axis of camera, and an osg::Camera no GL camera don't have a concept of a focal length. If you are doing depth of field rendering technique then field of view would be relevant, but it really doesn't sound like this what you mean. I can't work out what you mean given you use of terms is so confused. Robert. On Thu, Dec 9, 2010 at 9:54 AM, Igor Galochkin isee...@yandex.com wrote: Hi, Just to understand how setProjectionMatrix works, say, I need to set X-Focal length of viewer's camera to 1000 and Y-Focal length to 600. Also i need the Camera to be translated by x by 0.5 to the right and y by 0.7 down. What matrix m should i pass to viewer.getCamera()-setProjection(m) to achieve that? Or should I use some other function? ... Thank you! Cheers, Igor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34656#34656 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Clearing two Color Buffers separately
Hi Thorsten, On 09/12/10 12:14, Thorsten Roth wrote: Hi, Am 09.12.2010 08:07, schrieb J.P. Delport: It need not be a slave camera, it can just be a camera in your scene. We have some initial code for an image processing lib here: http://code.google.com/p/flitr/source/checkout Quite interesting, as I am also working on an image processing library in course of my Master Thesis :) (more precisely, as you might already assume from my questions, it's more an image SPACE processing library ;)) ..though mine is not explicitly based on OpenGL/GLSL and is designed to easily allow to tie together several filters with different implementation details (e.g. one uses CUDA, another one uses OpenCL, another one is completely CPU-based...). I'll have a look at your stuff. Thanks again! :-) great, there might be some overlap. We have some of the same plans ito the processing chain. Currently we use mostly GLSL for processing, but have done some experiments with osgPPU and osgCompute for CUDA stages. The whole reason for existence for the framework we made is for helping some of the students we sponsor for Masters/PhDs in image processing to get going faster and focus on the algorithms and not the glue code (and of course to use their algorithms without too much porting :). We'd be very interested in your work. I'd like to get a Thrust processing stage going soon. If you have not checked it out, the Thrust talk at GTC2010 was quite good: http://www.nvidia.com/object/gtc2010-presentation-archive.html talk 2220 rgds jp Regards -Thorsten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set camera focal length
[quote=robertosfield]HI Igor, an osg::Camera nor GL camera don't have a concept of a focal length. [quote] Under Focal length I mean the distance from the camera's lens to it's focus. This distance can be different for x and y, for example, if the camera's lens is oval in shape. I have to write a function which receives, among other parameters, these 2 values (x focal length and y focal length) and have to pass it somehow to the OSG viewer. Is there a way to do this at all? If this is important, in the library for which i have to do this, the x axis goes from left to right of the screen, y axis goes form top to bottom of the screen and z axis goes away from the viewer. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34660#34660 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set camera focal length
Hi Igor, Take a look at this website : http://old.uvr.gist.ac.kr/wlee/web/techReports/ar/Camera%20Models.html you can find how to compute the projection matrix parameters of an opengl camera (fovy and aspect ratio) out of a real camera intrinsic parameters (focal lengths and focal point). Mourad On Thu, Dec 9, 2010 at 10:54 AM, Igor Galochkin isee...@yandex.com wrote: Hi, Just to understand how setProjectionMatrix works, say, I need to set X-Focal length of viewer's camera to 1000 and Y-Focal length to 600. Also i need the Camera to be translated by x by 0.5 to the right and y by 0.7 down. What matrix m should i pass to viewer.getCamera()-setProjection(m) to achieve that? Or should I use some other function? ... Thank you! Cheers, Igor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34656#34656 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Advice on Shader usage and osgShadow
Hi all, I'm a little confudsed about where to use my own GLSL shaders in a sceene with osgShadow. My scene has osgShadow as it's root and my user scene as a child. My scene needs it's own shaders. Until now I derived my own ShadowTechnic class from osgShadowTechnic overwriting the default shaders. Actually I'd like to be more flexible in the use of the ShaderTechnic and I ask myself if it is possible to use the standard ShadowTechnics and attach my Shaders to my user scene child somehow. Thanks for any hints. - Werner - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using a manipulator to follow a moving object
Hi, I'm working on an application where the initial scene is scene is very large. However, as the user adds smaller objects to the scene I want the camera to be able to follow the objects. I'd like to be able to center the manipulator on an object and follow the object along a path. I'm trying to use the orbitalManipulator's setTransformation function to do this by calculating an eye vector (based on a North East Down offset from the center and rotation back to X,Y,Z), a center (the object's position), and an up vector (the unit vector of the object's position). I can run the model and printout what appear to be valid vectors for the eye, center, and up, but the camera appears to be looking at my object from the wrong direction. Does my approach seem logical, and is there some obvious coordinate conversion that I'm not doing to go between global (x,y,z -model coordinates) to viewing (cameraManipulator) coordinates? ViewerQT* canvas; canvas-getCameraManipulator()-setTransformation(eye, center, up); Thank you! Cheers, Brian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34638#34638 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using a manipulator to follow a moving object
Hi, Sorry, I missed this reference in the wiki. I'll try to do better next time. I haven't got this working yet, but can't help but think this will be the right way to implement what I'm looking for. Thank you! Cheers, Brian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34651#34651 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MacOS X 32 and 64 bit universal binaries?
