Re: [osg-users] OSG in C# environment

2011-06-14 Thread Smelik, R.M. (Ruben)
Hi Saeed,

Yes, it can be done quite easily. I've been using OSG in combination with C# / 
WinForms for years now. The way to go is to start with the example created by 
Hesicong 
(http://www.openscenegraph.org/projects/osg/wiki/Community/LanguageWrappers, 
see the attached osgCppCLIDemo.rar). 

In this example, you use a C++/CLI project to interface with OSG and a Form to 
provide the rendering area. Your C# projects can include this C++ project and 
the Form automagically. This works great for creating an editor / 3D modelling 
tool. 

If you have any specific questions, let me know.

Kind regards,

Ruben


From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] on behalf of Saeed Hadian Niasar 
[saeed.had...@gmail.com]
Sent: Tuesday, June 14, 2011 11:47 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OSG in C# environment

Hi,

Could anyone tell me if I can use OSG in C#? I know this is discussed before, 
but it is still unclear for me.

If the answer is yes, could you please tell me how, or introduce online sources 
for it?

Thank you!

Cheers,
Saeed

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40488#40488





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
This e-mail and its contents are subject to the DISCLAIMER at 
http://www.tno.nl/emaildisclaimer

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] AutoTransform "scale to screen" algorithm - reference?

2011-06-14 Thread Frank Palazzolo
It's the block of code that starts here:

http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osg/AutoTransform.cpp#L232

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40499#40499





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] AutoTransform "scale to screen" algorithm - reference?

2011-06-14 Thread Frank Palazzolo
As I look at it some more, the good news is that I think I understand the part 
I needed to know about.  :)

That said, I'm curious about the stuff going on when you have 
_autoScaleTransitionWidthRatio set to non-zero (default is 0.25), and then set 
_minimumScale or _maximumScale away from their default values.

It looks like some kind of quadratic interpolation maybe?

Thanks,
Frank

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40498#40498





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FBO Only render on certain angles

2011-06-14 Thread Jean-Sébastien Guay

Hi Micael,


I've been stuck with this issue for a while now and I really have no idea what 
is causing it. I have a really basic scene that render just fine using the 
basic OpenGL rendering pipeline but when I enable the 
osg::Camera::FRAME_BUFFER_OBJECT tag with any osgPPU shader this is the result 
I get. http://youtu.be/k0-IGAvNy_s

I have tried to use osgViewer as the base of my application instead of SFML 
witch fixed the problem but it can't be a permanent solution for me. It appears 
that the function osgUtil::SceneView::draw() is called even when it's not 
rendering. Here are the parts of my code that could be causing the problem.


I have no idea what SFML is, and if your app works with osgViewer but 
doesn't with some other viewer I don't know how useful my comments will 
be. I've had a problem very similar to this with osgPPU myself in the 
past, and it was caused by the camera's compute near far mode being set 
to auto compute. Basically the problem was that when the cull visitor 
traversed the processor, it would try to include it in the near-far 
computation, which would then compute wrong values and clip out osgPPU's 
final render quad.


In osgPPU's examples, the camera's near-far computation is disabled, but 
I couldn't do this in our projects because we rely on this feature. The 
solution I found was to override osgPPU::Processor's traverse() method 
disabling near-far computation for its children.


class OurProcessor : public osgPPU::Processor
{
public:
OurProcessor() : osgPPU::Processor() {}

virtual void traverse(osg::NodeVisitor& nv)
{
osg::CullSettings::ComputeNearFarMode oldComputeNearFarMode;
osgUtil::CullVisitor* cv =
dynamic_cast(&nv);

if (cv)
{
oldComputeNearFarMode = cv->getComputeNearFarMode();
cv->setComputeNearFarMode(
osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
}

osgPPU::Processor::traverse(nv);

if (cv)
{
cv->setComputeNearFarMode(oldComputeNearFarMode);
}
}
};


However, as I said I know nothing about SFML. If in osgViewer you forced 
the viewer camera's near-far computation off but not in SFML, then you 
might be seeing this kind of problem, but if not then I don't know what 
else could be going on...


Hope this helps,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] List of visible nodes

2011-06-14 Thread Elhanan Ilani
Thank you for your quick response.
Your advice gave me a push in the right direction.
My solution was to to register a cull callback for each node that I wanted to 
check for visibility.

Elhanan.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40496#40496





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgOcean] osgOcean with Silverlining

2011-06-14 Thread Kim Bale
I can't comment about Silverlining as I've not used it, but I suspect that
if you wanted to use osgOcean's fullscreen effects such as glare, dof and
god-rays etc. you will have some conflicts with osgPPU as those effects
would not be managed by the osgPPU pipeline.

Regards,

Kim.

On 3 June 2011 17:32, Micael Levesque  wrote:

> Would this work with osgPPU as well?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=40057#40057
>
>
>
>
>
> ___
> 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] [osgPlugins] upgrades to osgdb_bsp

2011-06-14 Thread Micael Levesque
Where could I find the source of this?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40056#40056





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgOcean] osgOcean with Silverlining

2011-06-14 Thread Micael Levesque
Would this work with osgPPU as well?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40057#40057





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] FBO Only render on certain angles

2011-06-14 Thread Micael Levesque
Hi,

I've been stuck with this issue for a while now and I really have no idea what 
is causing it. I have a really basic scene that render just fine using the 
basic OpenGL rendering pipeline but when I enable the 
osg::Camera::FRAME_BUFFER_OBJECT tag with any osgPPU shader this is the result 
I get. http://youtu.be/k0-IGAvNy_s

I have tried to use osgViewer as the base of my application instead of SFML 
witch fixed the problem but it can't be a permanent solution for me. It appears 
that the function osgUtil::SceneView::draw() is called even when it's not 
rendering. Here are the parts of my code that could be causing the problem.

