Re: [osg-users] [vpb] Terrain Height as Texture

2011-11-25 Thread Jonathan Klein
Hi,

what about the GeometryType Parameter in osgdem?
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/CommandLineOptions

I can't find any documentation what the difference between HEIGHT_FIELD, 
POLYGONAL and TERRAIN is, but I think, HEIGHT_FIELD might be able to solve my 
problem. But when I use gDEBugger, I only see my colormap and nothing like a 
height map. Here is how I build the terrain:

Code:
osgdem -d A:\TerrainExplorer\puget\ps_height.png -t 
A:\TerrainExplorer\puget\ps_texture.png -o A:\TerrainExplorer\puget\puget.ive 
-l 5 --HEIGHT_FIELD



Thank you!

Cheers,
Jonathan

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[osg-users] [vpb] osgdem Colormap gets flipped

2011-11-25 Thread Jonathan Klein
Hi,

I'm using the puget textures from the osgdem example 
(http://www.cc.gatech.edu/projects/large_models/ps.html) to create a terrain. 
But now my colormap is flipped along the Y-Axis.
At first I thought that it would not be a problem and that I could just 
transform the texturecoordinates and that it is an OpenGL uses different 
coordinate system related problem. But things are not that easy:
osgdem creates multiple LOD Levels, with an own texture for each tile. Now when 
the upper right tile gets rendered, it shows the lower right of the terrain in 
the colormap, the mesh itself is correct (or the terrain is mirrored, which 
doesn't make a difference, they just don't fit).
When I flip the texturcoordinates, the upper right tile tile still shows the 
lower right part of the terrain, but now flipped around the Y-Axis. So the tile 
itself has a wrong texture and that is nothing what I could repair with 
texturecoordinate transformation.

I tried some parameters in osgdem like a negative Y resolution (-yy -10) but 
that just gave me strange and even more wrong results. So how do I fix that? 
The png files seam to match, and theoretically I could edit them, but what if I 
want to build other terrains (I have some very big files that none of my image 
manipulation programs can open...)



Thank you!

Cheers,
Jonathan

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Re: [osg-users] osgTerrain::getTile returns nothing

2011-11-25 Thread Jonathan Klein
Hi Brad,
well, than I might try to traverse the terrain first. But I just realized that 
Tileaccess might not be a solution for my problem 
(http://forum.openscenegraph.org/viewtopic.php?t=9416).

@zonk: Terrain is a ref_ptr Object, not a normal pointer.

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[osg-users] Intersectors with double precision

2011-11-25 Thread Leandro Motta Barros
Hello,

In a project I am working on, I need to use intersectors
(PolytopeIntersectors, in particular) with double precision floating
point, but with the intersectors provided by OSG (using 3.0.1 here), I
get only single precision.

I noticed that osgUtil::PolytopeIntersector already contains code
intended to make it use osg::Vec3f or osg::Vec3d depending whether
OSG_USE_FLOAT_PLANE is defined or not -- but there are one or two
places in which a osg::Vec3 is used -- which ends up as floats.

osgUtil::LineSegmentIntersector, on the other hand, uses osg::Vec3
(i.e., floats) everywhere.

So, I am ready to change the few bits of osgUtil::PolytopeIntersector
still using hardcoded osg::Vec3 and to modify
osgUtil::LineSegmentIntersector so that it uses a similar approach
(that is, use osg::Vec3f and float if OSG_USE_FLOAT_PLANE is defined,
otherwise use osg::Vec3d and double) and send this to osg-submissions.
(I did some successful experiments with a fully-double
osgUtil::PolytopeIntersector already.)

Would this be OK? Am am missing something? Would some different
approach be preferable? Do you have any other feedback?

Cheers,

LMB
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Re: [osg-users] Vertex picker - multiple selection

2011-11-25 Thread Leandro Motta Barros
Hi,

A naïve approach would be to use a LineSegmentIntersector towards each
of the points selected by the PolytopeIntersector (let's call this
point P). If P is not the first intersection found by the
LineSegmentIntersector (that is, it is not the closest to the camera),
it means that there is something occluding it (AKA it is not
visible).

I suppose this could easily become too inefficient if you have too
many points, though.

LMB


On Fri, Nov 25, 2011 at 8:23 AM, Aurelien Albert
aurelien.alb...@alyotech.fr wrote:
 Hi,

 I'm working on an application which allows the user to edit some vertex data 
 (vertex attributes array).