HI J-S, Can't comment much about the fink-stuff... Am 08.12.10 17:08, schrieb Jean-Sébastien Guay: How do you tell CMake to build frameworks? Or does it do it by default? Also how do you tell CMake to build universal binaries? Just set OSG_COMPILE_FRAMEWORKS to TRUE and OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR accordingly. (If you want to embed the frameworks within your application-bundle, use @executable_path/../Frameworks, otherwise something like /Library/Frameworks cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set camera focal length
Hi Igor On Thu, Dec 9, 2010 at 11:03 AM, Igor Galochkin isee...@yandex.com wrote: Under Focal length I mean the distance from the camera's lens to it's focus. This distance can be different for x and y, for example, if the camera's lens is oval in shape. I have to write a function which receives, among other parameters, these 2 values (x focal length and y focal length) and have to pass it somehow to the OSG viewer. Is there a way to do this at all? It's clear that you are still confused by the terms and what OpenGL projection/view matrices do you. I'd suggest you do some background reading. My best guess is what you are thinking of field of view - the angle between the horizontal and vertical axis. If this is important, in the library for which i have to do this, the x axis goes from left to right of the screen, y axis goes form top to bottom of the screen and z axis goes away from the viewer. In OpenGL and the OSG, the orientation of projected coordinates are always X+ive to the the right, Y+ve to the top of the screen, and +Zve out from the screen. The projection matrix is what sets up the field of view and near/far planes. The view matrix positions the world coordinates of your scene relative to the camera. Your world coordinates can be any reference frame you want, it's the view matrix you define the controls this. The OSG defaults to loading models and setting the default home position/view matrix to X+ve to east, Y+ to the north and Z+ve up. This is consistent to how the bulk of the vis-sim/GIS industry define world coordinates. It's best to always keen your idea of the screen/projected coordinates as a separate reference frame from your world coordinates in your scene. screen/projected coordinate frame is always set by the convention of OpenGL as I mentioned above, while world coordinates is chosen by the application to best suit the type of data it will be dealing with. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Advice on Shader usage and osgShadow
Hello Werner, Actually I'd like to be more flexible in the use of the ShaderTechnic and I ask myself if it is possible to use the standard ShadowTechnics and attach my Shaders to my user scene child somehow. There is no problem with this, we do it ourselves. The only thing to be aware of is that anytime you have a shader on a child node somewhere in your graph, if you want it to have shadows then you need to use the same shadow mapping code as the ShadowTechnique's shaders. So it may be easier to do as the ViewDependentShadow classes do: separate the main shader and the shadow shader (for both stages, vertex and fragment), and just have some function in your code that when creating a new osg::Program, will add the user's shaders plus the shadow shaders. The user's shaders would just have to call the function(s) defined in the shadow shaders at the appropriate time. Otherwise you can of course copy-paste the shadow shader code into your own shaders instead, but that is error-prone and if you decide you want to change something (like filter the shadows, or whatever) you have to change it in many places. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MacOS X 32 and 64 bit universal binaries?