Camera setup


Code:
osg::Viewport* vp = internalCamera->getViewport();
vp->setViewport(0,0, Config::getInstance()->getRenderWidth(), 
Config::getInstance()->getRenderHeight());

osg::Texture* texture = 
PPUManager::getInstance()->createRenderTexture((int)vp->width(), 
(int)vp->height(), false);
osg::Texture* depthTexture = 
PPUManager::getInstance()->createRenderTexture((int)vp->width(), 
(int)vp->height(), true);

internalCamera->setClearColor(osg::Vec4(2.5f,2.5f,3.0f,1.0f));
internalCamera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

internalCamera->setViewport(vp);

internalCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

internalCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
internalCamera->attach(osg::Camera::COLOR_BUFFER,texture);
internalCamera->attach(osg::Camera::DEPTH_BUFFER,depthTexture);



Camera update


Code:
internalCamera->setProjectionMatrixAsPerspective(45.0, 
internalCamera->getViewport()->aspectRatio(), 0.1, 1024.0);
internalCamera->setViewMatrixAsLookAt(origin,lookAt,osg::Vec3d(0,1,0));



Game class


Code:
#include "Game.h"
#include "PhysicsManager.h"
#include "ObjectManager.h"
#include "PPUManager.h"
#include "FPSCamera.h"

Game:: Game(GLApp* app): Screen(app), sceneView(new osgUtil::SceneView)
{
sceneView->setDefaults();
currentCamera = new FPSCamera(sceneView,osg::Vec3(0,0,-1));
}

Game::~Game() 
{
PhysicsManager::getInstance()->unload();
ObjectManager::getInstance()->cleanup();
}

void Game::reload()
{
if(PhysicsManager::isLoaded()) PhysicsManager::getInstance()->unload();
PhysicsManager::getInstance()->load();

sceneView->setDefaults();
osg::ref_ptr root = new osg::Group;
ObjectManager::getInstance()->cleanup();
ObjectManager::getInstance()->addScene(root.get(), "scene01.dat");

sceneView->setCamera(currentCamera->getInternalCamera());

currentCamera->setParentObject(ObjectManager::getInstance()->getObject(BOX_OBJECT,
 "test"));
currentCamera->reload();

if(true) // Disable color clamping
{
osg::ClampColor* clamp = new osg::ClampColor();
clamp->setClampVertexColor(GL_FALSE); 
clamp->setClampFragmentColor(GL_FALSE); 
clamp->setClampReadColor(GL_FALSE);
root->getOrCreateStateSet()->setAttribute(clamp, 
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE | 
osg::StateAttribute::PROTECTED); 
}

PPUManager::getInstance()->setupProcessor(root.get(), 
currentCamera->getInternalCamera());

sceneView->setSceneData(root.get());
}

void Game::readEvent(sf::Event& mainEvent)
{
currentCamera->readEvent(mainEvent);
}

void Game::update()
{
ObjectManager::getInstance()->update();
currentCamera->updateMouse();
currentCamera->update();

sceneView->update();
sceneView->cull();
}

void Game::render()
{
currentCamera->setupPerspective();
sceneView->draw();
}



Thank you!

Cheers,
HiredK[/b][/code]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40058#40058





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPlugins] VFS (PhysFS) support for .ive plugin

2011-06-14 Thread Micael Levesque
Hi,

I'm looking for a way to load both the Virtual Planet Builder main .ive file 
and the tiles .ive from a VFS (Virtual file system). I already have a VPB 
terrain running and a functional VFS system that works by adding ".physfs" at 
the end of a filepath like this osgDB::readNode(engine/file.ive.physfs"). I'm 
able to load the main .ive file from the VFS but unfortunately when the plugin 
load the tiles I can't find a way to add the ".physfs" extension since the call 
is on the plugin side. What would be the best way to do so?

Cheers,
Micael

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40383#40383





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Call for OSG contractors and consultants

2011-06-14 Thread Jordan Sotomayer
Hey,

What would a novice contractor expect to make on this kind of project?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40486#40486





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] OSG in C# environment

2011-06-14 Thread Saeed Hadian Niasar
Hi,

Could anyone tell me if I can use OSG in C#? I know this is discussed before, 
but it is still unclear for me.

If the answer is yes, could you please tell me how, or introduce online sources 
for it? 

Thank you!

Cheers,
Saeed

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40488#40488





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] AutoTransform "scale to screen" algorithm - reference?

2011-06-14 Thread Paul Martz
"Reference" as in a research paper? As far as I know, AutoTransform's 
calculations are just linear algebra and a firm grasp of the OpenGL 
transformation pipeline.


Both OpenGL Programming Guide (red book) and OpenGL Distilled (my book) describe 
the transform pipeline found in OpenGL <=3.0, and both books also list at least 
one linear algebra text for recommended reading.

   -Paul


On 6/14/2011 1:55 PM, Frank Palazzolo wrote:

Hi,

Is there any reference for the calculations in AutoTransform::accept(), when 
getAutoScaleToScreen() is true?

It seems to do the "right thing", but I really need to understand how it works 
for an application.

Thank you!

Cheers,
Frank

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] AutoTransform "scale to screen" algorithm - reference?

2011-06-14 Thread Frank Palazzolo
Hi,

Is there any reference for the calculations in AutoTransform::accept(), when 
getAutoScaleToScreen() is true?

It seems to do the "right thing", but I really need to understand how it works 
for an application.

Thank you!

Cheers,
Frank

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40483#40483





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OT: User GUI toolkit

2011-06-14 Thread Eric Sokolowsky
My application uses FLTK 1.1, but I'm about to try 1.3 as it has some
improvements I've been waiting for. Integration is pretty easy, especially
on Linux. Windows and OSX have some additional rules (only draw FLTK windows
in main thread; OSG can use other threads) but it's not too bad.

