[osg-users] osg help documentation

2011-01-19 Thread hongyang wang
hello! I want to know ,How can I get osg help documentation? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-19 Thread Jean-Sébastien Guay
Hi Rob, Of course, we don't need to make osg::Matrix::transpose() part of the public API, if we don't want to. I personally think there's nothing *wrong* with having a transpose() method, it's just that if the existing M*V would have fit your use case then it would have avoided duplicating f

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-19 Thread Rob Radtke
On 1/19/2011 10:09 AM, Paul Martz wrote: On 1/19/2011 10:13 AM, Rob Radtke wrote: Back to the original poster, then... Does this eliminate a need for a transpose() function in the Matrix class? I'm not 100% sure. My primary motivation for the transpose() function was to compute a normal matri

[osg-users] QOSGWidget and ViewQOSG resize behavior

2011-01-19 Thread Jimmy Coley
Firstly, I'd like to take this chance to say "Hello" to this community. For the meat of this topic: I have compiled the 2.9.10 OSG library from the svn source. In the comments for the osgviewerQtWidget example, it is clearly stated that the ViewQOSG and QOSGWidgets can not be resized in a Wind

[osg-users] cocoa + osg example

2011-01-19 Thread Andre Simoes
Hello for all. Does anybody already had the experience of using osg inside a COCOA application ? Is there any example that i study to understand how to use both together ? My machine configuration: xcode 3.2 MAC OS Snow Leopard 10.6 OSG 2.9.10 Best Regards Andre

Re: [osg-users] Android Development Plans

2011-01-19 Thread Thomas Hogarth
Hi Guys So I've made a little progress, mainly in learning about the ndk. Think I've just got OpenCV building and think their method is defo the way to go. Rafa, thanks or the example code, would love to get hold of your osg version. i can offer some ftp space if you need it? Jason, like the s

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-19 Thread Paul Martz
On 1/19/2011 10:13 AM, Rob Radtke wrote: Back to the original poster, then... Does this eliminate a need for a transpose() function in the Matrix class? I'm not 100% sure. My primary motivation for the transpose() function was to compute a normal matrix (so it could be passed to glsl as an osg

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-19 Thread Jean-Sébastien Guay
Hi Paul, I'll try to get to that today, but have a few other high-priority issues I need to deal with... Yeah, don't sweat it, I'm just curious and I think you've nailed it in the previous message. J-S -- __ Jean-Sebastien Guayjean-seb

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-19 Thread Paul Martz
On 1/19/2011 10:24 AM, Jean-Sébastien Guay wrote: Hi Paul, So my original code must have been flawed. Just curious, trying to get to the bottom of this in case it's important... The code you first posted used Plane::asVec4(), and your new code doesn't. Could it be that p.asVec4() != v? i.e. t

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-19 Thread Jean-Sébastien Guay
Hi Paul, So my original code must have been flawed. Just curious, trying to get to the bottom of this in case it's important... The code you first posted used Plane::asVec4(), and your new code doesn't. Could it be that p.asVec4() != v? i.e. there would be a bug in Plane::asVec4()? {

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-19 Thread Rob Radtke
On 1/19/2011 8:54 AM, Paul Martz wrote: More info -- This is not an issue. "m * v" is equivalent to "v * mTranspose". I had previously written code that indicated this was broke for vectors, but I recently rewrote the test case: { osg::Vec4 v( 1.0, 0.0, 0.0, 1.0 ); osg::M

Re: [osg-users] Visibility of point array

2011-01-19 Thread Oliver Neumann
Hi Sergey, Thanks for the quick reply. Do you have a sample code or some documentation on how to get transform feedback to work? Greetings, Oliver -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35772#35772 ___

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-19 Thread Paul Martz
More info -- This is not an issue. "m * v" is equivalent to "v * mTranspose". I had previously written code that indicated this was broke for vectors, but I recently rewrote the test case: { osg::Vec4 v( 1.0, 0.0, 0.0, 1.0 ); osg::Matrix m( osg::Matrix::translate( 3., 5., 0.

