[osg-users] update callback with multiple node path
Hi all, I'm trying to make blinking a part of my scene by adding a decorator node (a group node with a shader) like this: Original graph root | _ _ | | node1 node2 decorated graph root | _ _ _ | | | deco | node2 \| node1 So I add a deco node to the graph and add the node1 as child of deco node. Everything seems ok, my node1 is colored as needed by when I try to animate the decorator (add an update callback to the uniform , to the stateset or to the group node with a color change) nothing is updated, the callback isn't called. So, is there some restrictions on the update callback call ? A way to force the update ? Currently, I've found a workaround by rewriting the traverse function in my decorator node, but I am not very happy with this solution. Fabrice ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] update callback with multiple node path
Hi, The update callback is done to be updated each frame in the traverse() method. Rewriting it is necessary to update it. So add a callback on the decorator and update it in traverse() method. Regards, Vincent Le 18/11/2011 09:39, xbee a écrit : Hi all, I'm trying to make blinking a part of my scene by adding a decorator node (a group node with a shader) like this: Original graph root | _ _ | | node1 node2 decorated graph root | _ _ _ | | | deco | node2 \| node1 So I add a deco node to the graph and add the node1 as child of deco node. Everything seems ok, my node1 is colored as needed by when I try to animate the decorator (add an update callback to the uniform , to the stateset or to the group node with a color change) nothing is updated, the callback isn't called. So, is there some restrictions on the update callback call ? A way to force the update ? Currently, I've found a workaround by rewriting the traverse function in my decorator node, but I am not very happy with this solution. Fabrice ___ 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] [osgPPU] FIX: osgPPU rendering not working in the first frame
Hello Art, glPushAttrib / glPopAttrib works as well, but it's not available in GLES and I also use osgPPU with GLES. However in GLES there are no 3D textures, only 2D and cube maps. Regards, --Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43939#43939 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OsgParticles one frame latency ?
Hi, I'm using osgParticles to make a smoke trail on a node moving very fast in the scene. It seems particles have one frame latency so that the starting point of the trail is late on the trajectory compared to the moving node. Is it something due to particles architecture ? How to avoid this because I need absolutely to move my node very fast, with a NodeTrackerManipulator pointing to it, and the rendering problem of particles is very visible :( Cheers, Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43888#43888 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] FIX: osgPPU rendering not working in the first frame
Hi Alex, ok, this is of course pretty bad. Actually, I think the correct way would be to apply the texture to the osg::State within the FBO::apply(). This would ensure that the state is tracked correctly. Of course, unfortunately this requires a patch to the main osg core. In general, I think this might be a general osg problem, since in order to generate texture within FBO::apply() one need to make sure that current texture binding is not overwritten. I think, I will try to rewrite your patch here slightly to ensure correct work of osgPPU, but we should keep in mind, that we might need a patch for OSG as well. Cheers, art airion wrote: Hello Art, glPushAttrib / glPopAttrib works as well, but it's not available in GLES and I also use osgPPU with GLES. However in GLES there are no 3D textures, only 2D and cube maps. Regards, --Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43941#43941 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Carmack rewriting Doom 3 source code to dodge legal issues | VG247
http://www.vg247.com/2011/11/17/carmack-rewriting-doom-3-source-code-to-askew-legal-issues/ I'm not sure if osgShadow might be impacted, or if it uses this technique at all. -- 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] [vpb] Get lat lon of a vertex within a CoordinateSystemNode
Hello, I have read in an ive terrain database created with the following command: osgdem --geocentric -d dted.geotiff --POLYGONAL --no-terrain-simplification -o terrain.osg What I want to do is find the lat lon of a given vertex within the coordinateSystemNode. I am able to read in the ive as a node and do a dynamic cast to a coordinateSystemNode. I also have a nodevisitor set up that is able to pull out the vertex values that I need. However, these vertex Vec3d values are in the local coordinate system of the node, not the world coordinates. I know by looking at the terrain.osg file that the structure of the coordinateSystemNode is as follows: CoordinateSystemNode - EllipsoidModel - MatrixTransform -- Matrix -- Geode ---Geometry ClusterCullingCallback PrimitiveSets 2 VertexArray NormalArray ColorBinding OVERALL ColorArray TexCoordArray I think I may have to somehow use the Matrix in the CoordinateSystemNode to get out the global xyz values from the vertex coordinates, then convert the global coordinates to lat lon using osg::EllipsoidModel::convertXYZToLatLongHeight Is this the correct method? Am I missing something that would make this process easier/more efficient? Thanks much. -Ethan P.S. Sorry for all the questions lately, not trying to spam the forum too hard, I try to spend at least a few hours trying to figure anything out on my own before posting here. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43944#43944 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