Hi Stephan, Just set OSG_COMPILE_FRAMEWORKS to TRUE and OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR accordingly. (If you want to embed the frameworks within your application-bundle, use @executable_path/../Frameworks, otherwise something like /Library/Frameworks Thanks, good to know. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] Rendering into cegui element
hi robert, thanks for the suggestion but what the most suitable gui framework other than CEGUI that can i use with the rtt camera osgwidget, osgsdl, ... etc in my CEGui option dialogs i have a tabcontrol with differents controls, (listbox, textboxes, sliders ... etc) what is the best replacement that can work easily with the rtt camera ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34670#34670 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set camera focal length
Thanks for help! I am setting the focal lense x and y with the following calls now and it seems to work fine: double fovy = 2 * atan(this-_height / 2.0 / dFocalLengthY); double aspectRatio = this-_nWidth / this-_nHeight * dFocalLengthY / dFocalLengthX; double zNear = 0.1, zFar = 100.0; _viewer.getCamera()-setProjectionMatrix(::osg::Matrix::perspective(fovy, aspectRatio, zNear, zFar)); But i still can't set up the position and rotation of the viewer's camera. this-_viewer.getCamera()-setReferenceFrame(::osg::Transform::ABSOLUTE_RF); this-_viewer.getCamera()-setViewMatrix(::osg::Matrix::translate(0.5, 0.3, 0.1)); this does nothing. My guess is becase i also have to call: ::osg::ref_ptr ::osgGA::KeySwitchMatrixManipulator keyswitchManipulator = new ::osgGA::KeySwitchMatrixManipulator; keyswitchManipulator-addMatrixManipulator( '1', Trackball, new ::osgGA::TrackballManipulator() ); this-_viewer.setCameraManipulator( keyswitchManipulator.get() ); or the offscreen capture doesn't render the scene, just an empty background. It looks like viewer needs a camera manipulator or it won't render the scene. Is it at all possible to move the camera programmatically after a camera manipulator has been set for the viewer? Or can i avoid creating a camera manipulator? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34672#34672 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Warning: detected OpenGL error 'stack overflow' after RenderBin::draw(, )
robertosfield wrote: Hi Mohammad, A OpenGL stack overflow would be something like the matrix stack overflowing. The OSG by itself doesn't use OpenGL stacks a great deal so won't find my OSG apps that will ever bring up this error. My guess is that FreeVR must be using the stack which in combination with the OSG overflows. I know nothing about FreeVR or how you've integrated it with the OSG so really can't help you pinpoint exactly where the problem lies. Robert. On Wed, Dec 8, 2010 at 7:54 AM, Mohammad Reza Shakouri wrote: Hi, I wrote and application which integrates freeVr and osgViewer, now everything seems to be working very good. but still i get this error when I compile my code. Warning: detected OpenGL error 'stack overflow' after RenderBin::draw(,) I tried search the Internet but I could not find what seems to be the problem. Does anyone know about this ? Thank you! Cheers, Mohammad Reza Shakouri -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34604#34604 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Greetings Robert! I used it with the VR Gove and some motion cubes for a half-baked home brew motion capture of the arm and hand. If I recall, I remember that I used performer because the examples where also done using performer. For what I was doing at the time, it was good enough! The author says that it's compatible with OSG, but I have yet to see any examples for this, though some are planned. It’s been some time, so I assume that they are issues with that effort! For right now, it works on OpenGL level and Performer! If anyone else has made any progress, I would like to know! D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your Desk! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34673#34673 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Uniform array naming problem
Hi Robert, I would like to re-raise the issue of uniform array naming, now that it is affecting me personally :) To recap: I have a uniform array in a shader defined as: uniform bool positions[1]; osg::Program calls glGetActiveUniform() to build a mapping of compiled uniforms by name. On some systems, the name returned is positions and on others it is positions[0]. When the latter happens, a corresponding osg::Uniform named positions will fail since it cannot find a matching uniform location in the mapping (since it's filed under positions[0]). I am not convinced that this is a driver bug. It seems more like an ambiguity. The docs say that the 'uniform location for positions and positions[0] are the same; they point to the first element of the array.' (http://bit.ly/hnqbUi). I don't see anything that says the value returned from glGetActiveUniform() must be one or the other. If both names are valid and equivalent, shouldn't we account for both possibilities in osg::Program? I suppose you could just alter getUniformLocation(...) to check for both variations. Here are the past threads on the topic. The issue crops up on both ATI and NVIDIA systems. http://markmail.org/thread/5mans4howfbu2qtg http://forum.openscenegraph.org/viewtopic.php?t=1828 System: WinXP 32, ATI HD5550/10.11, OSG SVN. Thanks. Glenn Waldron : Pelican Mapping ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set camera focal length
On 12/9/2010 9:35 AM, Igor Galochkin wrote: Thanks for help! I am setting the focal lense x and y with the following calls now and it seems to work fine: double fovy = 2 * atan(this-_height / 2.0 / dFocalLengthY); double aspectRatio = this-_nWidth / this-_nHeight * dFocalLengthY / dFocalLengthX; double zNear = 0.1, zFar = 100.0; _viewer.getCamera()-setProjectionMatrix(::osg::Matrix::perspective(fovy, aspectRatio, zNear, zFar)); You can search the archives for focal length to see some previous discussion. Focal length alone doesn't determine field of view. Focal length together with aperture control the field of view (at least, that's the way it works with telescopes and binoculars). But i still can't set up the position and rotation of the viewer's camera. this-_viewer.getCamera()-setReferenceFrame(::osg::Transform::ABSOLUTE_RF); this-_viewer.getCamera()-setViewMatrix(::osg::Matrix::translate(0.5, 0.3, 0.1)); this does nothing. Is it possible that you have a camera manipulator that is overwriting your view matrix? It looks like viewer needs a camera manipulator or it won't render the scene. That's incorrect. If you don't attach a camera manipulator, and you set the view matrix as above, and you unroll the render loop like so: while( !viewer.done() ) viewer.frame(); ...then OSG will render your scene with the view matrix that you specify. Or can i avoid creating a camera manipulator? The programmer's answer: You have the source code. If you are getting a camera manipulator that you didn't create, set a breakpoint in its constructor and check the call stack to see why OSG is creating it for you. The short answer: Don't call viewer.run(), because it will create a camera manipulator for you if you haven't set one. Instead, use the unrolled render loop. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] animationPath from Blender?
