Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

2011-09-08 Thread Torben Dannhauer
Hi,

if you use VPB and restrict your differnet maps to different levels, be aware 
of the popping effect if you change your camera position and run into a new 
map. 

If you want a smooth transition ( blending) between the different map, look at 
the osgmultitexturecontrol example and configure your VPB run to add every map 
to a different texture layer. I thing the osgMultiTextureControl allows up to 3 
different layers.



Thank you!

Cheers,
Torben

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Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

2011-09-08 Thread Christiansen, Brad
Hi,

What you want is possible with VPB by restricting the levels at which the maps 
are used. I cant remember the options off the top of my head, but you will need 
to specify each source individually and specify at what levels it should be 
used. From memory, the levels are quad tree levels so you may need to do some 
calculations of your own (or use trial and error) to figure out what level a 
certain map should become available.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin Naylor
Sent: Friday, 9 September 2011 6:11 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

Hi,
I believe it may be possible with vpb.
But you may want to take a look at osgearth, it has some features you need
such fade in between layers.
My knowledge on the two is minimal, but it may help?
Regards
Martin Naylor 


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Ess
Sent: 04 September 2011 01:46
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

Hi,

I am not sure if this is even possible, but I would like to use 5 or 6
different maps taken at varying altitudes but of the same region and create
one model/map. 

As a user zooms in on the model/map the texture would update.  

For example:  Say I had a map of North America, then a more detailed map of
the United States, and finally another detailed map of just a state in the
US.  As the user zooms in they would see North America, then the United
States, and finally a detailed state map.

>From the little bit of experimenting I have done, I have thrown all the
geotiffs in one folder (from all 3 different maps) and built a model.  What
I am seeing is parts of the map are at the original scale (North America),
then the regions of North America that have more detailed tiles available
from the "sub" maps are simply overwritten with the more detailed tiles.  So
its like 3 different map formats all on one map and looks like some kind of
Frankenstein monster.

What I would like is for all of the North America map  to display, then as
the user zooms in, if a more detailed view/map is available, it should
update accordingly, showing the detailed portions only if the user is at the
necessary scale/zoom level.

I hope this makes sense, I feel I explained it horribly.  Is this even
possible using VPB/osgdem?  Are there any other tools that may work better?


Thank you!

Cheers,
Chris

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Christiansen, Brad
Hi,

To run VPB you need in your path: the osg dlls, vpb.dll, gdals dll. I am 
responsible for the 3rd party library collection you are using and can confirm 
that this includes all you need to compile and run VPB and OSG from source, 
using the latest version (atleast as of a few weeks ago when I last did a full 
build).

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan Fahy
Sent: Friday, 9 September 2011 5:16 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

You mention that there are VPB 3rd part dependencies; is this a download 
package that I missed?  I don't see any reference to it on the VPB website or 
in the VPB source code...

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Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

2011-09-08 Thread Martin Naylor
Hi,
I believe it may be possible with vpb.
But you may want to take a look at osgearth, it has some features you need
such fade in between layers.
My knowledge on the two is minimal, but it may help?
Regards
Martin Naylor 


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Ess
Sent: 04 September 2011 01:46
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

Hi,

I am not sure if this is even possible, but I would like to use 5 or 6
different maps taken at varying altitudes but of the same region and create
one model/map. 

As a user zooms in on the model/map the texture would update.  

For example:  Say I had a map of North America, then a more detailed map of
the United States, and finally another detailed map of just a state in the
US.  As the user zooms in they would see North America, then the United
States, and finally a detailed state map.

>From the little bit of experimenting I have done, I have thrown all the
geotiffs in one folder (from all 3 different maps) and built a model.  What
I am seeing is parts of the map are at the original scale (North America),
then the regions of North America that have more detailed tiles available
from the "sub" maps are simply overwritten with the more detailed tiles.  So
its like 3 different map formats all on one map and looks like some kind of
Frankenstein monster.

What I would like is for all of the North America map  to display, then as
the user zooms in, if a more detailed view/map is available, it should
update accordingly, showing the detailed portions only if the user is at the
necessary scale/zoom level.

I hope this makes sense, I feel I explained it horribly.  Is this even
possible using VPB/osgdem?  Are there any other tools that may work better?


Thank you!

Cheers,
Chris

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Chris 'Xenon' Hanson
On 9/8/2011 3:16 PM, Ethan Fahy wrote:
> You mention that there are VPB 3rd part dependencies; is this a download 
> package that I missed?  I don't see any reference to it on the VPB website or 
> in the VPB source code...

  I mean, just GDAL and such.

  You're really posting very vague responses. If you're having trouble with 
missing DLLs,
you have to say what DLLs those are, or nobody is going to be able to help you.

-- 
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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Ethan Fahy
You mention that there are VPB 3rd part dependencies; is this a download 
package that I missed?  I don't see any reference to it on the VPB website or 
in the VPB source code...

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Chris 'Xenon' Hanson
On 9/8/2011 2:12 PM, Ethan Fahy wrote:
> OK, I figured out that the last error I had mentioned was due to the fact 
> that the default installation directory for VPB was set to C:\Program 
> Files\VIRTUALPLANETBUILDER but you need admin privileges to write to Program 
> Files.  I rebuilt the project and set the installation directory to a 
> different location under my personal directories and the "INSTALL" process 
> succeeded.
> However, when I try to run osgdem.exe, it asks for a series of .dll files.  I 
> went through and scrounged up a bunch of dll files from my local machine and 
> from the web, but got stuck because one of my dll's appears to be the wrong 
> version and is missing a function.  Is it assumed that the users of VPB will 
> gather all the necessary dll files or is there a VPB dependencies download 
> somewhere that I missed?

