Re: [osg-users] wrong calculation of bounding box

2011-11-11 Thread Frederic Bouvier
Hi John,

 De: John Doves evage...@gmail.com
 
 Wrong calculation a bounding box of model which contains biped or bones. I'm 
 used this code to calculate bounding box:
 
 Code:
 
 model = (osg::Geode*) osgDB::readNodeFile(testmodel.fbx);
 
 //calculating bounding box of model
 osg::ComputeBoundsVisitor cbbv; 
 model-accept(cbbv); 
 
 osg::BoundingBox bb = cbbv.getBoundingBox(); 
 osg::Vec3f sz = bb._max - bb._min;
 
 
 It returns double size of model which contains biped or bones. If model 
 without biped or bones the size as expected. Does anyone have idea why so?

Maybe because mixing bounding boxes and bounding spheres inflate the result. I 
did this diagram several month ago :

http://frbouvi.free.fr/flightsim/bounding_sphere.jpg

Regards,
-Fred
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[osg-users] [forum] bug in ShapeDrawable.cpp

2011-11-11 Thread Peter Wraae Marino
Hi,

void PrimitiveShapeVisitor::createCylinderBody(unsigned int numSegments, float 
radius, float height, const osg::Matrix matrix)

has a bug.. it doesn't transform the last two points:

 // do last point by hand to ensure no round off errors.
_functor.vertex(osg::Vec3(r,0.0f,topz));
_functor.vertex(osg::Vec3(r,0.0f,basez));

missing * matrix

osg version 2.8.3

Thank you!

Cheers,
Peter

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Re: [osg-users] [forum] bug in ShapeDrawable.cpp

2011-11-11 Thread Robert Osfield
Hi Peter,

This bug has been fixed in 3.0.0.

Thanks,
Robert.

On 11 November 2011 09:29, Peter Wraae Marino marino.pe...@gmail.com wrote:
 Hi,

 void PrimitiveShapeVisitor::createCylinderBody(unsigned int numSegments, 
 float radius, float height, const osg::Matrix matrix)

 has a bug.. it doesn't transform the last two points:

  // do last point by hand to ensure no round off errors.
        _functor.vertex(osg::Vec3(r,0.0f,topz));
        _functor.vertex(osg::Vec3(r,0.0f,basez));

 missing * matrix

 osg version 2.8.3

 Thank you!

 Cheers,
 Peter

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Re: [osg-users] Stereo and Render to Texture effects

2011-11-11 Thread Kim Bale
Hi Farshid,

I just did a quick test and you appear to be right.

SceneView.cpp ~line 1099

Changing the following:

_renderStageLeft-drawPreRenderStages(_renderInfo,previous);
_renderStageRight-drawPreRenderStages(_renderInfo,previous);

_renderStageLeft-draw(_renderInfo,previous);
_renderStageRight-draw(_renderInfo,previous);

To:

_renderStageLeft-drawPreRenderStages(_renderInfo,previous);
_renderStageLeft-draw(_renderInfo,previous);
_
_renderStageRight-drawPreRenderStages(_renderInfo,previous);
_renderStageRight-draw(_renderInfo,previous);

Resolves the issue, allowing me to use the same FBO for both eyes.

Robert, if you're reading this, shouldn't this be the correct behaviour for
quad buffered stereo or is it designed this way to be consistent with the
other stereo modes?

I haven't yet looked at the implications for other stereo modes.

Cheers,

Kim.

On 10 November 2011 16:43, Kim Bale kcb...@googlemail.com wrote:

 Hi Farshid,

 Thanks for your reply. Fortunately I'm working with quad buffered stereo
 so I'll have a dig around in the SceneView code and see if your idea works.

 Cheers,

 K.

 On 10 November 2011 16:14, Farshid Lashkari fla...@gmail.com wrote:

 Hi Kim,

 On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale kcb...@googlemail.com wrote:

 Is there a way of reusing the FBOs so that I don't need to duplicate
 them all for each eye?

 I couldn't seem to find a way of doing that without the previous data
 being overwritten.


 Which stereo mode are you using?

 I run into this problem a lot as well. I believe the reason the previous
 data gets overwritten is that osgUtil::SceneView explicitly calls
 RenderStage::drawPreRenderStages() on both eyes, before drawing the main
 render stage. You might be able to fix this by commenting out these calls
 and letting RenderStage::draw() take care of the prerender stages,
 depending on which stereo mode you are using.