Hi, We would need to create anim paths in Blender and export them, so to attach them to some objects (a camera, a moving truck, ...). While the Max exporter handles anim curves properly and exports animationPaths, it seems that this is not feasible in Blender. I've also checked out the latest version of the script and apparently this feature is not supported. Can anybody suggest a way to get around it? We would like our paths to be generic enough, so to be used with more than one object (imagine a library of predefined anim paths that you can link to any object you like...). Thanks, Luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34676#34676 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Usage of osg::Uniform::Callback with osgPPU::ShaderAttribute ?
Hi, well, this code is properly updating my Uniform: osg::Uniform * uniform = new osg::Uniform( Vector , osg::Vec4f( 0.0f , 0.0f , 0.0f , 0.0f ) ) ; uniform - setUpdateCallback( new UniformCallback ) ; stateSet - addUniform( uniform ) ; So the update call back does reach the Uniform. My guess is, that you cannot attach the UniformUpdateCallback to an osgPPU::ShaderAttribute, as this one is derived from osg::Programm, but the UniformUpdateCallback is meant to be attached to an osg::Uniform. Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34677#34677 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animationPath from Blender?
Hi, One way to do it, is to use osgAnimation to play your path, the idea is to bake the path to an ipo in blender. Another way should be to improve the blender exporter to export AnimationPath in 'osg' and not 'osgAnimation' look to in the mailing history: [osg-users] [osgPlugins] blender osgExport with IPO Curve http://forum.openscenegraph.org/viewtopic.php?p=22027#22027 Cheers, Cedric On Thu, 2010-12-09 at 22:00 +0100, Luca Vezzadini wrote: Hi, We would need to create anim paths in Blender and export them, so to attach them to some objects (a camera, a moving truck, ...). While the Max exporter handles anim curves properly and exports animationPaths, it seems that this is not feasible in Blender. I've also checked out the latest version of the script and apparently this feature is not supported. Can anybody suggest a way to get around it? We would like our paths to be generic enough, so to be used with more than one object (imagine a library of predefined anim paths that you can link to any object you like...). Thanks, Luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34676#34676 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set camera focal length
Greetings! Just in case or just for grins, I found this page on simulating Depth of Field: http://screamyguy.net/DepthOfField/index.htm as far as focal length, there is many calculations that you can use for OpenGL - check out some of the gaming jernals! That's my two cents worth! I think all the bases are covered now! All your base are belong to us! Grin! ... Good Weekend! D Glenn D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your Desk! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34679#34679 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using a manipulator to follow a moving object
Hi, How do I get the NodeTrackerManipulator to be relatively close to the node it is following? I've tried calling setDistance to no avail. It is seems to be using the boundingSphere of the base node as opposed to the node I'm trying to track. I don't where in the NodeTrackerManipulator the distance is set. It appears to follow in center and rotation only. Any ideas on how to get the NodeTrackerManipulator to follow a smaller object in a larger scene? Thank you! Cheers, Brian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34680#34680 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Wake effects?
