Re: [osg-users] Install Issue with current trunk

2011-10-28 Thread Robert Osfield
Hi PP? Do you  have a human name?  It's kinda nice to converse with humans...

The jpeg plugin hasn't changed since 3.0.0.

Is there a chance that jpeg plugin failed to build?

Robert.



On Thu, Oct 27, 2011 at 9:36 PM, PP CG p...@cg.uni-saarland.de wrote:
 Hi,

 I'm having Issues installing my built of the current trunk, using VS2010,
 Win 7 x64.
 LIBs and DLLs do get installed, but no applications and examples.

 Error Message in VS:
 5  CMake Error at src/osgPlugins/jpeg/cmake_install.cmake:32 (FILE):
 5    file INSTALL cannot find
 5
  D:/PP/OSG/OpenSceneGraph-SVN/build/bin/osgPlugins-3.1.0/osgdb_jpegd.dll.
 5  Call Stack (most recent call first):
 5    src/osgPlugins/cmake_install.cmake:53 (INCLUDE)
 5    src/cmake_install.cmake:51 (INCLUDE)
 5    cmake_install.cmake:108 (INCLUDE)
 5
 5
 5C:\Program Files
 (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
 MSB3073: The command setlocal
 5C:\Program Files
 (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
 MSB3073: C:\Program Files (x86)\CMake 2.8\bin\cmake.exe -DBUILD_TYPE=Debug
 -P cmake_install.cmake
 5C:\Program Files
 (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
 MSB3073: if %errorlevel% neq 0 goto :cmEnd
 5C:\Program Files
 (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
 MSB3073: :cmEnd
 5C:\Program Files
 (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
 MSB3073: endlocal  call :cmErrorLevel %errorlevel%  goto :cmDone
 5C:\Program Files
 (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
 MSB3073: :cmErrorLevel
 5C:\Program Files
 (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
 MSB3073: exit /b %1
 5C:\Program Files
 (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
 MSB3073: :cmDone
 5C:\Program Files
 (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
 MSB3073: if %errorlevel% neq 0 goto :VCEnd
 5C:\Program Files
 (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
 MSB3073: :VCEnd exited with code 1.

 Till today I used 3.0 branch, and did not have the issue. Is this known, and
 if so, is there a workaround ?
 Sorry, not a cmake expert.

 Cheers, PP
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Re: [osg-users] Install Issue with current trunk

2011-10-28 Thread PP CG

Hi,


Hi PP? Do you  have a human name?  It's kinda nice to converse with humans...


Yes I do, it's Peter, and you're right, should use my proper name her.


The jpeg plugin hasn't changed since 3.0.0.

Is there a chance that jpeg plugin failed to build?


Yes, you're right it didn't built, but thought that the cmake script 
would install all the rest.
However, it does not built as the linker can't find a libjpeg.lib in my 
3rd party library, which is right as I do not have it. I have the 
jpeg.lib and jpegD.lib inside the 3rd party package downloaded from the 
osg download site. I have not changed this package when I updated from 
3.0 branch to trunk. Just right now I re-downloaded the 3rd party libs, 
there is no libjpeg.lib present. Is libjpeg.lib required now, or can 
jpeg.lib still be used ?


Cheers,
Peter





Robert.



On Thu, Oct 27, 2011 at 9:36 PM, PP CGp...@cg.uni-saarland.de  wrote:

Hi,

I'm having Issues installing my built of the current trunk, using VS2010,
Win 7 x64.
LIBs and DLLs do get installed, but no applications and examples.

Error Message in VS:
5CMake Error at src/osgPlugins/jpeg/cmake_install.cmake:32 (FILE):
5  file INSTALL cannot find
5
  D:/PP/OSG/OpenSceneGraph-SVN/build/bin/osgPlugins-3.1.0/osgdb_jpegd.dll.
5Call Stack (most recent call first):
5  src/osgPlugins/cmake_install.cmake:53 (INCLUDE)
5  src/cmake_install.cmake:51 (INCLUDE)
5  cmake_install.cmake:108 (INCLUDE)
5
5
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: The command setlocal
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: C:\Program Files (x86)\CMake 2.8\bin\cmake.exe -DBUILD_TYPE=Debug
-P cmake_install.cmake
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: if %errorlevel% neq 0 goto :cmEnd
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: :cmEnd
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: endlocal  call :cmErrorLevel %errorlevel%  goto :cmDone
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: :cmErrorLevel
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: exit /b %1
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: :cmDone
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: if %errorlevel% neq 0 goto :VCEnd
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: :VCEnd exited with code 1.