Eric

On Tue, Nov 23, 2010 at 11:52 AM, Jeremy Moles wrote:

> On Mon, 2010-11-22 at 18:31 +0100, Anders Backman wrote:
> > Old as,... I don't know. But this question pops up now and then.
>
> This will hopefully--eventually--be solved by osgWidget/osgWidget(2).
> Unfortunately, right in the middle of my passionate development I had
> some serious medical issues, and as I recover I spend the majority of my
> free coding time doing various, small paid OSG projects.
>
> I haven't forgot about this huge gap in OSG, and I really want to tackle
> it as soon as I can. In the meantime, you could adapt current osgWidget,
> or perhaps someone else will have advice.
>
> At any rate, some of the components necessary to REALLY make an
> incredible GUI toolkit (vector drawing and good text layout support,
> osgCairo/osgPango) are really coming along. :)
>
> > Assume you need a OpenGL based SDK, lean (in terms of dependencies)
> > gui, for In-graphics GUI, multiplatform.
> > With basic support for sliders, buttons, text, windows.
> >
> >
> > What do people use?
> > Is it QT for everything (with their OpenGL based widgets), is it FLTK?
> > wxWidgets? Seems that most of the small, OpenGL based stuff are mostly
> > stalled in development.
> > Some are integrating Java (JOGL)...
> >
> >
> > Really curious to see what people use, perhaps there are some new
> > interesting stuff out there?
> >
> > --
> >
> >
> > ___
> > 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 mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-14 Thread Isha Kandaswamy
Hi,

yeah.. i found those... but there are a lot of missing files  which i 
cannot seem to find... 

... 

Thank you!

Cheers,
Isha

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40485#40485





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-14 Thread Chris 'Xenon' Hanson
On 6/14/2011 1:45 PM, Isha Kandaswamy wrote:
> Does that even have a plugin to load *.vtk files? 
> I was checking online and it said there used to be a plugin to load vtk files 
> into osg but now it is not online anymore..

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-November/018541.html

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - 
Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-14 Thread Isha Kandaswamy
Hi,

Does that even have a plugin to load *.vtk files? 
I was checking online and it said there used to be a plugin to load vtk files 
into osg but now it is not online anymore..

Thank you soo muich for your help, I really appreciate it.

... 

Thank you!

Cheers,
Isha

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40482#40482





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-14 Thread Robert Osfield
Hi Isa,

On Tue, Jun 14, 2011 at 7:34 PM, Isha Kandaswamy
 wrote:
> Hi,
>
> I ran it according to what you suggested. This is how the checksum looks. I 
> think one of the things is that the texture is 512x512 and mas size is 256... 
> are there any other potential problems??

The limited max texture size will only be an issue if the source data
is larger than 256x256.   I presume it's the hardware/driver which is
causing such a low max texture size.  I'm afriad the hardware you have
probably isn't a good base to work from for volume rendering.  The
Geforce 5600Ti I'm using has a max texture 3D size of 2048, which is
the type of system one should be targetting for volume rendering, it's
really too demanding for low end graphics.

> isha@isha-laptop:~$ /usr/local/share/OpenSceneGraph/bin/osgvolume 
> bin/Skull-2mm/ -o test.osgb
> Max texture size=256
>  (-0.0625 -0.0625 -0.0625 -0.0625) (0.0248718 0.0248718 0.0248718 0.0248718) 
> bin/Skull-2mm/
> Min value -0.0625 -0.0625 -0.0625 -0.0625
> Max value 0.0248718 0.0248718 0.0248718 0.0248718
> Single image 1 volumes.
> isha@isha-laptop:~$ md
> md5sum            mdatopbm          mdeltree          mdu
> md5sum.textutils  mdel              mdir
> isha@isha-laptop:~$ md5sum test.osgb
> d6e166dd334428d8da6a90ffdbf3d04b  test.osgb
> isha@isha-laptop:~$

I've tried artificially limiting the texture size to 256 on my system
by still get a get different check-sum.  I can't say whether this is
siginificant.  There is chance that changes to svn/trunk OSG are
having an effect.

> Also i was wondering, how feasible is it to load vtk images into 
> openscenegraph??

The dicom plugin has an example of using ITK to read dicom images and
then converting these to an osg::Image, so have a look at
src/osgPlugins/dicom.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-14 Thread Isha Kandaswamy
Hi,

I ran it according to what you suggested. This is how the checksum looks. I 
think one of the things is that the texture is 512x512 and mas size is 256... 
are there any other potential problems??

isha@isha-laptop:~$ /usr/local/share/OpenSceneGraph/bin/osgvolume 
bin/Skull-2mm/ -o test.osgb
Max texture size=256
  (-0.0625 -0.0625 -0.0625 -0.0625) (0.0248718 0.0248718 0.0248718 0.0248718) 
bin/Skull-2mm/
Min value -0.0625 -0.0625 -0.0625 -0.0625
Max value 0.0248718 0.0248718 0.0248718 0.0248718
Single image 1 volumes.
isha@isha-laptop:~$ md
md5summdatopbm  mdeltree  mdu
md5sum.textutils  mdel  mdir  
isha@isha-laptop:~$ md5sum test.osgb 
d6e166dd334428d8da6a90ffdbf3d04b  test.osgb
isha@isha-laptop:~$ 

Also i was wondering, how feasible is it to load vtk images into 
openscenegraph??

Thank you soo much, I really really appreciate it.

... 
Thank you!
Warm Regards,
Cheers,
Isha

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40480#40480





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-14 Thread Robert Osfield
Hi Isha,

Could you please do the test exactly as I have suggested, it's the
only way that we can generate the same test.osgb that will make it
possible to compare the output you and I get.

Thanks,
Robert.