hi, i get the same question about this.would you get a good solution ? ErikJohnson wrote: Hi, I thought this would have come up before, but does anyone have suggestions how to render a boat's wake? Using osgParticle provides an ok solution, but falls apart rapidly if the ocean waves are too large (the particles go underwater). Would be cool to leverage the same texturing effects as the wave crest foam stuff - just not sure how. :) Thanks for any suggestions, Erik -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34681#34681 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Nested camera and object intersection
Hi all, I just met a not too small nor too big problem while working on an earth simulation application. Because we have to look closely at some detailed objects (like a car in Beijing), I have an idea of ignoring earth vertices while automatically computing near/far planes in those cases, which will make the near/far planes suitable for viewing specified nodes and free me from adjusting near/far ratio all the time. To achieve this, I put the earth model under a nested camera and set DO_NOT_COMPUTE_NEAR_FAR: osg::ref_ptrosg::Camera earthCamera = new osg::Camera; earthCamera-setRenderOrder( osg::Camera::NESTED_RENDER ); earthCamera-setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR ); earthCamera-addChild( earthModel.get() ); root-addChild( earthCamera.get() ); root-addChild( otherModelsOnEarth ); This works for me, but I found another problem that the intersection calculating is incorrect. As the file attached shows, I made a pick handler to pick the earth model (CTRL + left button) and print a message on the console, but it never worked if the earth's parent is a nested camera, while working correctly if its parent is a normal group node. After a long time debug, I found that the problem happened because the near/far computing results is not set to any scene cameras. The computed near/far values are only recorded in the projection stack for correct rendering, but neither in the viewer's main camera nor nested camera node, and thus led to wrong MVPW matrix in the intersection visitor. Without disturbed by nested camera nodes, the two values will be set back to the main camera in the SceneView::cull() function, and everything could continue to work. That means, objects under camera nodes in the scene graph may not be correctly picked with IntersectionVisitor, because of the missed near/far planes. Any ideas or suggestions about this issue? Cheers, Wang Rui #include osg/Texture2D #include osg/ShapeDrawable #include osgDB/FileUtils #include osgDB/ReadFile #include osgUtil/LineSegmentIntersector #include osgViewer/Viewer osg::Geode* createEarth( const osg::Vec3d center ) { osg::ref_ptrosg::Geode geode = new osg::Geode; geode-addDrawable( new osg::ShapeDrawable(new osg::Sphere(center, osg::WGS_84_RADIUS_POLAR)) ); std::string filename = osgDB::findDataFile( Images/land_shallow_topo_2048.jpg ); geode-getOrCreateStateSet()-setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile(filename)) ); return geode.release(); } class PickHandler : public osgGA::GUIEventHandler { public: virtual bool handle( const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter aa ) { if ( ea.getEventType()!=osgGA::GUIEventAdapter::RELEASE || ea.getButton()!=osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON || !(ea.getModKeyMask()osgGA::GUIEventAdapter::MODKEY_CTRL) ) return false; osgViewer::Viewer* viewer = dynamic_castosgViewer::Viewer*(aa); if ( viewer ) { osg::ref_ptrosgUtil::LineSegmentIntersector intersector = new osgUtil::LineSegmentIntersector( osgUtil::Intersector::PROJECTION, ea.getXnormalized(), ea.getYnormalized()); osgUtil::IntersectionVisitor iv( intersector.get() ); viewer-getCamera()-accept( iv ); if ( intersector-containsIntersections() ) std::cout We have picked a model! std::endl; } return false; } }; int main( int argc, char** argv ) { osg::ref_ptrosg::Node model = createEarth( osg::Vec3() ); //osg::ref_ptrosg::Group modelCamera = new osg::Group; osg::ref_ptrosg::Camera modelCamera = new osg::Camera; modelCamera-setRenderOrder( osg::Camera::NESTED_RENDER ); modelCamera-addChild( model.get() ); osg::ref_ptrosg::Group root = new osg::Group; root-addChild( modelCamera.get() ); osgViewer::Viewer viewer; viewer.setSceneData( root.get() ); viewer.addEventHandler( new PickHandler ); viewer.setUpViewInWindow( 100, 100, 800, 600 ); return viewer.run(); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using a manipulator to follow a moving object
HI Brian, NodeTrackerManipulator used to set it's distance relative to the node being tracked, so what you describe is a regression that must have been introduced when I merged a submission that re-factored the manipulators to make them more flexible. I can't fix this right away as I'm heads down on another task right now. Robert. On Fri, Dec 10, 2010 at 5:35 AM, Brian Palmer bpalmer7...@gmail.com wrote: Hi, How do I get the NodeTrackerManipulator to be relatively close to the node it is following? I've tried calling setDistance to no avail. It is seems to be using the boundingSphere of the base node as opposed to the node I'm trying to track. I don't where in the NodeTrackerManipulator the distance is set. It appears to follow in center and rotation only. Any ideas on how to get the NodeTrackerManipulator to follow a smaller object in a larger scene? Thank you! Cheers, Brian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34680#34680 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 42, Issue 19
Can Intel TBB work with OSG? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org