Till today I used 3.0 branch, and did not have the issue. Is this known, and
if so, is there a workaround ?
Sorry, not a cmake expert.

Cheers, PP
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Re: [osg-users] Install Issue with current trunk

2011-10-28 Thread Robert Osfield
Hi Peter,

On Fri, Oct 28, 2011 at 10:17 AM, PP CG p...@cg.uni-saarland.de wrote:
 Yes, you're right it didn't built, but thought that the cmake script would
 install all the rest.
 However, it does not built as the linker can't find a libjpeg.lib in my 3rd
 party library, which is right as I do not have it. I have the jpeg.lib and
 jpegD.lib inside the 3rd party package downloaded from the osg download
 site. I have not changed this package when I updated from 3.0 branch to
 trunk. Just right now I re-downloaded the 3rd party libs, there is no
 libjpeg.lib present. Is libjpeg.lib required now, or can jpeg.lib still be
 used ?

I'm afraid I can't help specifically with use of CMake under Windows
as I haven't used Windows for development for over a decade, but from
the sound of it CMake hasn't been configured correctly somewhere along
the line.  It's sounds like it's building against Jpeg and failing so
I'd recommend looking into what is going on, and if you don't need to
read jpeg images then change the CMakeSetup entries for JPEG to blank
and then reconfigure and build the project files.

Robert.
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Re: [osg-users] Install Issue with current trunk

2011-10-28 Thread PP CG

On 28.10.2011 11:23, Robert Osfield wrote:

Hi Peter,

On Fri, Oct 28, 2011 at 10:17 AM, PP CGp...@cg.uni-saarland.de  wrote:

Yes, you're right it didn't built, but thought that the cmake script would
install all the rest.
However, it does not built as the linker can't find a libjpeg.lib in my 3rd
party library, which is right as I do not have it. I have the jpeg.lib and
jpegD.lib inside the 3rd party package downloaded from the osg download
site. I have not changed this package when I updated from 3.0 branch to
trunk. Just right now I re-downloaded the 3rd party libs, there is no
libjpeg.lib present. Is libjpeg.lib required now, or can jpeg.lib still be
used ?

I'm afraid I can't help specifically with use of CMake under Windows
as I haven't used Windows for development for over a decade, but from
the sound of it CMake hasn't been configured correctly somewhere along
the line.  It's sounds like it's building against Jpeg and failing so
I'd recommend looking into what is going on, and if you don't need to
read jpeg images then change the CMakeSetup entries for JPEG to blank
and then reconfigure and build the project files.


Thank you,
I have just duplicated the jpeg.lib, and renamed the copy to 
libjpeg.lib. Building and installing is working now. If I face trouble 
reading reading jpeg files, I'll follow your advice.


Cheers,
Peter
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Re: [osg-users] [osgCompute] Use an osgCuda::Texture2D in a shader

2011-10-28 Thread Jens Orthmann
Hi Aurelien,

have you tried to uncomment

Code:

...
pCudaTexture-setUsage(osgCompute::GL_TARGET_COMPUTE_TARGET); 



because what you really need is:

Code:

...
pCudaTexture-setUsage(osgCompute::GL_SOURCE_COMPUTE_TARGET); 



which is set by default.
Another option is to take a look at our osgTexDemo.

Best regards,
Jens[/code]

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Re: [osg-users] [osgCompute] Experiences with osgCompute

2011-10-28 Thread Jens Orthmann
Hi Bart,

We did not make any explicit test about the performance of the viewer
itself. With our applications the single threaded version has always been
faster. However, we did try to use multiple graphic windows(contexts)
which turned out to be not so easy in combination with CUDA.

Best regards,
Jens

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Re: [osg-users] how to make gl_Color.a changeble through programmable fragment shader?

2011-10-28 Thread Sergey Polischuk
Hi, Shuiying

Attach GL_RGBA renderbuffer to camera, and check if you have blending disabled.

Cheers,
Sergey.

27.10.2011, 14:17, wang shuiying shuiying.w...@fu-berlin.de:
 Hi, Robert

 Thank you for your reply.

 Sorry that I don't think I  expressed my problem clearly.