On Tue, Jun 14, 2011 at 6:36 PM, Isha Kandaswamy
 wrote:
> Hi,
>
> The checksum I get when running md5sum is
>
> da590eaad20dc1f9c8b933d2ae309c08  bin/isha.osg
>
>
> ...
>
> Thank you!
>
> Cheers,
> Isha
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=40476#40476
>
>
>
>
>
> ___
> 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] [osgPlugins] Build OSG using DCMTK

2011-06-14 Thread Isha Kandaswamy
Hi,

The checksum I get when running md5sum is

da590eaad20dc1f9c8b933d2ae309c08  bin/isha.osg


... 

Thank you!

Cheers,
Isha

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40476#40476





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Absolute beginner questions

2011-06-14 Thread Jean-Sébastien Guay

Hi Basil,


I run a dual monitor setup. When I run an OSG application, it uses the whole 
display. When I switch to windowed mode, it still runs in two separate windows. 
Is there any way that I can get it to run in one window only or to get it to 
open in a window?


When you use viewer.run() or viewer.realize() without having created 
windows yourself, it will automatically create windows over both 
screens. Before calling viewer.realize(), set up the view the way you 
want. You can use one of:


viewer.setUpViewInWindow(...);
or
viewer.setUpViewOnSingleScreen(...);
or
viewer.setUpViewAcrossAllScreens(...);

(the last one is what is used by default as you'll have guessed)

Or you can do whatever custom setup you want by creating one/many 
GraphicsWindow(s) yourself, you can take inspiration from the code of 
the above methods in the OSG sources.


If you want to use the stock osgviewer application, you can use the 
--screen and/or --window arguments (or the OSG_SCREEN and/or OSG_WINDOW 
environment variables) to get it to pop up on the screen which ever way 
you want. Run osgviewer --help-all for details.


Hope this helps,
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Absolute beginner questions

2011-06-14 Thread basil huffman
I've gotten a little farther.  Got around to checking out "OpenSceneGraph 3.0 
Beginner's Guide" and if anyone else comes along on this forum in my position, 
do yourself a favor and purchase this book.

Anyway, one question that I am having is this:

I run a dual monitor setup. When I run an OSG application, it uses the whole 
display. When I switch to windowed mode, it still runs in two separate windows. 
Is there any way that I can get it to run in one window only or to get it to 
open in a window?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40474#40474





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Difficulties to load images from memory

2011-06-14 Thread Daniel Cámpora
Thanks J.P., that was the working solution :)

I found a comprehensive explanation on SO, if anybody is interested.
http://stackoverflow.com/questions/2786816/how-to-create-c-istringstream-from-a-char-array-with-null0-characters

Thanks! :)

Daniel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40473#40473





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgCompute] Computations outside computation node

2011-06-14 Thread Jens Orthmann
Hi jcronje,

the graphics context is initialized by OSG before 
the first rendering traversal. 
Context handling is not so easy with OSG. 
I usually set the following flag in order 
to not loose the context at the end of each frame:  

Code:
_viewer->setReleaseContextAtEndOfFrameHint(false);


Otherwise you need to call makeCurrent() to the 
context before the first call to osgCuda::Texture::map(). 

Please be aware that osgCompute only  works with a single 
context and a single threaded application. 

Code:
_viewer->setThreadingModel( osgViewer::ViewerBase::SingleThreaded );



There are several options I have in mind with a standard 
osgViewer::Viewer:



OPTION A
After osgViewer::ViewerBase::realize() simply call makeCurrent() to your
osg::GraphicsContext. This can be done during the initialization of your 
viewer e.g. in your "main.cpp".

Code:

_viewer->realize();
...
_viewer->getContexts( contexts );
// There should be only a single context
contexts.front()->makeCurrent();
...
_texmemory->map();



( I would prefer this method )

OPTION B
Wait for osgUtil::GLObjectsVisitor traversing the scene. The first time
it does the context is initialized and set as the current context.

OPTION C
Add your own osg::Operation as osgViewer::ViewerBase::setRealizeOperation(). 
At the time, the context is realized, this operation is called. As the viewer 
calls releaseContext() afterwards, you have to call makeCurrent() once before 
your modules.



Hopefully this answers your question.

Cheers,
Jens

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40471#40471





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG 2.8.5 public announcements

2011-06-14 Thread Chris 'Xenon' Hanson
On 6/14/2011 8:49 AM, Paul Martz wrote:
> FYI...
> http://www.opengl.org/
> http://www.khronos.org/

  Yay! Thank you!

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - 
Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] OSG 2.8.5 public announcements

2011-06-14 Thread Paul Martz

FYI...

http://www.opengl.org/
http://www.khronos.org/

--
  -Paul Martz  Skew Matrix Software
   http://www.skew-matrix.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Difficulties to load images from memory

2011-06-14 Thread J.P. Delport

Hi,

std::string has a constructor that you can pass a char* and size to.

string ( const char * s, size_t n );

This ignores \0's.

You can then << it into a stringstream or possibly even directly put it 
into stringstream.str()


HTH
jp

On 14/06/11 16:35, Daniel Cámpora wrote:

Hello community,

Apparently, the problem is related to the formation of the strings I'm trying 
to pass to the istringstream. Since they contain the \0 character, they finish 
earlier than expected.

Has anybody found any workaround for this?

Thank you!

Cheers,
Daniel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40466#40466





___
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.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Difficulties to load images from memory

2011-06-14 Thread Chuck Seberino
Daniel,

Use the ios::binary open mode for istringstream.