 To edit a vertex data, user pick it and edit values in a popup.

 I made multiple selection by picking multiple vertices holding shift key :
 Shift + clic add a vertex to current selection.

 I would like to make a rubber band selection.

 Look at the screen shot : the aim is to select all vertices in the red 
 rubber band.

 I think I can do this with a polytope intersector, but I have a problem : I 
 don't want to select all vertices that are in the polytope, only the vertices 
 that are visible to the user.

 Any idea on how can I do that ?

 Thanks !

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[osg-users] Problem updating vertex

2011-11-25 Thread Diego R. Hachmann
Hi,
I having problem updating my geometric vertex manually. First, I copy the 
original node: 


Code:

osg::ref_ptrosg::Node node = 
dynamic_castosg::Node*(original-clone(osg::CopyOp::DEEP_COPY_ALL));


.

After, I update the y coordinate of each Vertex according to the value of 
reference


Code:

osg::Geometry* geoDst = geodeDst-getDrawable(i)-asGeometry();
osg::Vec3Array *adlDst = dynamic_castosg::Vec3Array 
*(geoDst-getVertexArray());

for(unsigned int i=0; iadlSrc-getNumElements(); i++){
util::alterYValue(adlDst-at(i), reference);
}




Some parts of result images not apper.
Any idea what might be happening?


Thank you!

Cheers,
Diego

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Re: [osg-users] Intersectors with double precision

2011-11-25 Thread Peter Hrenka
Hi Leandro,

Am 25.11.2011 12:47, schrieb Leandro Motta Barros:
 Hello,
 
 In a project I am working on, I need to use intersectors
 (PolytopeIntersectors, in particular) with double precision floating
 point, but with the intersectors provided by OSG (using 3.0.1 here), I
 get only single precision.
 
 I noticed that osgUtil::PolytopeIntersector already contains code
 intended to make it use osg::Vec3f or osg::Vec3d depending whether
 OSG_USE_FLOAT_PLANE is defined or not -- but there are one or two
 places in which a osg::Vec3 is used -- which ends up as floats.

The code that does is wrong is probably from me.

 osgUtil::LineSegmentIntersector, on the other hand, uses osg::Vec3
 (i.e., floats) everywhere.
 
 So, I am ready to change the few bits of osgUtil::PolytopeIntersector
 still using hardcoded osg::Vec3 and to modify
 osgUtil::LineSegmentIntersector so that it uses a similar approach
 (that is, use osg::Vec3f and float if OSG_USE_FLOAT_PLANE is defined,
 otherwise use osg::Vec3d and double) and send this to osg-submissions.
 (I did some successful experiments with a fully-double
 osgUtil::PolytopeIntersector already.)

Fixing the missing bits in PolytopeIntersector should be
done in any case.

The LineSegmentIntersector is a bit more complicated
as it uses the KdTree-class is float-only for now
and which also would have to me adjusted (it does
not look to complicated to do that through a typedef
and/or templates).

But for LineSegementIntersector I would not make it all depend on
OSG_USE_FLOAT_PLANE. That makes sense for PolytopeIntesector as it
practically only uses plane calculations. I would suggest
something like OSG_USE_FLOAT_LINE_INTERSECTIONS (default ON).

 Would this be OK? Am am missing something? Would some different
 approach be preferable? Do you have any other feedback?

I like your idea and I think it would be an improvement.

In the long run - as an application developer - I would
like the have the ability to have both options in
the same build. Usually I have raw data in double format
and build a float-scenegraph. But for some algorithms
I would like to use the original double data.


 Cheers,
 
 LMB

Cheers, looking forward to see your submmission

Peter
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Re: [osg-users] Vertex picker - multiple selection

2011-11-25 Thread Aurelien Albert
Hi,

That's naive, but it's also a good idea, I'll try that

Aurelien

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Re: [osg-users] Intersectors with double precision

2011-11-25 Thread Leandro Motta Barros
Hi Peter,

On Fri, Nov 25, 2011 at 10:52 AM, Peter Hrenka
p.hre...@science-computing.de wrote:
 [...]
 So, I am ready to change the few bits of osgUtil::PolytopeIntersector
 still using hardcoded osg::Vec3 and to modify
 osgUtil::LineSegmentIntersector so that it uses a similar approach
 (that is, use osg::Vec3f and float if OSG_USE_FLOAT_PLANE is defined,
 otherwise use osg::Vec3d and double) and send this to osg-submissions.
 (I did some successful experiments with a fully-double
 osgUtil::PolytopeIntersector already.)

