[osg-users] update callback with multiple node path

2011-11-18 Thread xbee

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




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Re: [osg-users] update callback with multiple node path

2011-11-18 Thread Vincent Bourdier

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




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Re: [osg-users] [osgPPU] FIX: osgPPU rendering not working in the first frame

2011-11-18 Thread Alexander Irion
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

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[osg-users] OsgParticles one frame latency ?

2011-11-18 Thread Eric Pouliquen
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

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Re: [osg-users] [osgPPU] FIX: osgPPU rendering not working in the first frame

2011-11-18 Thread Art Tevs
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


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[osg-users] Carmack rewriting Doom 3 source code to dodge legal issues | VG247

2011-11-18 Thread Chris 'Xenon' Hanson
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.

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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. - 
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[osg-users] [vpb] Get lat lon of a vertex within a CoordinateSystemNode

2011-11-18 Thread Ethan Fahy
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.

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Re: [osg-users] OSG 2.9.10 on iOS

2011-11-18 Thread Büsra Gülten
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

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Re: [osg-users] [vpb] Get lat lon of a vertex within a CoordinateSystemNode

2011-11-18 Thread Chris 'Xenon' Hanson
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.

-- 
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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. - 
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Re: [osg-users] [vpb] Get lat lon of a vertex within a CoordinateSystemNode

2011-11-18 Thread Ethan Fahy

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!

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[osg-users] Menus and Dialog Boxes

2011-11-18 Thread dan marshal
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

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Re: [osg-users] Menus and Dialog Boxes

2011-11-18 Thread Jason Daly

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

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Re: [osg-users] [vpb] Get lat lon of a vertex within a CoordinateSystemNode

2011-11-18 Thread Ethan Fahy
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? 
 



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Re: [osg-users] osgText and GLES2

2011-11-18 Thread Thomas Hogarth
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

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Re: [osg-users] [vpb] Building VPB

2011-11-18 Thread Kevin Smith
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 !

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