HTH
Chuck

On Jun 14, 2011, at 7:35 AM, Daniel Cámpora wrote:

> Hello community,
> 
> Apparently, the problem is related to the formation of the strings I'm trying 
> to pass to the istringstream. Since they contain the \0 character, they 
> finish earlier than expected.
> 
> Has anybody found any workaround for this?
> 
> Thank you!
> 
> Cheers,
> Daniel
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=40466#40466
> 
> 
> 
> 
> 
> ___
> 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] [osgPlugins] Difficulties to load images from memory

2011-06-14 Thread Daniel Cámpora
Hello community,

Apparently, the problem is related to the formation of the strings I'm trying 
to pass to the istringstream. Since they contain the \0 character, they finish 
earlier than expected.

Has anybody found any workaround for this?

Thank you!

Cheers,
Daniel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40466#40466





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLOD displays incorrect child

2011-06-14 Thread Robert Osfield
Hi Vaclav,

Your bug fix will break the way that PageLOD is supposed work, it is
suppossed to fallback to the next level of detail which if you
restrict to only rendering the children that match the range you will
end up with holes in the your scenes.

It sounds very much like you still have a problem with the setup of
your PagedLOD ranges.

Robert.

On Tue, Jun 14, 2011 at 2:30 PM, Vaclav Bilek  wrote:
> Robert,
>
> I have solution which works for me. I was just curious what is wrong and
> possibly wanted to help to find a bug.
> I debugged that with very simple scene and messages in the code and I
> did not find solution without modification of the PagedLOD class.
> Anyway, as this works for me and nobody else observes similar problem we
> can close this topic.
>
> Thank you for your help and your patience!
>
> Best regards
> Vaclav
>
> On 06/14/2011 03:15 PM, Robert Osfield wrote:
>> Hi Vaclav,
>>
>> If you've fixed the overlap then I have no idea what might cause the
>> two subgrpah jitter.  I don't recal others come across the same issue.
>>  The code is setup so it will choose one or the other so if you've got
>> things set up correctly it should just work.
>>
>> I'm afraid this issue is one you'll need to investigate.
>>
>> Robert.
>>
>> On Tue, Jun 14, 2011 at 2:01 PM, Vaclav Bilek  wrote:
>>> Hi Robert
>>>
>>> my lowerlod has 5..10 and higherlod has 0..5. Here I don't see an overlap.
>>>
>>> Your are right in case of my extralod which was 0..11. I removed it but
>>> and the problem persists.
>>>
>>> The only possible overlap may be in case o the value of 5, but based the
>>> code the distance is evaluated as:
>>> (min <= distance >> not overlapping.
>>>
>>> Vaclav
>>>
>>>
>>> On 06/14/2011 02:33 PM, Robert Osfield wrote:
 Hi Vaclav,

 On Tue, Jun 14, 2011 at 1:12 PM, Vaclav Bilek  wrote:
> However when the lower child is present (visible), the higher child goes
> for a moment into the scene and this makes jitter (two scenes at same
> place overlapping) and may unnecessarily decrease performance. Is this
> correct or I still do something wrong. I rearranged the scene to have
> only lowerlod and higherlod and I still see short 'blink' of the
> higherlod when it gets first time traversed.
 You shouldn't have two PageLOD children with overlapping ranges, try
 removing this
 overlap.

 Robert.
 ___
 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 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] PagedLOD displays incorrect child

2011-06-14 Thread Vaclav Bilek
Robert,

I have solution which works for me. I was just curious what is wrong and
possibly wanted to help to find a bug.
I debugged that with very simple scene and messages in the code and I
did not find solution without modification of the PagedLOD class.
Anyway, as this works for me and nobody else observes similar problem we
can close this topic.

Thank you for your help and your patience!

Best regards
Vaclav

On 06/14/2011 03:15 PM, Robert Osfield wrote:
> Hi Vaclav,
>
> If you've fixed the overlap then I have no idea what might cause the
> two subgrpah jitter.  I don't recal others come across the same issue.
>  The code is setup so it will choose one or the other so if you've got
> things set up correctly it should just work.
>
> I'm afraid this issue is one you'll need to investigate.
>
> Robert.
>
> On Tue, Jun 14, 2011 at 2:01 PM, Vaclav Bilek  wrote:
>> Hi Robert
>>
>> my lowerlod has 5..10 and higherlod has 0..5. Here I don't see an overlap.
>>
>> Your are right in case of my extralod which was 0..11. I removed it but
>> and the problem persists.
>>
>> The only possible overlap may be in case o the value of 5, but based the
>> code the distance is evaluated as:
>> (min <= distance > not overlapping.
>>
>> Vaclav
>>
>>
>> On 06/14/2011 02:33 PM, Robert Osfield wrote:
>>> Hi Vaclav,
>>>
>>> On Tue, Jun 14, 2011 at 1:12 PM, Vaclav Bilek  wrote:
 However when the lower child is present (visible), the higher child goes
 for a moment into the scene and this makes jitter (two scenes at same
 place overlapping) and may unnecessarily decrease performance. Is this
 correct or I still do something wrong. I rearranged the scene to have
 only lowerlod and higherlod and I still see short 'blink' of the
 higherlod when it gets first time traversed.
>>> You shouldn't have two PageLOD children with overlapping ranges, try
>>> removing this
>>> overlap.
>>>
>>> Robert.
>>> ___
>>> 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 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] PagedLOD displays incorrect child

2011-06-14 Thread Robert Osfield
Hi Vaclav,

If you've fixed the overlap then I have no idea what might cause the
two subgrpah jitter.  I don't recal others come across the same issue.
 The code is setup so it will choose one or the other so if you've got
things set up correctly it should just work.

I'm afraid this issue is one you'll need to investigate.

Robert.