  What DLLs? Most of the time the only DLLs you need are OSG itself (and its 
thirdparty
deps) and those from VPB's own thirdparty deps.

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Ethan Fahy
OK, I figured out that the last error I had mentioned was due to the fact that 
the default installation directory for VPB was set to C:\Program 
Files\VIRTUALPLANETBUILDER but you need admin privileges to write to Program 
Files.  I rebuilt the project and set the installation directory to a different 
location under my personal directories and the "INSTALL" process succeeded.

However, when I try to run osgdem.exe, it asks for a series of .dll files.  I 
went through and scrounged up a bunch of dll files from my local machine and 
from the web, but got stuck because one of my dll's appears to be the wrong 
version and is missing a function.  Is it assumed that the users of VPB will 
gather all the necessary dll files or is there a VPB dependencies download 
somewhere that I missed?

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Re: [osg-users] OSG on iOS

2011-09-08 Thread Stephan Huber
Am 08.09.11 16:10, schrieb Tobias Weißhaar:
> But its quite hard to have a complete overview about the OpenGLES API and the 
> OSG API to avoid these mistakes or?

there's some documentation about the differences
(http://www.khronos.org/registry/gles/specs/1.1/es_cm_spec_1.1.12.pdf)
but it's afaik hard to read.

My workflow is to program for OpenGL, transfer my code often to IOS /
OpenGL ES and debug the opengl errors. For common usage the differences
are minimal (no GL_QUADS, GL_POLYGONS, no DrawElementsUInt, no
glBegin/glEnd, some unsupported states).

And usually you'll find some pointers using the glName and "OpenGLES" as
search terms in google.


cheers,
Stephan
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Re: [osg-users] Problems with computeIntersections

2011-09-08 Thread Chris Denham
I'm not 100% sure, but I think I remember we had an odd problem with our qt osg 
integration where we had to reverse the 'y' direction of the event, so that may 
be worth a try.
Also, I don't think it's unusual to get two intersections for one geometry if 
it's a closed convex shape because the ray will intersect two triangles, and 
you would typically ignore the triangle whose normal is facing away from you.
Chris Denham.


Hartmut Leister wrote:
> Hello all,
> 
> I got a problem with osgUtil::computeIntersections(). I wanted to include it 
> in my application (which is nested into the osgviewerQT example). I took the 
> code for picking from the osgpick example.
> However, when I click on my view, there's the following possibilities
> - the picked node/drawable is correct, but listed twice
> - no intersection is computed, although I clicked on a drawable
> - an intersection is computed, although i clicked into empty space
> 
> I can't explain, what I could be doing wrong. Perhaps it's that event comes 
> from QMouseEvent and has another coordinate system than osgviewer?
> 
> Any hints where to go from here?
> 
> Best wishes
> Hartmut
> 
> 
> Code:
> 
> void ViewerQT::mouseReleaseEvent( QMouseEvent* event )
> {
> // default mouse control
> AdapterWidget::mouseReleaseEvent(event);
> 
> // continue with picking
> osgUtil::LineSegmentIntersector::Intersections intersections;
> float x = event->x();
> float y = event->y();
> 
> std::cout << "(" << x << "," << y << ")";
> std::cout << std::endl;
> 
> if (computeIntersections(x,y,intersections))
> {
> for(osgUtil::LineSegmentIntersector::Intersections::iterator hitr = 
> intersections.begin();
> hitr != intersections.end();
> ++hitr)
> {
> if (!hitr->nodePath.empty() && !(hitr->nodePath.back()->getName().empty()))
> {
> // the geodes are identified by name.
> std::cout << "Object \""
> << hitr->nodePath.back()->getName()
> << "\""
> << std::endl;
> }
> else if (hitr->drawable.valid())
> {
> std::cout << "Object \""
> << hitr->drawable->getName()
> << "\""
> << std::endl;
> }
> }
> }
> 
> -- 
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> 
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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Chris 'Xenon' Hanson
On 9/8/2011 8:36 AM, Ethan Fahy wrote:
> To try to isolate the problem further, I downloaded several GDAL precompiled 
> distributions from this site:
> http://trac.osgeo.org/gdal/wiki/DownloadingGdalBinaries
> including:
> http://www.gisinternals.com/sdk/
> and 
> OSGeo4W
> With each GDAL version, I changed the GDAL_DIR environmental variable and 
> recreated the VPB files using CMake.  The linking error is the same 
> regardless of the GDAL dependency that I am using, so I think that the 
> problem lies in the Visual Studio bug pointed out by Mattias.  I hope that I 
> am putting the block of CMake code that Mattias posted in the correct 
> location in the CMake file itself.  I simply inserted it alongside the only 
> other IF(MSVC) statement that I found in the CMake file...

  I've always used the FWTools version when I build on Windows. Not that it'll 
probably
matter.