 Fixing the missing bits in PolytopeIntersector should be
 done in any case.

 The LineSegmentIntersector is a bit more complicated [...]

Ha, I was learning this the hard way while you were writing your email :-)

 But for LineSegementIntersector I would not make it all depend on
 OSG_USE_FLOAT_PLANE. That makes sense for PolytopeIntesector as it
 practically only uses plane calculations. I would suggest
 something like OSG_USE_FLOAT_LINE_INTERSECTIONS (default ON).

Right, this makes sense!

Well, I'll focus on the submission for PolytopeIntersector, which is
really simple and solves the problem I have at hand. I'll try to take
a closer look at the LineSegmentIntersector case if I found the time
for that.

Thanks for the comments!

LMB
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Re: [osg-users] Problem updating vertex

2011-11-25 Thread Filip Arlet
Hi,
I think you need to call dirtyBound() and dirtyDisplayList() on geometry.

Cheers,
Filip

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Re: [osg-users] Problem updating vertex

2011-11-25 Thread Diego R. Hachmann
I spent hours in it.
Now it's ok

Thank you very much.

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Re: [osg-users] Vertex picker - multiple selection

2011-11-25 Thread Aurelien Albert
Hum... there's still a problem...

how can I retrieve intersected vertices from polytope intersection ?

From a LineSegmentIntersector, I use this code :


Code:
intersection is a osgUtil::LineSegmentIntersector::Intersection instance from 
LineSegmentIntersector

osg::Geometry* pGeometry = 
dynamic_castosg::Geometry*(intersection.drawable.get());

if (pGeometry != NULL)
{
osg::ref_ptrosg::Vec3Array pVertexArray = 
dynamic_castosg::Vec3Array*(pGeometry-getVertexArray()); 
if (pVertexArray != NULL)
{
for (unsigned int i=0; iintersection.indexList.size(); i++)
{
if ( (nearestVertexIndex = 0)  (nearestVertexIndex  
(int) pVertexArray-size()) )
{
addVertexToSelection(pGeometry, 
nearestVertexIndex);
}
}
}
}




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Re: [osg-users] Vertex picker - multiple selection

2011-11-25 Thread Leandro Motta Barros
I've only used PolytopeIntersector to deal with point clouds. In this
case, osgUtil::PolytopeIntersector::getIntersections() returns what I
need (that is, all the points inside the polytope). I don't know,
however, what exactly it counts as intersections when dealing with
polygons. :-/

LMB

On Fri, Nov 25, 2011 at 1:37 PM, Aurelien Albert
aurelien.alb...@alyotech.fr wrote:
 Hum... there's still a problem...

 how can I retrieve intersected vertices from polytope intersection ?

 From a LineSegmentIntersector, I use this code :


 Code:
 intersection is a osgUtil::LineSegmentIntersector::Intersection instance from 
 LineSegmentIntersector

 osg::Geometry* pGeometry = 
 dynamic_castosg::Geometry*(intersection.drawable.get());

 if (pGeometry != NULL)
 {
        osg::ref_ptrosg::Vec3Array pVertexArray = 
 dynamic_castosg::Vec3Array*(pGeometry-getVertexArray());
        if (pVertexArray != NULL)
        {
                for (unsigned int i=0; iintersection.indexList.size(); i++)
                {
                        if ( (nearestVertexIndex = 0)  (nearestVertexIndex 
  (int) pVertexArray-size()) )
                        {
                                addVertexToSelection(pGeometry, 
 nearestVertexIndex);
                        }
                }
        }
 }




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[osg-users] How to create a decal on a road segment?

2011-11-25 Thread Raymond Bosman
Hi all,

We are trying to create a road with lane lines and other markers on top. For 
the lane markers and the road segment we create separate geometry. 
When we place the geometry on top of the asphalt we got Z-fighting. 

To solve the Z-fighting issues, we tried to use Stencil buffers. In our 
solution this works great for flat surfaces, but not for roads with a steep 
incline.
Some road markers which should not be visible are drawn. This happens because 
the lane lines are drawn without depth buffer testing and doesn't know that a 
part of the lane lines are not visible. The depth buffer is disabled and 
stencil_test enabled to prevent Z-fighting.