Re: [osg-users] Visibility of point array

2011-01-19 Thread Sergey Polischuk
If its still not good enough then try transform feedback stuff... it's not that hard to implement and works very fast even with insane amounts of points to test, i've been using this approach for culling instanced objects like trees and grass patches in large scenes with like 200k objects to tes

Re: [osg-users] Visibility of point array

2011-01-19 Thread Sergey Polischuk
Hi, 9Volt Solution that you can use actually depends of do you care about processing speed or it is not that important. If speed is not concern then your approach must be good enough. You can actually try to use occlusion queries for that purpose, though you'll need to generate drawables that

Re: [osg-users] Visibility of point array

2011-01-19 Thread Oliver Neumann
Hi Ulrich and Sergey, the problem I need to solve is this: for an arbitrary scene loadable through osg, detect which points in an array of points are visible (points are normally on model surface, but not necesserily part of the original model). Your solutions sound very complex. Currently I'm

Re: [osg-users] osgmovie and stereo

2011-01-19 Thread Sergey Polischuk
Hi Robert, In case you have like 3d movie - ofc its best do as you said, but if you using something like video streams from two webcams for live stereo video you just cant do it that way. Anyway its not that much related to osg, it's about how would you sync your video streams in case streams f

Re: [osg-users] osgmovie and stereo

2011-01-19 Thread Robert Osfield
Hi Sergey, In my experience the best way to do stereo movies is to render the two eyes into side by side to single video frame, this way you don't have any sync issues. Robert. On Wed, Jan 19, 2011 at 2:41 PM, Sergey Polischuk wrote: > Hi, > > AFAIK osgmovie dont work with stereo video. In my e

Re: [osg-users] Skybox (horizon and ground) in GLSL?

2011-01-19 Thread Christian Buchner
In a first step I would actually be okay if the terrain was infinite and flat. It can be extended to do heightfield raycasting later. I have plenty of papers about this topic (e.g. cone step mapping and more advanced methods). The main difficulty for me is how to cast rays from the screen aligned

Re: [osg-users] Visibility of point array

2011-01-19 Thread Sergey Polischuk
Hi, You can use opengl transform feedback with vertex and geometry shaders for that purpose to check visibility of vertex vs frustum in shaders and emit only visible vertices or their indexes or whatever you need to texture buffer object, but since osg dont support transform feedback and tbo na

Re: [osg-users] osgmovie and stereo

2011-01-19 Thread Sergey Polischuk
Hi, AFAIK osgmovie dont work with stereo video. In my experience most difficulty with video in stereo mode is syncronization left and right frames if video streams for each eye is separated. Dont know if it will be problem with your live video streams. Other stuff is same as with any osg based

[osg-users] Please test svn/trunk in prep for 2.9.11 dev release

2011-01-19 Thread Robert Osfield
Hi All, Could you please test the build of OpenSceneGraph svn/trunk and test it against your own applications. If you are successful and find problems post your findings on this thread so we can access how things are converging. All going well I'll tag 2.9.11 tomorrow. Thanks, Robert.

[osg-users] Rewind the scene

2011-01-19 Thread Bertrand Neptune
Hello This is my question about the scene I use. I currently use a OSG model, animated with 51 frames. The problem: - I have 2 inputs (2 number of frames, for example 20 and 40) - I want to display the animation between frame No.20 and frame No.40 and stop at this number 40 In the beginning the

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

2011-01-19 Thread Alessandro Terenzi
I'm sending a simplified version of humanoid.fbx. I could remove animations for all the bones but I kept just two: LeftArmRoll and LeftForeArm (I'm sending the file just to Michael because it is quite huge). I could just delete animation keys but not the bones themselves because without them the m

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

2011-01-19 Thread Alessandro Terenzi
Hi Michael, I'll do my best to help in finding the problem and if you agree I will send you a simplified version of the humanoid model with just 2 or 3 joints. Cheers. Alessandro On Tue, Jan 18, 2011 at 7:08 PM, Michael Platings wrote: > Great, I've bumped my submission so hopefully it'll be in