Hi, I have a question about the CMake variables for iOS Porting. I know that they configure the use of OpenGL ES. But I would like to get more information about each variable. -D OSG_BUILD_PLATFORM_IPHONE_SIMULATOR:BOOL=ON \ -D BUILD_OSG_APPLICATIONS:BOOL=OFF \ -D OSG_BUILD_FRAMEWORKS:BOOL=OFF \ -D OSG_WINDOWING_SYSTEM:STRING=IOS \ -D CMAKE_OSX_ARCHITECTURES:STRING=i386 \ -D OSG_GL1_AVAILABLE:BOOL=OFF \ -D OSG_GL2_AVAILABLE:BOOL=OFF \ -D OSG_GLES1_AVAILABLE:BOOL=ON \ -D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \ -D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \ -D OSG_GL_LIBRARY_STATIC:BOOL=OFF \ -D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \ -D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \ -D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \ -D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \ -D DYNAMIC_OPENTHREADS:BOOL=OFF .. I can imagine which function some variables have but I am not sure. Where can I get more information? Thank you! Büsra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43946#43946 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Get lat lon of a vertex within a CoordinateSystemNode
On 11/18/2011 9:23 AM, Ethan Fahy wrote: I think I may have to somehow use the Matrix in the CoordinateSystemNode to get out the global xyz values from the vertex coordinates, then convert the global coordinates to lat lon using osg::EllipsoidModel::convertXYZToLatLongHeight Is this the correct method? Am I missing something that would make this process easier/more efficient? Thanks much. I think you're on the right track. See: http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01555.html#de8c48a2ff8f03b62cfab99b6ff5b27e and then you can use that with convertXYZToLatLongHeight. -- 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] [vpb] Get lat lon of a vertex within a CoordinateSystemNode
Chris 'Xenon' Hanson wrote: On 11/18/2011 9:23 AM, Ethan Fahy wrote: I think I may have to somehow use the Matrix in the CoordinateSystemNode to get out the global xyz values from the vertex coordinates, then convert the global coordinates to lat lon using osg::EllipsoidModel::convertXYZToLatLongHeight Is this the correct method? Am I missing something that would make this process easier/more efficient? Thanks much. I think you're on the right track. See: http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01555.html#de8c48a2ff8f03b62cfab99b6ff5b27e and then you can use that with convertXYZToLatLongHeight. Thanks Chris, works like a charm! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43949#43949 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Menus and Dialog Boxes
Hi, I did a search of this forum, and have not seen anything yet in osg docs to suggest how to add a basic menu or dialog box to an osg application. Short of trying to tie osg with qt does anyone have a simple way to open a file dialog, or simply to change settings? I would like to stay within the osg framework if possible. What are you using? Is there an osg example with a menu or dialog? Maybe I have not seen it... Thank you! Cheers, dan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43950#43950 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Menus and Dialog Boxes
On 11/18/2011 02:36 PM, dan marshal wrote: Hi, I did a search of this forum, and have not seen anything yet in osg docs to suggest how to add a basic menu or dialog box to an osg application. Short of trying to tie osg with qt does anyone have a simple way to open a file dialog, or simply to change settings? I would like to stay within the osg framework if possible. What are you using? Is there an osg example with a menu or dialog? Maybe I have not seen it... OSG isn't really a GUI library. There is basic support for on-screen widgets in the osgWidget nodekit, but it's probably not as full-featured as you're hoping. Most folks that do what you're looking to do use OSG with an external toolkit, like Qt or GTK+. There are OSG examples for integrating with Qt and GTK+, so you might want to have a look there. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Get lat lon of a vertex within a CoordinateSystemNode
Wait a sec I think I spoke too soon. I used [/code]osg::Matrixd transformMatrix = osg::computeLocalToWorld(this-getNodePath(),true); Code: to create a transform matrix to go from local to world coordinates, but what does world coordinates mean in this case? What if I've read in my ive terrain file but haven't attached it to any root? What I need is to be able to take a vertex coordinate and convert it to lat lon height or xyz with respect to the ellipsoid model. What will multiplying my transformMatrix by the xyz of the local vertices give me if my terrain node hasn't been attached to the root yet? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43952#43952 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText and GLES2
Any takers ;) I should be able to implement any fix needed, just need a bit of guidance as I'm not too familiar with the internals of osgText. Thanks Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43953#43953 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Building VPB
I'll answer my own post - found the fix in another post, ( being only my second post, I'm unable to put a link here...) I can now generate nice terrain easily ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43955#43955 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org