 I want to simulate  radar using osg camera. The important codes are:

  osg::Program * program = new osg::Program();

 program-addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT,
 fragmentShaderPath));

 program-addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX,
 vertexShaderPath));

  osg::Image * image = new osg::Image();
   image-allocateImage(xRes, yRes, 1, GL_RGBA,
 GL_FLOAT);

    osg::ref_ptrosg::CameraNode camera(new
 osg::CameraNode());

 camera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
    camera-setViewport(0, 0, xRes, yRes);
    camera-setClearColor(osg::Vec4(1000.0f, 1000.0f,
 1000.0f, 1000.0f));
    camera-setClearMask(GL_COLOR_BUFFER_BIT |
 GL_DEPTH_BUFFER_BIT);

 camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
 camera-setProjectionMatrixAsFrustum(-tan(
 viewYaw), tan(viewYaw), -tan(viewPitch), tan(viewPitch), zNear,zFar);

 camera-setViewMatrix(osg::Matrix::lookAt(osg::Vec3d(0, 0, 1.0f),
 osg::Vec3d(-10.0f, 0.0f, 0), osg::Vec3d(0, 0, 1)));

 camera-setRenderOrder(osg::CameraNode::PRE_RENDER);

 camera-setRenderTargetImplementation(renderTargetImplementation);
 camera-attach(osg::CameraNode::COLOR_BUFFER,
 image);

 camera-getOrCreateStateSet()-setAttribute(program,
 osg::StateAttribute::ON);

 in Fragment shader, I write, e.g:

  gl_FragColor = vec4(0.1,0.2,0.3,0.5);

 when I get the four elements through image attached to the camera, the
 first three elements are just as expected to be 0.1,0.2,0.3
 respectively, but the fourth element is 1.  No matter what value I
 assign to the fourth element, it keeps to be 1.

 I cannot figure out why this happens.

 So does it still have something do do with graphics context when it
 comes to Pre-render camera?

 Thank you very much!

 Shuiying
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Re: [osg-users] OSG question on asynchronous texture readback

2011-10-28 Thread Poirier, Guillaume
Hi,

I checked the osgscreencapture example (from 2.9.8). It seems to only work 
asynchronously if I use the --rgba flag (time for read pixels = 0.045694ms time 
for memcpy = 1.5924ms) which sets the pixel format to GL_BGRA. Any other 
combination and the read-back slows down quite significantly (time for read 
pixels = 8.7473ms time for memcpy = 1.2335ms).

My case is slightly different since I am trying to read-back from a FBO float 
texture instead of the framebuffer directly. I tried using GL_RGBA32F_ARB as 
internal format, GL_BGRA as source format, and GL_FLOAT as source type, 
ping-ponging between 2 PBOs and textures, and doing the read-back in the first 
camera but without success...

Has anyone managed to read a texture asynchronously into a PBO and could 
suggest ideas ?


cheers,


guillaume



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
Sent: October-20-11 12:54 AM
To: Poirier, Guillaume
Cc: osg users
Subject: Re: [osg-users] OSG question on asynchronous texture readback

Hi,

the GPURegionOfInterestCallback does not do async read at the moment, 
but you can have a look at the osgscreencapture example. Specifically 
check the code path for the --double-pbo command line option.

Also see this page, it has the best explanation of async pbo I've come 
across.

http://www.songho.ca/opengl/gl_pbo.html

Getting data from GPU to CPU is still a bottleneck for many apps, make 
sure you send back as little as possible.

cheers
jp

On 19/10/2011 19:13, Poirier, Guillaume wrote:
 Hello J-P,

 I saw on the OSG forum archives your GPURegionOfInterestCallback code.
 Can it provide asynchronous GPU - CPU readback ?

 I don't know much about PBO and I currently does the readback by simply
 attaching an image to my RTT camera, however it

 slows down the application significantly. Can you show an example of how
 to use the GPURegionOfInterestCallback ?

 cheers,

 guillaume


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Re: [osg-users] OSG question on asynchronous texture readback

2011-10-28 Thread Robert Osfield
Hi Guillaume,

The async reading of PBO's is very sensitive to pixel formats,
frustratingly so.  I would recommend reading up on topic and trying
experimenting as you have being doing.  Hit the right combination of
formats and usage and your get great performance, fall of this fast
path supported by the driver and it suddenly becomes far slower.

Robert.

On Fri, Oct 28, 2011 at 4:55 PM, Poirier, Guillaume
guillaume.poir...@nrc-cnrc.gc.ca wrote:
 Hi,

 I checked the osgscreencapture example (from 2.9.8). It seems to only work 
 asynchronously if I use the --rgba flag (time for read pixels = 0.045694ms 
 time for memcpy = 1.5924ms) which sets the pixel format to GL_BGRA. Any other 
 combination and the read-back slows down quite significantly (time for read 
 pixels = 8.7473ms time for memcpy = 1.2335ms).

 My case is slightly different since I am trying to read-back from a FBO float 
 texture instead of the framebuffer directly. I tried using GL_RGBA32F_ARB as 
 internal format, GL_BGRA as source format, and GL_FLOAT as source type, 
 ping-ponging between 2 PBOs and textures, and doing the read-back in the 
 first camera but without success...