 I believe these explicit calls are necessary for the anaglyphic and
 interlace stereo modes, because you wouldn't want the color/stencil mask
 affecting the prerender stages. However, for the split and quad buffer
 stereo modes, I don't believe these calls are necessary and it should be
 safe to comment those lines out.

 With a slight modification to SceneView::draw() it should be possible to
 get this working with anaglyphics/interlace modes as well. This is
 something that's been on my todo list for a while. Now might be a good time
 to try and tackle the issue :)

 Cheers,
 Farshid

 Regards,

 Kim.

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[osg-users] How? Model-View space based bounding sphere for osgText::Text in OSG3.0.1

2011-11-11 Thread George Bekos
Hello OSGers! :)

I am porting an application from OSG3.0.0 to OSG3.0.1. One of the reasons I am 
doing this is because of a well known bug with osgText::Text. In the new 
version of OSG this problem is fixed and the text renders perfectly. In my 
application I have a series of text labels (osgText::Text) attached to some 
nodes in my scenegraph. All these nodes combined result a bounding sphere with 
a radius of 25 units. The labels are configured like this:


Code:

osgText::Text* label = new osgText::Text;
label-setDataVariance(osg::Object::DYNAMIC);
label-setFont( font );
label-setCharacterSize( 22 );
label-setFontResolution( 22, 22 );
label-setColor( osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f ));
label-setPosition( position );
label-setAlignment( osgText::Text::CENTER_BASE_LINE );
label-setAxisAlignment( osgText::Text::SCREEN );
label-setCharacterSizeMode( osgText::Text::SCREEN_COORDS ); // I tried 
OBJECT_COORDS too. It won't make any difference.
label-setBackdropColor(osg::Vec4(0,0,0,1));
label-setBackdropType( osgText::Text::OUTLINE );
label-setBackdropImplementation( osgText::Text::STENCIL_BUFFER );
label-setBackdropOffset(0.2f,0.2f);
label-setAutoRotateToScreen( true );
label-setText( my_label_text );




At some point in my application I wants to calculate the overall bounding 
sphere of my scenegraph (which only includes my model nodes with the attached 
labels) by calling the function osg::Node::getBound() on my root node. When I 
do this, the BoundingSphere I get has a huge radius, and not a radius of 25 
units. Looks like OSG calculates the bounding sphere of the osgText::Text in 
screen space and does not map the screen space bounding sphere coordinates to 
the current model view space coordinates. Is there any way to do this 
automatically? Or somehow tell OSG not to take into consideration the 
osgText::Text bounding spheres when calculating the bounding sphere of the 
whole scenegraph?
One solution I can think of is to set a custom ComputeBoundingSphereCallback 
and do all the calculations myself. Any other ideas? Thanks a lot for your time!

Cheers,
George

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Re: [osg-users] Stereo and Render to Texture effects

2011-11-11 Thread Robert Osfield
Hi Kim,

The only problem I would see with this re-ordering is that if users
are relying upon stereo and frame buffer based render to texture then
their second render to texture pass would render over the top of the
left image.

Given this one would certainly have to make your suggested re-ordering
optional, even if it became the default.

As a general comment, I'm wanting to replace the SceneView based
stereo with osgViewer based stereo using slave Camera.  One of the
consequences of this would be the pre render stages for each slave
camera would be done right before that camera's main render stage so
you'd end up the behavior you are currently looking for.  For this
slave Camera based approach I'd need to think about what would happen
with the frame buffer based rendering to texture.

Robert.

On 11 November 2011 11:43, Kim Bale kcb...@googlemail.com wrote:
 Hi Farshid,
 I just did a quick test and you appear to be right.
 SceneView.cpp ~line 1099
 Changing the following:
 _renderStageLeft-drawPreRenderStages(_renderInfo,previous);
 _renderStageRight-drawPreRenderStages(_renderInfo,previous);
 _renderStageLeft-draw(_renderInfo,previous);
 _renderStageRight-draw(_renderInfo,previous);
 To:
 _renderStageLeft-drawPreRenderStages(_renderInfo,previous);
 _renderStageLeft-draw(_renderInfo,previous);
 _
 _renderStageRight-drawPreRenderStages(_renderInfo,previous);
 _renderStageRight-draw(_renderInfo,previous);
 Resolves the issue, allowing me to use the same FBO for both eyes.
 Robert, if you're reading this, shouldn't this be the correct behaviour for
 quad buffered stereo or is it designed this way to be consistent with the
 other stereo modes?
 I haven't yet looked at the implications for other stereo modes.
 Cheers,
 Kim.
 On 10 November 2011 16:43, Kim Bale kcb...@googlemail.com wrote:

 Hi Farshid,
 Thanks for your reply. Fortunately I'm working with quad buffered stereo
 so I'll have a dig around in the SceneView code and see if your idea works.
 Cheers,
 K.
 On 10 November 2011 16:14, Farshid Lashkari fla...@gmail.com wrote:

 Hi Kim,

 On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale kcb...@googlemail.com wrote:

 Is there a way of reusing the FBOs so that I don't need to duplicate
 them all for each eye?
 I couldn't seem to find a way of doing that without the previous data
 being overwritten.

 Which stereo mode are you using?
 I run into this problem a lot as well. I believe the reason the previous
 data gets overwritten is that osgUtil::SceneView explicitly calls
 RenderStage::drawPreRenderStages() on both eyes, before drawing the main
 render stage. You might be able to fix this by commenting out these calls
 and letting RenderStage::draw() take care of the prerender stages, depending
 on which stereo mode you are using.
 I believe these explicit calls are necessary for the anaglyphic and
 interlace stereo modes, because you wouldn't want the color/stencil mask
 affecting the prerender stages. However, for the split and quad buffer
 stereo modes, I don't believe these calls are necessary and it should be
 safe to comment those lines out.
 With a slight modification to SceneView::draw() it should be possible to
 get this working with anaglyphics/interlace modes as well. This is something
 that's been on my todo list for a while. Now might be a good time to try and
 tackle the issue :)
 Cheers,
 Farshid

 Regards,
 Kim.
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Re: [osg-users] wrong calculation of bounding box

2011-11-11 Thread John Doves
hi Frederic,
hmm.. How it possible? I did not mix anything I just exported from 3d studio 
max to fbx a model which contains mesh and biped or bones. Well I have two 
models one model contains only mesh and bounding box calculating as expected 
but if I use same model with biped the size of bounding box is wrong.

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[osg-users] Get camera X rotation angle in rads?

2011-11-11 Thread Paul Griffiths
Hi,

I wish to get the camera X rotation relative to the scene in rads, any ideas?

Thank you!

Cheers,
Paul

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[osg-users] OSG website unresponsive

2011-11-11 Thread Chris 'Xenon' Hanson

  From Colorado, USA at this time.

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  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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[osg-users] using view dependent overlays

2011-11-11 Thread Blake Mason
I was looking at the example osganimate and I attempted to use the 
--ortho option which sets the overlay technique to 
osgSim::OverlayNode::VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY. However, 
nothing is overlaid when this method is selected. My assumption is that 
this method should increase the resolution of the overlaid image as the 
viewer is zooming into the object receiving the overlay.


Someone mentioned that J.P.Delport had a patch to fix this method, but I 
couldn't find any information on it. I also looked in the trunk and 
didn't see any updates related to this change.


-Blake
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[osg-users] Saving a Texture3D to an Image

2011-11-11 Thread Trystan Larey-Williams
Hi,

I've been banging my head against how to save a 3D texture out to a dds file 
for some time now. I've read posts that suggest simply attaching the texture's 
image to the buffer rather than the texture itself. I've done that for 2D 
textures with no problem. However, I don't see how that will work in this case; 
given the setup below.


Code:

...
camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera-setImplicitBufferAttachmentMask(osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT,
 osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT );
camera-attach(osg::Camera::COLOR_BUFFER0, tex1, 0, 
osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
camera-attach(osg::Camera::COLOR_BUFFER1, tex2, 0, 
osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
viewer.frame();
...




So, after I render the frame I want to be able to say

Code:

osgDB::writeImageFile( *tex1-getImage(), foo.dds )




But, of course, this doesn't work since the image isn't updated when the 
texture changes. Is there a strait forward way to get the texture data back to 
an image that I'm missing?
  
Thank you!

Cheers,
Trystan[/code][/list]

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