On Tue, Jun 14, 2011 at 2:01 PM, Vaclav Bilek  wrote:
> Hi Robert
>
> my lowerlod has 5..10 and higherlod has 0..5. Here I don't see an overlap.
>
> Your are right in case of my extralod which was 0..11. I removed it but
> and the problem persists.
>
> The only possible overlap may be in case o the value of 5, but based the
> code the distance is evaluated as:
> (min <= distance  not overlapping.
>
> Vaclav
>
>
> On 06/14/2011 02:33 PM, Robert Osfield wrote:
>> Hi Vaclav,
>>
>> On Tue, Jun 14, 2011 at 1:12 PM, Vaclav Bilek  wrote:
>>> However when the lower child is present (visible), the higher child goes
>>> for a moment into the scene and this makes jitter (two scenes at same
>>> place overlapping) and may unnecessarily decrease performance. Is this
>>> correct or I still do something wrong. I rearranged the scene to have
>>> only lowerlod and higherlod and I still see short 'blink' of the
>>> higherlod when it gets first time traversed.
>> You shouldn't have two PageLOD children with overlapping ranges, try
>> removing this
>> overlap.
>>
>> Robert.
>> ___
>> 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 mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLOD displays incorrect child

2011-06-14 Thread Vaclav Bilek
Hi Robert

my lowerlod has 5..10 and higherlod has 0..5. Here I don't see an overlap.

Your are right in case of my extralod which was 0..11. I removed it but
and the problem persists.

The only possible overlap may be in case o the value of 5, but based the
code the distance is evaluated as:
(min <= distance  Hi Vaclav,
>
> On Tue, Jun 14, 2011 at 1:12 PM, Vaclav Bilek  wrote:
>> However when the lower child is present (visible), the higher child goes
>> for a moment into the scene and this makes jitter (two scenes at same
>> place overlapping) and may unnecessarily decrease performance. Is this
>> correct or I still do something wrong. I rearranged the scene to have
>> only lowerlod and higherlod and I still see short 'blink' of the
>> higherlod when it gets first time traversed.
> You shouldn't have two PageLOD children with overlapping ranges, try
> removing this
> overlap.
>
> Robert.
> ___
> 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] [osgPlugins] Build OSG using DCMTK

2011-06-14 Thread Robert Osfield
Hi Isha,

On Mon, Jun 13, 2011 at 11:03 PM, Isha Kandaswamy
 wrote:
> So i tried it on a different machine, and it worked. But the skull does not 
> look as clean as yours. It looks more squished, like it is from both sides

It's good to hear that you've seen an improvement which does at least
suggest that your laptops driver/hardware are not up to doing volume
rendering.However, I'm afraid I don't have any ideas what might be
causing the differences between what you and I see, I guess this could
be another hardware/driver issue.  What OS/hardware/drivers does this
other hardware have?

Please do the md5sum test I suggested and provide details on what you
find - this will help establish what parts may or may be the cause.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLOD displays incorrect child

2011-06-14 Thread Robert Osfield
Hi Vaclav,

On Tue, Jun 14, 2011 at 1:12 PM, Vaclav Bilek  wrote:
> However when the lower child is present (visible), the higher child goes
> for a moment into the scene and this makes jitter (two scenes at same
> place overlapping) and may unnecessarily decrease performance. Is this
> correct or I still do something wrong. I rearranged the scene to have
> only lowerlod and higherlod and I still see short 'blink' of the
> higherlod when it gets first time traversed.

You shouldn't have two PageLOD children with overlapping ranges, try
removing this
overlap.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Osg, Motif and multiple screens

2011-06-14 Thread Vincent DEBOSSE
Thanks! I will try this out.

Cheers,
Vincent

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40455#40455





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLOD displays incorrect child

2011-06-14 Thread Vaclav Bilek
Hi Robert

Thank you for answer and for confirmation how the PagedLOD works. I
observed this behavior and I like the way the child is preserved until
the next child gets loaded.

However when the lower child is present (visible), the higher child goes
for a moment into the scene and this makes jitter (two scenes at same
place overlapping) and may unnecessarily decrease performance. Is this
correct or I still do something wrong. I rearranged the scene to have
only lowerlod and higherlod and I still see short 'blink' of the
higherlod when it gets first time traversed.