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Ethan Fahy
In the interest of documenting this issue thoroughly, here's what I did:
In MSVC2010, I right-clicked the "vpb" project and went 
to:properties\Configuration Properties\Linker\Command Line
and added /FORCE:MULTIPLE in the "Additional Options" field.  I did this for 
both the debug and release modes in MSCV.  I was then able to successfully 
build the project.  Note that I only had to add the /FORCE:MULTIPLE option to 
the "vpb" project and not the other projects contained in the solution file.  I 
then tried to build the "INSTALL" project but go the following error:
Error   1   error MSB3073: The command "setlocal
"C:\Program Files\CMake 2.8\bin\cmake.exe" -DBUILD_TYPE=Release -P 
cmake_install.cmake
if %errorlevel% neq 0 goto :cmEnd
:cmEnd
endlocal & call :cmErrorLevel %errorlevel% & goto :cmDone
:cmErrorLevel
exit /b %1
:cmDone
if %errorlevel% neq 0 goto :VCEnd
:VCEnd" exited with code 1. C:\Program 
Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets 113 6   
INSTALL

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Mattias Helsing
Hi Ethan,

There's a semicolon to much in here:

> Error   1   error LNK1181: cannot open input file ';/FORCE:MULTIPLE.obj'  
>   C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\src\vpb\LINK   vpb
^
...don't know why but it causes the linker to think you want it linked.
Try the easy solution and just set /FORCE:MULTIPLE in visual studio.
It's in the Linker properties. I'm not near a windows computer so
can't point better. The setting will disappear next time you CMake
configure/generate.

/Mattias

On Thu, Sep 8, 2011 at 3:40 PM, Ethan Fahy  wrote:
> First, thanks Mattias and Chris for your comments, I really appreciate them.
> I tried the following based on your tips:
>
> 1.  installed VS2010 SP1 -> same errors as before
>
> 2.  inserted the force multiple code block into the CMake file->recreated VPB 
> sln file->different errors on build (both debug and release) as follows:
> Error   1       error LNK1181: cannot open input file ';/FORCE:MULTIPLE.obj'  
>   C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\src\vpb\LINK   vpb
> Error   2       error LNK1181: cannot open input file 
> '..\..\lib\Release\vpb.lib'       
> C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\vpbsizes\LINK
>      Applications vpbsizes
> Error   3       error LNK1181: cannot open input file 
> '..\..\lib\Release\vpb.lib'       
> C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\vpbcache\LINK
>      Applications vpbcache
> Error   4       error LNK1181: cannot open input file 
> '..\..\lib\Release\vpb.lib'       
> C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\osgdem\LINK
>        Applications osgdem
> Error   5       error LNK1181: cannot open input file 
> '..\..\lib\Release\vpb.lib'       
> C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\vpbmaster\LINK
>     Applications vpbmaster
>
> 3.  downloaded both release and debug 3rdparty dependencies directories from 
> same location as I got my precompiled OSG binaries, however this 3rdparty 
> distribution does not contain precompiled GDAL binaries, which is the only 
> 3rdparty OSG library that VPB needs as far as I can tell.  Any recommendation 
> for a VPB-compatible precompiled GDAL?
>
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>
>
>
>
>
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Re: [osg-users] Strange error with opening osg, osgt, osgb type files - ive files work ok.

2011-09-08 Thread Sanat Talmaki
Hi Wang,

Sorry for my late response. I was away for sometime.

Your catch was perfect. It was erroneous data that was causing it. I made the 
necessary changes to the source data and it works for the osg formats as well. 
Thanks for your clear explanation of why it was not working for osg with the 
faulty matrices - it helped me track down the problem better.

Thanks!

Sincerely,
Sanat

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Re: [osg-users] Multitexturing and Disabling light

2011-09-08 Thread Sergey Polischuk
Hi, Guillaume.

there are two ways possible:
1 - write shader.
2 - two pass render, first pass with disabled lighting, second with depth func 
= EQUAL, with multiplicative blend (blend func (DST_COLOR, ZERO) or (ZERO, 
SRC_COLOR) ) and disabled texturing. This way may not work well with 
transparent geometry.

Cheers,
Sergey.

08.09.2011, 11:21, "Guillaume Stuber" :
> Hi everyone,
>
> I am currently trying to set two textures on a geometry. To mix both textures 
> I use a texEnvCombine with INTERPOLATE. That is how I did that:
>
> Code:
>
> //Initialize and Set the first texture.
> osg::Texture2D* tex = new osg::Texture2D(osgDB::readImageFile("im1.jpg"));
> tex->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
> tex->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
> tex->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
> tex->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
> geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, tex, 
> osg::StateAttribute::ON);
>
> //I use a texmat to repeat the texture ten times.
> osg::TexMat* texmat = new osg::TexMat(osg::Matrix::scale(10,10,1.0));
> geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, texmat);
>
> //I configure my texEnvCombine.
> osg::TexEnvCombine* texEnv = new osg::TexEnvCombine();
> texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
> texEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
> texEnv->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
> texEnv->setSource1_RGB(osg::TexEnvCombine::TEXTURE);
> texEnv->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
> texEnv->setSource2_RGB(osg::TexEnvCombine::PRIMARY_COLOR);
> texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR);
> geode->getOrCreateStateSet()->setTextureAttribute(1, texEnv);
>
> // And I set my second texture.
> osg::Texture2D* tex2 = new osg::Texture2D(osgDB::readImageFile("im2.jpg"));
> tex2->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
> tex2->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
> tex2->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
> tex2->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
> geode->getOrCreateStateSet()->setTextureAttributeAndModes(1, tex2, 
> osg::StateAttribute::ON);
> geode->getOrCreateStateSet()->setTextureAttributeAndModes(1, texmat);
>
> With that code it works perfectly when I set GL_LIGHTING to OFF on the geode. 
> But when I put the lights on, it has issues. In fact it is logical issues:
> - My combine is set to INTERPOLATION, that's why the mixing will follow the 
> function: Arg0*Arg2 + Arg1*(1 - Arg2)
> - Here Arg0 is my first texture (PREVIOUS), Arg1 is my second one (TEXTURE) 
> and the weight Arg2 is the PRIMARY_COLOR which is different at each place of 
> my geometry.
> - That's why it will return bad results when I have lights: the PRIMARY_COLOR 
> will change with them (example: according to the function, all shadowed area 
> will automatically set more of the second texture and vice versa.)
>
> Which brings me to my question:
> Is there a way to disable the light just for this combination ?
>
> Thank you.
>
> Guillaume[/code]
>
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> http://forum.openscenegraph.org/viewtopic.php?p=42518#42518
>
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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Ethan Fahy
To try to isolate the problem further, I downloaded several GDAL precompiled 
distributions from this site:
http://trac.osgeo.org/gdal/wiki/DownloadingGdalBinaries
including:
http://www.gisinternals.com/sdk/
and 
OSGeo4W
With each GDAL version, I changed the GDAL_DIR environmental variable and 
recreated the VPB files using CMake.  The linking error is the same regardless 
of the GDAL dependency that I am using, so I think that the problem lies in the 
Visual Studio bug pointed out by Mattias.  I hope that I am putting the block 
of CMake code that Mattias posted in the correct location in the CMake file 
itself.  I simply inserted it alongside the only other IF(MSVC) statement that 
I found in the CMake file...