Does anyone know a solution to this problem or another approach to create lane 
markers on top of the road?
We tried to use Polygon Offsets, but doesn't give great results.


(Unfortunately, I could not attach an image of the problem or add sample code 
to demonstrate the problem, because it is my first post to this forum.)


Any help would be appreciated! 

Cheers,
Raymond

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[osg-users] [osgPlugins] png plugin - problem loading images

2011-11-25 Thread Andrey Ibe
Hello good ppl!

i am quite new to OSG, though i managed to build it from source with several 
plugins. now one of them is not working - PNG. and i do need it.

i am using MinGW gcc compiler suite and w7/x64 system.

i built osg 3.xy from sources, with libpng, zlib, libjpg and coin plugins, 
which i also built from sources.

i have a model that is supposed to load .png files as textures, but i'm getting 
this message with all the files

Code:
Warning: Could not find plugin to read objects from file .\textures\13.png.


[Arrow] i tried renaming the png file to some nonsense and the program screamed 
that the file does not exist - so i guess the file path in the model is all 
right.
[Arrow] i also tried putting the folder with osg plugins into the system path, 
as suggested in one of the threads.
[Arrow] then i tried renaming the texture to load in the model then saving the 
texture into .jpg file - it worked. so the plugins themselves DO work.
so where is or can the prblem be? [Question]  why does the plugin not work? 
[Question] 
i do have mingw_osgdb_png.dll in the plugins folder, which is accessible from 
the console i run my applcation, or the osgviewer program.
you may ask why do i need png textures when i am able to use .jpg textures - 
the answer is easy - i need transparent textures.


Thank you for your time!

Cheers,
Andrey  [/code]

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[osg-users] How to manipulate a scene node using the mouse

2011-11-25 Thread jasper zhu
Hi,

I know that using Trackballmanipulator as a camera manipulator enables the user 
to roate/translate/scale the entire scene. In my application, I need to 
manipulate a specific scene node instead of the entire scene. I wonder whether 
there is a similar tool in OSG. 

Thank you!

Cheers,
jasper

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[osg-users] Multiple callbacks problem

2011-11-25 Thread alef truc
Hi,

I'm currently working on a simple virtual robot arm, and I want to move each 
joint thanks to node callbacks. 

So the first thing I did was to look for pointer adresses of each intersting 
node. Then I associated a node callback to each of this node with 
setUpdateCallback() but only one node call back is working ! 

If I decide to associate a callback to only one node it will work for it, but 
it does'nt when I want to associate callbacks to all the intersting nodes 

Have you ever experienced something like that ?

Thanks !

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Re: [osg-users] [forum] How to implement ViewAll

2011-11-25 Thread Sean Sullivan
Hi,

If your scene is really simple you won't really need to calculate anything. You 
can try different values until you see what you want. Set eye to a position 
away from your objects, set center to the position of one of the objects in 
your scene, and set the up vector to whatever it should be (probably 0.0, 1.0, 
0.0).

Cheers,
Sean

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[osg-users] switch colored display to grayscale

2011-11-25 Thread Wolfgang Rostek
Hi,

I'm new to OSG but need a switch by using flightgear.

Is it somewhere simple to switch colored output to grayscale only?

It would save me a lot of time.
Thank you!

Cheers,
Wolfgang R

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[osg-users] Looking for a guide on renderbins

2011-11-25 Thread Sean Sullivan
Hey guys,

Does anybody know about some sort of guide for how the renderbins work? I'm 
having to use them quite a bit lately but am having trouble finding in depth 
coverage of the subject.

Cheers,
Sean

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[osg-users] New user to OSGexp on Max 2012 and getting an entirely black scene ....

2011-11-25 Thread Jean-Frederic Monod
Hi,

I have just downloaded OSGexp 1.0.1 for Max 2012 64 and I'm having a few issues 
getting started. 
 My scene is a BIM model exported from Autodesk Revit via FBX. Materials are 
mainly Autodesk Materials (formerly Promaterials) with some Mental Ray 
ArchDesign. I have not baked textures initially as I am not sure whether or 
not that is required. All I know is contained in the osgHOWTO pdf and frankly 
it's cursory at best.

Gamma/LUT correction is off, I have a Daylight system with exposure set to MR 
Photographic Exposure Control and the attached screenshot should cover the 
export settings I'm working with.