 Has anyone managed to read a texture asynchronously into a PBO and could 
 suggest ideas ?


 cheers,


 guillaume



 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
 Sent: October-20-11 12:54 AM
 To: Poirier, Guillaume
 Cc: osg users
 Subject: Re: [osg-users] OSG question on asynchronous texture readback

 Hi,

 the GPURegionOfInterestCallback does not do async read at the moment,
 but you can have a look at the osgscreencapture example. Specifically
 check the code path for the --double-pbo command line option.

 Also see this page, it has the best explanation of async pbo I've come
 across.

 http://www.songho.ca/opengl/gl_pbo.html

 Getting data from GPU to CPU is still a bottleneck for many apps, make
 sure you send back as little as possible.

 cheers
 jp

 On 19/10/2011 19:13, Poirier, Guillaume wrote:
 Hello J-P,

 I saw on the OSG forum archives your GPURegionOfInterestCallback code.
 Can it provide asynchronous GPU - CPU readback ?

 I don't know much about PBO and I currently does the readback by simply
 attaching an image to my RTT camera, however it

 slows down the application significantly. Can you show an example of how
 to use the GPURegionOfInterestCallback ?

 cheers,

 guillaume


 --
 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.

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[osg-users] dtEntity OSG entity system videos

2011-10-28 Thread Martin Scheffler
Hi all,

I just want to inform you all about my ongoing work with dtEntity, a 
game/simulation framework on top of OSG. I posted an announcement a few months 
back, but a lot has happened since then. Most importantly, dtEntity is no 
longer dependent on Delta3d (although integration is still possible). 

Video 1, JavaScript demos: 
http://www.youtube.com/watch?v=FBkcEfFb7ug

Video 2, Qt editor in action:
http://www.youtube.com/watch?v=TiyoaAayVMw

Project homepage:
http://code.google.com/p/dtentity/

Features: 

* Pure component system - functionality is shared by composition, not by 
inheritance. No data or functionality in game object, game object is an 
aggregation of components.
* Entity system approach to storing components - components are stored by type, 
not by game object
* Fully scriptable with Google V8 JavaScript
* Integrates libRocket GUI and CEGUI
* Publish-Subscribe message system
* Many existing components: Mesh, animation, text label, camera, transform, sky 
box, ground clamper...
* Plugin system for loading additional component libraries
* XML map format, maps can be independently loaded and unloaded at runtime
* Qt based map editor
* A Qt property editor, property edit masks are configurable on a per-property 
basis in an xml file (for example: Vec4 Property 'color' in component of type 
TextureLabel? should be edited with a color picker)
* Hierarchical composition of entities is possible - use attachment points to 
define where in scene graph an entity shows up. Example: Sky box entity has a 
component LayerAttachPoint? that other entities can choose to attach to.
* Can be compiled to use Delta3D actors. This way, delta3d features like Cal3d 
animation, clouds rendering etc can be used.
* Debug draw manager for quickly displaying debug geometry like lines, points, 
triangles
* Prototypical PhysX bindings 

I would love it if other people found this useful and maybe joined my efforts 
to create a slim, flexible simulation infrastructure for OSG!

Cheers,
Martin

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Re: [osg-users] 3D models used in OSG ?

2011-10-28 Thread Maia Randria
Hello,

Thank you so much for all these helpful advices. I really appreciate that.

I already bought the e-book of Rui and started to look into it. I read also the 
book of Paul Martz. Great books.

My concern is about the time required for the development of a VR application 
with OSG +VR Juggler (we are going to have a CAVE for neuroscience research) 
compared to high-level-based engines like Virtools or Vizard of WorldViz. I 
dont' know if you know both of them ?

I am evaluating these software in order to decide which one(s) could fit for 
our needs.

Thanks again,

Maia


 


John Richardson wrote:
 Hello,
 
 The real question is how do you import models from commercial and open source 
 packages into OSG and support for animations,
 
 Others can chime in technically on this...
 
 Yes, it does take artistic talent. However, your email is from Université 
 Laval. So you have a perfect solution. Collaborate with the art department.
 
 However, I will give a synopsis of my process. I am not an artist.
 
 0) The first step is buying the Wang Rui book on OSG.
 1) Acquire Blender.
 2) Acquire one or more commercial systems with large numbers of example 
 models with an acceptable reuse license.
 Note: If your university has various numbers of 3-D modeling and animation 
 systems take their various and sundry examples and export to VRML or COLLADA. 
 Then examine their other export formats [File -- Export or whatever menu 
 item does the trick]. The best of the proprietary formats are 3DS, LWO, OBJ. 
 Now, when I say best or talk about VRML / X3D / COLLADA, I am talking about 
 the file interoperability problem. These comments are just my philosophical 
 workaround.
 