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Re: [osg-users] OSG on iOS

2011-09-08 Thread Tobias Weißhaar
Thanks Stephan it works :)

But its quite hard to have a complete overview about the OpenGLES API and the 
OSG API to avoid these mistakes or?

Cheers,
Tobias

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Ethan Fahy
First, thanks Mattias and Chris for your comments, I really appreciate them.
I tried the following based on your tips:

1.  installed VS2010 SP1 -> same errors as before

2.  inserted the force multiple code block into the CMake file->recreated VPB 
sln file->different errors on build (both debug and release) as follows:
Error   1   error LNK1181: cannot open input file ';/FORCE:MULTIPLE.obj'
C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\src\vpb\LINK   vpb
Error   2   error LNK1181: cannot open input file 
'..\..\lib\Release\vpb.lib'   
C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\vpbsizes\LINK
 Applications vpbsizes
Error   3   error LNK1181: cannot open input file 
'..\..\lib\Release\vpb.lib'   
C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\vpbcache\LINK
 Applications vpbcache
Error   4   error LNK1181: cannot open input file 
'..\..\lib\Release\vpb.lib'   
C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\osgdem\LINK
   Applications osgdem
Error   5   error LNK1181: cannot open input file 
'..\..\lib\Release\vpb.lib'   
C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\vpbmaster\LINK
Applications vpbmaster

3.  downloaded both release and debug 3rdparty dependencies directories from 
same location as I got my precompiled OSG binaries, however this 3rdparty 
distribution does not contain precompiled GDAL binaries, which is the only 
3rdparty OSG library that VPB needs as far as I can tell.  Any recommendation 
for a VPB-compatible precompiled GDAL?

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Re: [osg-users] Question on decreasing latency for database pagers...

2011-09-08 Thread Robert Osfield
Hi Boon,

On Thu, Sep 8, 2011 at 2:32 PM, Boon Wah  wrote:
>    I played with a variety of settings like varying LOD in the viewer, 
> setting bound volume, range during the LOD building process, but is still 
> unable to achieve my goal.
>
>    In short, I wanted to aggressive load in new tiles with the DatabasePager. 
> In this case, I wanted to pre-load the areas surrounding the area drawn in 
> the view-port. Therefore, when the next frame is drawn, these areas will have 
> already been loaded. Can somebody guide me in which part of OSG should I 
> customise?

I'm afraid you have unrealistic expectations of just how fast your
hardware can page data in.  It won't be a simple case of customizing
the OSG, you'll need to address the hardware issues that are at the
core of the latency issue - you have to either put your tiles into ram
or second best a solid state disk.

Robert.
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[osg-users] How has been avatar.osg (from 3.0.0 dataset) generated?

2011-09-08 Thread Roberto Garrido
Hi,

We are wondering how avatar.osg, which can be found in the 3.0.0 dataset,  was 
generated. Which modeling software and exporter have do you used? We do need 
animations like avatar's or nathan's!! 
;-)

Thank you in advance!

Cheers,
Roberto

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Re: [osg-users] Question on decreasing latency for database pagers...

2011-09-08 Thread Boon Wah
Hi,

I played with a variety of settings like varying LOD in the viewer, setting 
bound volume, range during the LOD building process, but is still unable to 
achieve my goal.

In short, I wanted to aggressive load in new tiles with the DatabasePager. 
In this case, I wanted to pre-load the areas surrounding the area drawn in the 
view-port. Therefore, when the next frame is drawn, these areas will have 
already been loaded. Can somebody guide me in which part of OSG should I 
customise?

Thanks in advance.

