[osg-users] [vpb] Changing a terrains Nodemask

2011-11-19 Thread Torben Dannhauer
Hi,

Just to ensure my theory and not to process a garbage DB in VPB:

I started to process a DB with the --terrain-mask 0x1 option. After some days 
I restarted the process with vpbmaster --tasks build_master.tasks, but forgot 
the --terrain-mask 0x1 parameter. I scanned the database meta files like 
build_master.source etc but the option is nothing mentioned. So I assume it has 
to be added to the vpbmaster call and my vpb runs already 2 day without this 
option, so part of the DB has a terrain mask, and another part not.

Just to ensure that I do have options to correct the issue afterwards:

Can I apply a visitor on the database after creating it?
I want to traverse it through all pLOD elements to set the nodemask to 0x1.

Or is there any reason I forgot which prevents me to do that?

Thank you!

Cheers,
Torben

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43962#43962





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

2011-11-19 Thread xbee

Le 18/11/2011 10:21, Vincent Bourdier a écrit :

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

Hi Vincent,
I've already rewrited the traverse function of my decorator to allow the 
updating of my shader but I don't understand why the update callback 
isn't called automatically.
If the node1 has only one parent, the decorator node, the update 
callback works but if the node1 has two parents, the root and the 
decorator nodes, the update callback isn't called. Why ?


Regards

Fabrice



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] [vpb] Changing a terrains Nodemask

2011-11-19 Thread Chris 'Xenon' Hanson
On 11/19/2011 1:28 AM, th Dannhauer wrote:
 Can I apply a visitor on the database after creating it?
 I want to traverse it through all pLOD elements to set the nodemask to 0x1.

  AFAIK, you should be just fine if you do this.

  You could make a tiny test database to try this on to be sure.

-- 
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
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