Vaclav



On 06/14/2011 10:59 AM, Robert Osfield wrote:
> HI Vaclav,
>
> PagedLOD is designed to be used with the first child being the  lower
> level of detail, the second the next up and so on.  If during
> traversal the LOD range requires a higher LOD child that isn't
> available yet a request is made to the DatabasePager (Which runs with
> it's own dedicted thread) to load this child and to ensure that there
> is something to render in it's place while wait for the new child to
> be load the next level of detail down is chosen i.e. the child
> preceeding it in the list.  On each frame that that requested LOD
> child is still hasn't been loaded the next level of down will be
> continue to be chosen and request for load is renewed.  Once the
> requested child has been loaded it will be merged during the update
> traversal and finally this child will be chosen.
>
> Robert.
>
> On Tue, Jun 14, 2011 at 6:12 AM, Vaclav Bilek  wrote:
>> Dear Osgers,
>>
>> Based on my exploration I found interesting behavior of PagedLOD traversal.
>> In some condition the PagedLOD displays incorrect child (child out of
>> specified distance range).
>>
>> I am curious if I did something wrong, if it is intended design or if I
>> found a bug.
>>
>> Please imagine following case:
>>
>> (PagedLOD)
>> |
>>+--+--+
>> |
>> | |
>> name : (lowerlod)   (higherlod) (extralod)
>> range : 5..10   0..5
>> 0..11
>> file : lowerlod.ivehigherlod.ive extralod.ive
>>
>> Also please consider that the camera is in distance of 7 from the PagedLOD
>> center.
>>
>> Put this scene to the viewer and observe how the traversal behaves:
>>
>> Traversal 1:
>> - When the PagedLOD went traversed the 'lowerlod' gets loaded in request to
>> the database pager (lowerlod.ive).
>>
>> Traversal 2:
>> - In this next traversal of the PagedLOD the 'lowerlod' is already in the
>> scene and because it fits to the range (5 <= distance < 10), it gets
>> traversed and displayed.
>> - In next step the child 'higherlod' is determined to be loaded and the
>> database pager is asked to load the file higherlod.ive
>>
>> Traversal 3:
>> - The 'lowerlod' still fits into the range, so it is traversed and
>> displayed.
>> - The 'higherlod' is already loaded, however it does not fit to the range it
>> is not traversed - but only for a moment.
>> - Finally here the problem occurs. Although the 'higherlod' does not fit
>> into the range (0 <= distance < 5) it is traversed and displayed because of
>> this code (somewhere in PagedLOD.cpp: PagedLOD::traverse() ):
>>
>> //running conditions at traversal #3
>> //   lastChildTraversed == 0   // <= this is recored when the 'lowerlod' is
>> determined to be traversed&displayed
>> // numChildren == 2  // this is size of the std::vector
>> container _children when both 'lowerlod' and 'higherlod'
>> ...
>> // select the last valid child. if (numChildren>0 &&
>> ((int)numChildren-1)!=lastChildTraversed) { if (updateTimeStamp) {
>> _perRangeDataList[numChildren-1]._timeStamp=timeStamp;
>> _perRangeDataList[numChildren-1]._frameNumber=frameNumber; }
>> _children[numChildren-1]->accept(nv); } ...
>>
>> What is interesting:
>> From my user point of view the LOD should be displayed only if it fits into
>> specified ranges. The PagedLOD is understood as LOD with on-demand loading
>> capability. And here the PagedLOD does not hit my user expectations. Maybe I
>> construct the scene wrong but even if I put the 'lowerlod' before or after
>> the 'higherlod' or on the end after the 'extralod' the behavior stays the
>> same.
>>
>> I did little change by adding new condition and now it works as I expected
>> Modified code fragment (same place as above):
>> ...
>> // select the last valid child. if (numChildren>0 &&
>> ((int)numChildren-1)!=lastChildTraversed) {
>> if (_rangeList[numChildren-1].first<=required_range &&
>> required_range<_rangeList[numChildren-1].second)  // <= this is the
>> additional condition
>> {
>> if (updateTimeStamp) {
>> _perRangeDataList[numChildren-1]._timeStamp=timeStamp;
>> _perRangeDataList[numChildren-1]._frameNumber=frameNumber; }
>> _children[numChildren-1]->accept(nv);
>> }
>> } ...
>>
>>

[osg-users] multitexture in osg files

2011-06-14 Thread issam boughanmi
Hi,

i made a simple model in blender for test purpose

the model contain 2 uvmap in it to make a runway + decals over it

the i export it to osg , please see the attached file

however since every thing look right in blender especially when rendering 
i can't see the first texture unit in osgviewer







another thing
i tried the multicontroltexture  osg example but i always have this warning
talking about that file must have 2 texture units on it etc etc .

i have already my terrain database made with vpb, how to add a second texture 
to it

another question about that example :
is it possible to draw the runway texture and decals directly on top of the vpb 
terrain node, with that no z-fighting right ?

is that the purpose of the multicontroltexture example ?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40454#40454





plane_base.osg
Description: Binary data
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLOD displays incorrect child

2011-06-14 Thread Robert Osfield
HI Vaclav,

PagedLOD is designed to be used with the first child being the  lower
level of detail, the second the next up and so on.  If during
traversal the LOD range requires a higher LOD child that isn't
available yet a request is made to the DatabasePager (Which runs with
it's own dedicted thread) to load this child and to ensure that there
is something to render in it's place while wait for the new child to
be load the next level of detail down is chosen i.e. the child
preceeding it in the list.  On each frame that that requested LOD
child is still hasn't been loaded the next level of down will be
continue to be chosen and request for load is renewed.  Once the
requested child has been loaded it will be merged during the update
traversal and finally this child will be chosen.

Robert.

On Tue, Jun 14, 2011 at 6:12 AM, Vaclav Bilek  wrote:
> Dear Osgers,
>
> Based on my exploration I found interesting behavior of PagedLOD traversal.
> In some condition the PagedLOD displays incorrect child (child out of
> specified distance range).
>
> I am curious if I did something wrong, if it is intended design or if I
> found a bug.
>
> Please imagine following case:
>
>     (PagedLOD)
>     |
>    +--+--+
>     |
> | |
> name : (lowerlod)       (higherlod)     (extralod)
> range : 5..10                       0..5
> 0..11
> file : lowerlod.ive    higherlod.ive             extralod.ive
>
> Also please consider that the camera is in distance of 7 from the PagedLOD
> center.
>
> Put this scene to the viewer and observe how the traversal behaves:
>
> Traversal 1:
> - When the PagedLOD went traversed the 'lowerlod' gets loaded in request to
> the database pager (lowerlod.ive).
>
> Traversal 2:
> - In this next traversal of the PagedLOD the 'lowerlod' is already in the
> scene and because it fits to the range (5 <= distance < 10), it gets
> traversed and displayed.
> - In next step the child 'higherlod' is determined to be loaded and the
> database pager is asked to load the file higherlod.ive
>
> Traversal 3:
> - The 'lowerlod' still fits into the range, so it is traversed and
> displayed.
> - The 'higherlod' is already loaded, however it does not fit to the range it
> is not traversed - but only for a moment.
> - Finally here the problem occurs. Although the 'higherlod' does not fit
> into the range (0 <= distance < 5) it is traversed and displayed because of
> this code (somewhere in PagedLOD.cpp: PagedLOD::traverse() ):
>
> //running conditions at traversal #3
> //   lastChildTraversed == 0   // <= this is recored when the 'lowerlod' is
> determined to be traversed&displayed
> // numChildren == 2  // this is size of the std::vector
> container _children when both 'lowerlod' and 'higherlod'
> ...
> // select the last valid child. if (numChildren>0 &&
> ((int)numChildren-1)!=lastChildTraversed) {     if (updateTimeStamp)     {
>         _perRangeDataList[numChildren-1]._timeStamp=timeStamp;
> _perRangeDataList[numChildren-1]._frameNumber=frameNumber;     }
> _children[numChildren-1]->accept(nv); } ...
>
> What is interesting:
> From my user point of view the LOD should be displayed only if it fits into
> specified ranges. The PagedLOD is understood as LOD with on-demand loading
> capability. And here the PagedLOD does not hit my user expectations. Maybe I
> construct the scene wrong but even if I put the 'lowerlod' before or after
> the 'higherlod' or on the end after the 'extralod' the behavior stays the
> same.
>
> I did little change by adding new condition and now it works as I expected
> Modified code fragment (same place as above):
> ...
> // select the last valid child. if (numChildren>0 &&
> ((int)numChildren-1)!=lastChildTraversed) {
>     if (_rangeList[numChildren-1].first<=required_range &&
> required_range<_rangeList[numChildren-1].second)  // <= this is the
> additional condition
>     {
>         if (updateTimeStamp)         {
> _perRangeDataList[numChildren-1]._timeStamp=timeStamp;
> _perRangeDataList[numChildren-1]._frameNumber=frameNumber;         }
> _children[numChildren-1]->accept(nv);
>     }
> } ...
>
> Now the child gets traversed only if it fits into the specified range.
>
> Hope my english is enough to explain this. I welcome any comments and very
> curios if anybody observed similar problem.
>
> Best regards
> Vaclav
>
>
> ___
> 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, Motif and multiple screens