Kind Regards,
Boon

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Re: [osg-users] OSG on iOS

2011-09-08 Thread Stephan Maximilian Huber
Hi,

Am 08.09.11 15:14, schrieb Tobias Weißhaar:
> I want to develop OSG examples in iOS but OpenGL provides only a sub-set of 
> OSG. Is this the reason why for example this code doesnt work on the 
> simulator? :

yes

> osg::DrawElementsUInt* pyramidFaceOne = new 
> osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);

DrawElementsUInt is not supported by OpenGL ES 1, Try DrawElementsUShort
instead.

cheers,
Stephan
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[osg-users] OSG on iOS

2011-09-08 Thread Tobias Weißhaar
Hi guys,

I want to develop OSG examples in iOS but OpenGL provides only a sub-set of 
OSG. Is this the reason why for example this code doesnt work on the simulator? 
:

osgViewer::Viewer viewer;

osg::Group* root = new osg::Group();
osg::Geode* pyramidGeode = new osg::Geode();
osg::Geometry* pyramidGeometry = new osg::Geometry();

pyramidGeode->addDrawable(pyramidGeometry); 
root->addChild(pyramidGeode);

osg::Vec3Array* pyramidVertices = new osg::Vec3Array;
pyramidVertices->push_back( osg::Vec3( 0, 0, 0) ); // front left
pyramidVertices->push_back( osg::Vec3(10, 0, 0) ); // front right
pyramidVertices->push_back( osg::Vec3(10,10, 0) ); // back right 
pyramidVertices->push_back( osg::Vec3( 0,10, 0) ); // back left 
pyramidVertices->push_back( osg::Vec3( 5, 5,10) ); // peak

pyramidGeometry->setVertexArray( pyramidVertices ); 

osg::DrawElementsUInt* pyramidFaceOne = new 
osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
pyramidFaceOne->push_back(0);
pyramidFaceOne->push_back(1);
pyramidFaceOne->push_back(4);
pyramidGeometry->addPrimitiveSet(pyramidFaceOne);

osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) ); //index 0 red
colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f) ); //index 1 green
colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f) ); //index 2 blue
colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 3 white 
colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) ); //index 4 red

pyramidGeometry->setColorArray(colors);
pyramidGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);

viewer.setSceneData( root );
//viewer.run();
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
viewer.realize();

while(true) {
viewer.frame();
}


I get the output: 
Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..)



Thank you!

Cheers,
Tobias

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[osg-users] Multitexturing and Disabling light

2011-09-08 Thread Guillaume Stuber
Hi everyone,

I am currently trying to set two textures on a geometry. To mix both textures I 
use a texEnvCombine with INTERPOLATE. That is how I did that:


Code:

//Initialize and Set the first texture.
osg::Texture2D* tex = new osg::Texture2D(osgDB::readImageFile("im1.jpg"));
tex->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
tex->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
tex->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
tex->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, tex, 
osg::StateAttribute::ON);

//I use a texmat to repeat the texture ten times.
osg::TexMat* texmat = new osg::TexMat(osg::Matrix::scale(10,10,1.0));
geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, texmat);

//I configure my texEnvCombine.
osg::TexEnvCombine* texEnv = new osg::TexEnvCombine();
texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
texEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
texEnv->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
texEnv->setSource1_RGB(osg::TexEnvCombine::TEXTURE);
texEnv->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
texEnv->setSource2_RGB(osg::TexEnvCombine::PRIMARY_COLOR);
texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR);
geode->getOrCreateStateSet()->setTextureAttribute(1, texEnv);

// And I set my second texture.
osg::Texture2D* tex2 = new osg::Texture2D(osgDB::readImageFile("im2.jpg"));
tex2->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
tex2->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
tex2->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
tex2->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
geode->getOrCreateStateSet()->setTextureAttributeAndModes(1, tex2, 
osg::StateAttribute::ON);
geode->getOrCreateStateSet()->setTextureAttributeAndModes(1, texmat);



With that code it works perfectly when I set GL_LIGHTING to OFF on the geode. 
But when I put the lights on, it has issues. In fact it is logical issues:
- My combine is set to INTERPOLATION, that's why the mixing will follow the 
function: Arg0*Arg2 + Arg1*(1 - Arg2)
- Here Arg0 is my first texture (PREVIOUS), Arg1 is my second one (TEXTURE) and 
the weight Arg2 is the PRIMARY_COLOR which is different at each place of my 
geometry.
- That's why it will return bad results when I have lights: the PRIMARY_COLOR 
will change with them (example: according to the function, all shadowed area 
will automatically set more of the second texture and vice versa.)

Which brings me to my question:
Is there a way to disable the light just for this combination ?

Thank you.

Guillaume[/code]

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Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-08 Thread Robert Milharcic


> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> boun...@lists.openscenegraph.org] On Behalf Of Paolo Piazzi
> Sent: Thursday, September 08, 2011 11:55 AM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] [osgPlugins] VRML plugin: help in compiling
> 
> 
> rmilh wrote:
> >
> > Sorry, I opened snoman.wrl found under sample models in source
> distribution and *it does not animate* only static gemoetry is shown . I also
> tried orbit3.wrl, still no animation.
> >
> 
> 
> So, you can really see the snowman, but there is no animation?
> 

That is correct. I executed the comman line  and I can see snowman but play button does nothing.  I also  tried 
collada plugin (dae) (osganimationviewer.exe Seymour_anim2.dae) and the 
animation worked. If you are looking for plugin that can handle animation then 
I suggest you try collada plugin.

Robert Milharcic
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Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-08 Thread Paolo Piazzi

rmilh wrote:
> 
> Sorry, I opened snoman.wrl found under sample models in source distribution 
> and *it does not animate* only static gemoetry is shown . I also tried 
> orbit3.wrl, still no animation. 
> 


So, you can really see the snowman, but there is no animation?


rmilh wrote:
> 
> BTW, if you use x64 os jo have to put keys  under Wow6432Node   
> (HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\OpenVRML\OpenVRML).
> 


32-bit platform :D
thank you!