The end result is a completely black scene. All of it. Entirely black. So very 
very black. I've been flipping checkboxes on and off all day now and nothing 
makes any difference. Frankly I don't have the slightest idea where to start 
fixing this. Also, it seems that whatever I do I get an IVE file. Is there a 
way to get OSG instead ? Does it make a difference ?

Thank you for helping me with this.

Jean-Frederic

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Re: [osg-users] osgexport for blender?

2011-11-25 Thread Maia Randria
Hi,

Sorry, but I am very confused with the OSG exporter from Blender.

Which OSG exporter works for Blender  2.6 (the latest version) ?
Could you the right website to download it ?

Thanks,

Maia



Jeremy Moles wrote:
 On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote:
 
  Benjamin Gehmlich writes:
  
  
   Hi Alberto,
   thanks for your answer, but there is a Problem with blender.
   
   
   When I want to add  the osgExport file (Install Add-On), there happens 
   nothing.
   
   What I have done
   1.) put the osg folder in blender-2.59/2.59/scripts/addons
   2.) the osgExport.py in blender-2.59
   3.) started Blender - User Preferences - Install Add-On
   4.) then chose osgExport.py
   
   By the other versions I used, after this I saw an entry.
   
   Is there a mistake?
   
   The other versions worked good for normaly exports, but when I chose 
   Armatur by the mesh as parent it did not export.
   Therefore I used the Modifier Armatur and i could export as osg but the 
   mesh was not correct.
   
  
  Benjamin,
  
  I don't fully understand how you are installing the add-on, but you have
  to take into consideration that the plugin doesn't only need
  osgExport.py, but the `osg' directory as well. Also, start Blender from
  the command line in order to check if the script is not found by your
  Python installation.
  
 
 The state of the Blender export(s) requires some explanation...
 
 Some history: Alberto wrote the first osgexport.py. A few years later,
 Cedric and myself came along and improved (?) it, in a very general
 sense. Another year later, Cedric wrote animtk, which eventually became
 osgAnimation, and added support for that as well into the exporter.
 
 Then, along came Blender 2.5. It drastically changed the way data is
 represented and enumerated in Python internally. Cedric adapted the Mesh
 exports easily enough, but the Animation exporting remains
 non-functional. You can find all of this code here (git):
 
 https://github.com/cedricpinson/osgexport.git
 
 HOWEVER, another exporter has come into light. I'm not sure WHY this
 individual chose to start over (rather than add to the existing
 exporter), I do not know. The code base has become quite large however,
 so perhaps that is the reason. There are also comments in the source to
 the main exporter that he actually did work on it at some point. His
 code DOES support animation export, but it isn't as robust as the
 original in other ways. You can find that code here (git):
 
 https://code.google.com/p/blender-osgexport-25/
 
 To be completely honest, the state of all of this is a total mess. We
 now have 2 exporters, each possessing features the other lacks, and
 neither of which are (anymore) particularly clean or usable code bases.
 
 I've talked with Cedric about the future of the original exporter, and
 it certainly hasn't been forgotten, but he is an extremely, EXTREMELY
 busy person and it may be a while before anything happens.
 
 I also tried adapting the code from Wiese's exporter myself, but I can't
 follow either of the exporters anymore, so no luck there...
 
 
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Re: [osg-users] Multiple callbacks problem

2011-11-25 Thread Paul Martz

On 11/22/2011 1:15 AM, alef truc wrote:

Hi,

I'm currently working on a simple virtual robot arm, and I want to move each 
joint thanks to node callbacks.

So the first thing I did was to look for pointer adresses of each intersting 
node. Then I associated a node callback to each of this node with 
setUpdateCallback() but only one node call back is working !

If I decide to associate a callback to only one node it will work for it, but 
it does'nt when I want to associate callbacks to all the intersting nodes

Have you ever experienced something like that ?


It sounds like you failed to call traverse() from your callbacks.
   -Paul




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Re: [osg-users] How to create a decal on a road segment?

2011-11-25 Thread Chris 'Xenon' Hanson
On 11/24/2011 10:39 AM, Raymond Bosman wrote:
 Does anyone know a solution to this problem or another approach to create 
 lane markers on top of the road?
 We tried to use Polygon Offsets, but doesn't give great results.

  Have you tried the first multi-pass technique here?

http://glprogramming.com/red/chapter14.html#name12

-- 
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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