2011-06-14 Thread Robert Osfield
Hi Vincent,

GraphicsWindowEmbedded is not compatible with multi-context work is it
does an non op for the makeCurrentImplementation()
swapBuffersImplementation().  GraphicsWindowEmbedded is written to be
very easy to use for single context single threaded applictions, for
multi-context work you have to move on to using a full GraphicsWindow
implementation.

As I said in my previous email you should get osgViewer to create the
GLX context for you.  The way to do this is to pass in the Motif
window widget as a parent via the
osg::GraphicsContext::Traits::inheritedWindowData and use the
osgViewer::GraphicsWindowX11::WindowData (see
include/osgViewer/api/X11/GraphicsWindowX11) and let
osgViewer::GraphicsWindowX11 create the GLX context for you.

Another alternative route woudl be to create your own
GraphicsWindowMotif subclass from osgViewer::GraphicsWindow that
implements all the appropriate GraphicsContext::*Implementation()
methods as per other subclasses.  Several of the osgviewer* examples
do this such as osgviewerWX, osgviewerFOX and osgviewerQt (see the
osgQt library implementation).

Robert.

On Mon, Jun 13, 2011 at 5:00 PM, Vincent DEBOSSE
 wrote:
> Thanks for the quick answer.
>
> I'm using OSG 2.8.3 with osgOcean.
>
> The 3D views are embedded in an existing MOTIF application which I cannot 
> modify. Instead, this application calls my library with the widget that I 
> need to draw on.
>
> I use XDisplay(Widget w) to get the screen for each widget (5 widgets per 
> screen).
>
> The integration is done with the GLw library.
>
> I have a class that defines the scene and contains an instance of 
> osgViewer::Viewer with its own Camera.
>
> The initialization is something like this (simplified) :
>
> Code:
>
> void initialize(Widget w)
> {
>  // Create our scene
>  Scene s = new Scene;
>
>  // Get the display associated with the widget
>  Display* dpy = XDisplay(w);
>
>  osgViewer::Viewer viewer = scene->getViewer();
>  osgViewer::GraphicsWindowEmbedded gfx = 
> viewer->setUpViewerAsEmbeddedInWindow(w.core.x, w.core.y, w.core.width, 
> w.core.height);
>
>  // Build a XVisualInfo object from the traits and the display
>  XVisualInfo* info = createVisualInfo(dpy, 
> viewer->getCamera()->getGraphicsContext()->getTraits());
>  XtSetArg(argsGL[0], (char*) GLwNvisualInfo, info);
>
>  // Create the GLX Context for the active display
>  GLXContext glxContext = glXCreateContext(dpy, info, 0, GL_TRUE);
>
>  viewer->realize();
>  gfx->realize();
>
>  // One per widget
>  Widget drawArea = GLwCreateMDrawingArea(w, (char*) "View", argsGL, 1);
>  XtManageChild(drawArea);
> }
>
>
>
>
> The rendering is done in a scheduled method (every 40ms). It can be 
> simplified as the following:
>
> Code:
>
> void draw(Widget w)
> {
>  // Wait for pending X operations before rendering
>  glXWaitX();
>
>  // Activate current context
>  GLwDrawingAreaMakeCurrent(w, glxContext);
>
>  // Computes the new projection
>  [...]
>
>  viewer->getCamera()->setProjectionMatrixAsPerspective(...);
>  gfx->resized(0, 0, w.core.width, w.core.height);
>
>  // Render to buffer
>  viewer->frame();
>
>  GLwDrawingAreaSwapBuffers(w);
> }
>
>
>
>
> For each screen, there's 5 widgets, 5 drawArea of various sizes, but only one 
> scene, one glxContext. The method draw is called for each widget as long as 
> the widget is visible (at most, 4 are visible on a screen).
>
> There's no issue with only one screen, no flickering. But with a second 
> screen it's a mess. With only one glxContext, nothing shows up on the second 
> screen. When I add a second context and duplicate most of the objects, 
> flickering starts and I get a lot of "invalid operations" in the trace.
> This is where I am stuck for now...
>
> Cheers,
> Vincent
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=40417#40417
>
>
>
>
>
> ___
> 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