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[osg-users] Problems with computeIntersections

2011-09-08 Thread Hartmut Leister
Hello all,

I got a problem with osgUtil::computeIntersections(). I wanted to include it in 
my application (which is nested into the osgviewerQT example). I took the code 
for picking from the osgpick example.
However, when I click on my view, there's the following possibilities
- the picked node/drawable is correct, but listed twice
- no intersection is computed, although I clicked on a drawable
- an intersection is computed, although i clicked into empty space

I can't explain, what I could be doing wrong. Perhaps it's that event comes 
from QMouseEvent and has another coordinate system than osgviewer?

Any hints where to go from here?

Best wishes
Hartmut


Code:

void ViewerQT::mouseReleaseEvent( QMouseEvent* event )
{
// default mouse control
AdapterWidget::mouseReleaseEvent(event);

// continue with picking
osgUtil::LineSegmentIntersector::Intersections intersections;
float x = event->x();
float y = event->y();

std::cout << "(" << x << "," << y << ")";
std::cout << std::endl;

if (computeIntersections(x,y,intersections))
{
for(osgUtil::LineSegmentIntersector::Intersections::iterator hitr = 
intersections.begin();
hitr != intersections.end();
++hitr)
{
if (!hitr->nodePath.empty() && 
!(hitr->nodePath.back()->getName().empty()))
{
// the geodes are identified by name.
std::cout << "Object \""
  << hitr->nodePath.back()->getName()
  << "\""
  << std::endl;
}
else if (hitr->drawable.valid())
{
std::cout << "Object \""
  << hitr->drawable->getName()
  << "\""
  << std::endl;
}
}
}

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Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-08 Thread Robert Milharcic

> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> boun...@lists.openscenegraph.org] On Behalf Of Paolo Piazzi
> Sent: Thursday, September 08, 2011 10:38 AM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] [osgPlugins] VRML plugin: help in compiling
> 
> I don't have this code in ReaderWriterVRML2.cpp!
> Do you confirm me that osg VRML plugin doesn't play a vrml like an
> animation, but it only "navigate" through nodes searching for properties?
> 

Sorry, I opened snoman.wrl found under sample models in source distribution and 
*it does not animate* only static gemoetry is shown . I also tried orbit3.wrl, 
still no animation. BTW, if you use x64 os jo have to put keys  under 
Wow6432Node   (HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\OpenVRML\OpenVRML).

Robert Milharcic
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Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-08 Thread Paolo Piazzi

Ryan Pavlik wrote:
> 
> You might want to look at osgART for doing AR with OpenSceneGraph


Thank you for the advice. I looked at OsgART some weeks ago, but it was based 
on ARToolkit, which it is based on openVRML 0.14 and I wasn't able to compile 
the VRML example! So I decided not to use OSGART.
Now I can read from the site that they have resumed the project and I am 
curious to know what they will use for the VRML/X3D.

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Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-08 Thread Paolo Piazzi

rmilh wrote:
> 
> This error indicates that you didn't build vrml97.dll node or the node cannot 
> be found. The search paths can be put into registry under 
> HKEY_LOCAL_MACHINE\SOFTWARE\OpenVRML\OpenVRML:
> 
> NodePath ... the path to .dll nodes
> Datadir ... data dir must contain component subdirectory with  component xml 
> files
> ScriptPath ... can be empty
> 


I built vrml97.dll 2 days ago and now I added the three string in the registry 
key. But it doesn't work.

rmilh wrote:
> 
> I also had to comment out following lines in ReaderWriterVRML2.cpp:
> 
> 
> Code:
> 
> /*std::string unixFileName = osgDB::convertFileNameToUnixStyle(fileName);
> 
> #ifdef WIN32
> if(unixFileName[1] == ':') // absolute path
> fileName = "file:///" + unixFileName;
> #else
> if (unixFileName[0] == '/') // absolute path
> fileName = "file://" + unixFileName;
> #endif
> else
> // relative path
> fileName = unixFileName;*/
> 
> 
> 


I don't have this code in ReaderWriterVRML2.cpp! 
Do you confirm me that osg VRML plugin doesn't play a vrml like an animation, 
but it only "navigate" through nodes searching for properties?

Thank you for your help!

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[osg-users] [osgPPU] osgPPU with GLES 2.0 ?

2011-09-08 Thread Alexander Irion
Hello,

did anyone try to use osgPPU with GLES 2.0 ?

Would it be difficult to do the adaption for ES? Which parts of the library 
might be affected?

Regards,
--Alex

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Re: [osg-users] PolytopeIntersector usage

2011-09-08 Thread Vincent Bourdier

Hi Peter,

Yes this is a nice precision, the euclidian distance will be a second 
pass to check the intersected results.


Thanks a lot :-)

Regards,
   Vincent

Le 08/09/2011 10:21, Peter Hrenka a écrit :

Hi Vincent,

Am 08.09.2011 10:00, schrieb Vincent Bourdier:

Hi Peter

Le 08/09/2011 09:40, Peter Hrenka a écrit :

The goal is to compute if a point is at less than a fixed distance from
a node, and to my mind the intersection is the best way but maybe there
is something more adapted ?

I think that should be possible.
I would recommend using a cube which contains
the distance-sphere as the polytope and
check the results from the PolytopeIntersector
for the real (euclidian) distance.

I would advise against trying to
use a "sphere"-polytope since
the intersector must check all
polytope-planes in the innermost loop.

I am trying with an octaedron (8 faces) to avoid having a complex
structure (like a sphere) with too much faces, just to run some tests.