 So, now you have a lot of scene components. Either arrange them in your 
 modeler of choice [originally before export with an artist] or import the 
 exported examples and arrange them [you don't need an artist since I can do 
 this]. I suggest that you give them useful names and if possible, give them 
 useful names at the nodes that you may be interested in accessing via OSG for 
 your simulations. There is no more advice I can give at this point on naming. 
 The Web3D people tried with the H-Anim standard and other profiles to X3D 
 [See the Poser character animation system if the university has one]. The 
 problem domain is huge and nobody seem to be able to make train loads of 
 money on the solution so there is no satisfactory solution.
 
 3) Turn your yourself or your programmer collaborators loose on the OSG 
 coding for import and scene manipulation. The coders should know the process 
 for compiling/downloading. You already know how to access this list for 
 advice.
 
 Also, note that there are lots of contributors to this list that can code if 
 you have funding available [Guay, Hanson, Martz, Cigar, Osfield,insert 
 name I left out here,...].
 
 If your goal involves students, then I suggest that you approach the issue 
 from a architectural perspective. There are a lot of architectural programs 
 in the USD 50-150 range that export to VRML and probably 3DS and OBJ/LWO/DXF. 
 These can be acquired at almost every Apple Store for the Mac and every Best 
 Buy or Fry's or whatever giant Canadian electronics superstore is in your 
 area for the PC [and possibly for the Mac] [Punch!;TurboCAD;...]. A nice city 
 block or representation of Université Laval would be a starting point. Then 
 just see if you can get a traffic or pedestrian simulation completed. This 
 strategy is like using the iPhone's Siri [or Google Voice] as opposed to 
 Dragon Naturally Speaking. The learning curve is a little bit easier. But DO 
 NOT FORGET BLENDER [relatively steep learning curve]. The students need a 
 portfolio.
 
 John F. Richardson
 
 -Original Message-
 From:  [mailto:] On Behalf Of Maia Randria
 Sent: Thursday, October 27, 2011 12:26 PM
 To: 
 Subject:  3D models used in OSG ?
 
 Hi,
 
 First, I am sorry if my questions seem naive, I am really a newbie in OSG/3D.
 
 My question is about the 3D models used by both of you in OSG: 
 - do you create your own 3D models yourselves with OSG ?
 - or with other software like Blender, 3DS Max, Maya ?
 - or do you buy or export free ones. Creating such 3D models needs artistic 
 abilites and a lot of time, that's why my questionning ?
 
 The next question is about the exportation between 3DS max (or Blender, 
 whatover 3D modeler) to OSG: when exporting, for example, an animated 3D 
 models from these 3D modelers, does OSG preserve these animations/texturing ? 
 Or, all are lost and need to be redefined with OSG ?
 
 Thank you!
 
 Cheers,
 Maia
 
 
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Re: [osg-users] 3D models used in OSG ?

2011-10-28 Thread Chris 'Xenon' Hanson
On 10/28/2011 1:37 PM, Maia Randria wrote:
 My concern is about the time required for the development of a VR application 
 with OSG +VR Juggler (we are going to have a CAVE for neuroscience research) 
 compared to high-level-based engines like Virtools or Vizard of WorldViz. I 
 dont' know if you know both of them ?

  You might also look at VE-Suite, a project I have done some work for:
http://en.wikipedia.org/wiki/Vesuite
http://www.vesuite.org/

  Among other things, it is built on OSG and VR-Juggler and is used in a CAVE.

 Thanks again,
 Maia

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Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
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Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
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[osg-users] Another Qt inconsistency???

2011-10-28 Thread Thomas Lerman
I noticed the following static function:
Code:
osgQt::setViewer(m_viewer);


It appears this is not available in any other non-Qt mode. Is this because osg 
has no timers available?

A very odd thing to me follows:

I have a #define that allows me to either use the setViewer() mentioned above 
or my own internal Qt timer.

When I use my internal Qt timer, I have the paintEvent() run the copied code 
from setViewer(). However, the graphics window never shows when x,y in 
moveEvent() is 0,0. If I adjust either x or y so it is anything other than 0,0, 
the graphics window display (obviously with background data showing).

When I call setViewer(), I do not adjust x,y in moveEvent() and it displays 
without any problem (even when it is at 0,0).

Thank you in advance for any comments.

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