I build the polytope a the point position (radius or the checked
distance) and compute the intersection.
If there is a least one result, I consider the point is near from the
the model.
  There is no need to check the euclidian distance to my mind, isn't it ?

Well, it depends what you mean by "distance"...
If the octahedron is good enough for you then
you are done.

But if you need to consider the exact (euclidian)
distance then must choose your octahedron to
contain the distance-sphere and check the results
to eliminate the false-positives which lie in
the octahedron but not in the sphere.


Thanks for your help.

Regards,
Vincent

Cheers,

Peter

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Re: [osg-users] PolytopeIntersector usage

2011-09-08 Thread Peter Hrenka
Hi Vincent,

Am 08.09.2011 10:00, schrieb Vincent Bourdier:
> Hi Peter
> 
> Le 08/09/2011 09:40, Peter Hrenka a écrit :
>>> The goal is to compute if a point is at less than a fixed distance from
>>> a node, and to my mind the intersection is the best way but maybe there
>>> is something more adapted ?
>> I think that should be possible.
>> I would recommend using a cube which contains
>> the distance-sphere as the polytope and
>> check the results from the PolytopeIntersector
>> for the real (euclidian) distance.
>>
>> I would advise against trying to
>> use a "sphere"-polytope since
>> the intersector must check all
>> polytope-planes in the innermost loop.
> 
> I am trying with an octaedron (8 faces) to avoid having a complex
> structure (like a sphere) with too much faces, just to run some tests.
> 
> I build the polytope a the point position (radius or the checked
> distance) and compute the intersection.
> If there is a least one result, I consider the point is near from the
> the model.
>  There is no need to check the euclidian distance to my mind, isn't it ?

Well, it depends what you mean by "distance"...
If the octahedron is good enough for you then
you are done.

But if you need to consider the exact (euclidian)
distance then must choose your octahedron to
contain the distance-sphere and check the results
to eliminate the false-positives which lie in
the octahedron but not in the sphere.

> Thanks for your help.
> 
> Regards,
>Vincent

Cheers,

Peter
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Re: [osg-users] PolytopeIntersector usage

2011-09-08 Thread Vincent Bourdier

Hi Peter

Le 08/09/2011 09:40, Peter Hrenka a écrit :

The goal is to compute if a point is at less than a fixed distance from
a node, and to my mind the intersection is the best way but maybe there
is something more adapted ?

I think that should be possible.
I would recommend using a cube which contains
the distance-sphere as the polytope and
check the results from the PolytopeIntersector
for the real (euclidian) distance.

I would advise against trying to
use a "sphere"-polytope since
the intersector must check all
polytope-planes in the innermost loop.


I am trying with an octaedron (8 faces) to avoid having a complex 
structure (like a sphere) with too much faces, just to run some tests.


I build the polytope a the point position (radius or the checked 
distance) and compute the intersection.
If there is a least one result, I consider the point is near from the 
the model.

 There is no need to check the euclidian distance to my mind, isn't it ?

Thanks for your help.

Regards,
   Vincent
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Re: [osg-users] PolytopeIntersector usage

2011-09-08 Thread Peter Hrenka
Hi Vincent,

Am 08.09.2011 08:51, schrieb Vincent Bourdier:
> Hi all,
> 
> I'm currently trying to compute an intersection between a sphere and a
> node.
> PolytopeIntersector seems to be the best choice according to the
> documentation, but I didn't find any example of implementation.

Have a look at the osgkeyboardmouse example.

> Next, are there some limitations to its usage ? (I saw something about
> convex clipping volumes...)

PolytopeIntersector is mostly useful when used for interactive
picking with small volumes. Its return data structure is too
big for large volumes (containing lots of intersections).

> The goal is to compute if a point is at less than a fixed distance from
> a node, and to my mind the intersection is the best way but maybe there
> is something more adapted ?

I think that should be possible.
I would recommend using a cube which contains
the distance-sphere as the polytope and
check the results from the PolytopeIntersector
for the real (euclidian) distance.

I would advise against trying to
use a "sphere"-polytope since
the intersector must check all
polytope-planes in the innermost loop.

> Thanks for your help.
> 
> Regards,
> Vincent.

Cheers,

Peter
-- 
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier, 
Dr. Arno Steitz, Dr. Ingrid Zech
Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
Philippe Miltin
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart
Registernummer/Commercial Register No.: HRB 382196 


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Re: [osg-users] [build] iPad Simulator crashes when trying to run a simple example

2011-09-08 Thread Stephan Huber
Hi Tobias,

I don't know why your app crashes in the simulator, can you try to debug
the example? From the console-output there seems to be a valid
viewer-object, so adding a camera manipulator should work.

Most likely there's a discrepancy in project- / compiler-settings,
please double-check that your project-settings are the same as for the
osg-projects.

Unfortunately I don't have a cmake-based-ios-workflow on my machine, so
can't test it on my end, all I know is that the examples from the
hand-maintained xcode project from
https://github.com/stmh/osg/tree/iphone do work on the device and on the
simulator.

Why are there any hand-maintained xcode-project anyway?
a) it's easier to develop, as the same xcode-project can build libs for
simulator and device, the project-files created with cmake can't do that.
b) the examples do work with the hand-maintained xcode-project-files, I
failed completely to create a cmake configuration to build one simple
ios-example
c) downsides: handmaintained, only a few plugins do compile and work, is
most of the time behind current trunk

HTH,
Stephan


Am 07.09.11 14:46, schrieb Tobias Weißhaar:
> H guysi,
> 
> I successfully build and linked my App for the iPad but when I try to run the 
> simulator it crashes. I get the following Output:
> 
> CullSettings::readEnvironmentalVariables()
> DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
> DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
> CullSettings::readEnvironmentalVariables()
> CullSettings::readEnvironmentalVariables()
> CullSettings::readEnvironmentalVariables()
> CullSettings::readEnvironmentalVariables()
> ShaderComposer::ShaderComposer() 0x70006e0
> CullSettings::readEnvironmentalVariables()
> ShaderComposer::ShaderComposer() 0xa6009c0
> View::setSceneData() Reusing exisitng scene0x713c8f0
>  CameraManipulator::computeHomePosition(0, 0)
> boundingSphere.center() = (1 1 1)
> boundingSphere.radius() = 0.866025
>  CameraManipulator::computeHomePosition(0x6827800, 0)
> boundingSphere.center() = (1 1 1)
> boundingSphere.radius() = 0.866025
> Viewer::realize() - No valid contexts found, setting up view across all 
> screens.
> GraphicsContext::getWindowingSystemInterface() 0x5d0ed30  0x75aaa8
> GraphicsContext::registerGraphicsContext 0xa6027c0
> ShaderComposer::ShaderComposer() 0xa602aa0
> GraphicsContext::createNewContextID() creating contextID=0
> Updating the MaxNumberOfGraphicsContexts to 1
>   GraphicsWindow has been created successfully.
>  CameraManipulator::computeHomePosition(0, 0)
> boundingSphere.center() = (1 1 1)
> boundingSphere.radius() = 0.866025
>  CameraManipulator::computeHomePosition(0x6827800, 0)
> boundingSphere.center() = (1 1 1)
> boundingSphere.radius() = 0.866025
> osg::State::_maxTexturePoolSize=0
> osg::State::_maxBufferObjectPoolSize=0
> GraphicsContext::getWindowingSystemInterface() 0x5d0ed30  0x75aaa8
> shouldAutorotateToInterfaceOrientation for 1: YES
> shouldAutorotateToInterfaceOrientation for 1: YES
> GraphicsWindowIOS :: grabFocusIfPointerInWindow not implemented yet 
> View::init()
> [Switching to process 28651 thread 0x5f0b]
> OpenGL extensions supported by installed OpenGL drivers are:
> GL_APPLE_framebuffer_multisample
> GL_APPLE_texture_2D_limited_npot
> GL_APPLE_texture_format_BGRA
> GL_APPLE_texture_max_level
> GL_EXT_blend_minmax
> GL_EXT_discard_framebuffer
> GL_EXT_read_format_bgra
> GL_EXT_texture_filter_anisotropic
> GL_EXT_texture_lod_bias
> GL_IMG_read_format
> GL_IMG_texture_compression_pvrtc
> GL_OES_blend_equation_separate
> GL_OES_blend_func_separate
> GL_OES_blend_subtract
> GL_OES_compressed_paletted_texture
> GL_OES_depth24
> GL_OES_draw_texture
> GL_OES_fbo_render_mipmap
> GL_OES_framebuffer_object
> GL_OES_mapbuffer
> GL_OES_matrix_palette
> GL_OES_packed_depth_stencil
> GL_OES_point_size_array
> GL_OES_point_sprite
> GL_OES_read_format
> GL_OES_rgb8_rgba8
> GL_OES_stencil8
> GL_OES_stencil_wrap
> GL_OES_texture_mirrored_repeat
> GL_OES_vertex_array_object
> OpenGL extension 'GL_ARB_vertex_shader' is not supported.
> OpenGL extension 'GL_ARB_multitexture' is not supported.
> OpenGL extension 'GL_EXT_multitexture' is not supported.
> OpenGL extension 'GL_ARB_vertex_program' is not supported.
> OpenGL extension 'GL_EXT_secondary_color' is not supported.
> OpenGL extension 'GL_EXT_fog_coord' is not supported.
> OpenGL extension 'GL_ARB_multitexture' is not supported.
> OpenGL extension 'GL_NV_occlusion_query' is not supported.
> OpenGL extension 'GL_ARB_occlusion_query' is not supported.
> OpenGL extension 'GL_EXT_timer_query' is not supported.
> OpenGL extension 'GL_ARB_timer_query' is not supported.
> GraphicsCostEstimator::calibrate(..)
> ShaderComposer::~ShaderComposer() 0x70006e0
> OpenGL extension '' is not supported.
> Setting up osg::Camera::FRAME_BUFFER
> 
> 
> In my Code the "error line" 

Re: [osg-users] iOS: wireframe

2011-09-08 Thread Alessandro Terenzi
I think it could be useful in many other scenarios, regarding the
current one, at last, requirements changed so I had not to use
wireframe anymore.

If you don't mind it would be great to have the chance to try it.

By the way, is your implementation intended for GLES?

Thanks.
Alessandro

On Fri, Sep 2, 2011 at 9:48 PM, Jeremy Moles  wrote:
> On Fri, 2011-09-02 at 18:11 +0200, Alessandro Terenzi wrote:
>> Ok and thanks for your help.
>
> I think I might finish my own personal solid+wireframe GLSL example here
> in a few minutes. Would this be of use to you? (It is derived from this
> example:
>
> http://www2.imm.dtu.dk/~jab/Wireframe/
>
>
>
>> Cheers.
>> Alessandro
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=42387#42387
>>
>>
>>
>>
>>
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