Re: [osg-users] Single scene, multiple viewers : problem with texture

2011-11-29 Thread Aurelien Albert
Hi,

Can you explain what you mean by dynamically linking the node ?

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Re: [osg-users] Custom osg::NotifyHandler problems and multi-threading

2011-11-29 Thread Robert Osfield
Hi George,

On a first read your LogFileHandler looks OK, the Mutex should in
theory resolve multi-threading issues.  From the details you've
provide one can't pinpoint what the problem might be so you'll need to
work through iteratively to see what the problem areas might me.  One
test I'd do is comment out the _log  message; to see if it's the
file handling that is suspect.

Also general things to check would be the VS issue with mixing release
and debug builds at one time.

Finally if are able to build and test your application on another platform.

Robert.

On 28 November 2011 12:03, George Bekos bekos...@live.com wrote:
 Hello everyone! :]

 I am trying to redirect all OSG notifications to a file by creating my own  
 notify handler class (inheriting from osg::NotifyHandler) but I get some 
 random crushes. Mostly during run-time and sometimes when I close the 
 application. All of them reporting some kind of heap corruption. Sometimes it 
 might take about 5-10 minutes in order to crush. Here is my code:

 Code:

 class LogFileHandler : public osg::NotifyHandler
 {
 public:
    LogFileHandler(const std::string filename) {
        _log.open( filename.c_str() );
        _validFile = _log.is_open();
    }
    void notify( osg::NotifySeverity severity, const char* message ) {
        OpenThreads::ScopedLockOpenThreads::Mutex lock(_mutex);
        if(!_validFile) return;
        _log  message;
    }
 protected:
    ~LogFileHandler(void) {
        _log.close();
    }
 protected:
    std::ofstream _log;
    OpenThreads::Mutex _mutex;
    bool _validFile;
 };



 In order to test this class I set the handler like this:
 osg::setNotifyHandler( new LogFileHandler(log.txt) );

 Why do I get crushes reporting an invalid heap? Am I doing something wrong?
 OSG notes:
 Note that osg notification API is not thread safe although notification  
 handler is called from many threads. When incorporating handlers into GUI 
 widgets you must take care of thread safety on your own.
 Isn't the ScopedLock I have at the top of my notify() function enough?

 If I set the osgViewer threading mode to SingleThreaded, the problem goes 
 away. This makes me believe that my problem has something to do with 
 multithreading.
 I am using OSG 3.0.0 and Visual Studio 2008 SP1.

 Thanks a lot for your time.

 Cheers,
 George

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Re: [osg-users] cdash site down

2011-11-29 Thread Robert Osfield
Hi Jason,

On 22 November 2011 16:10, Jason Daly jd...@ist.ucf.edu wrote:
 Just happened to notice that cdash.openscenegraph.org is unreachable from
 here (Orlando, FL, USA).

cdash was done for a day, not sure of the case, perhaps J.L spotted
the problem and fixed it.  Just checked it now and
cdash.openscenegraph.org is working fine.

Robert.
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Re: [osg-users] CullCallback problem

2011-11-29 Thread Robert Osfield
Hi Filip,

On 15 November 2011 10:17, Filip Arlet fili...@seznam.cz wrote:
 I think I have similar problem. I studied osg code and find out, that 
 NodeCallback set as Node-CullCallback is called only if node is not culled 
 therefore (osgUtil::CullVisitor*)(nv-isCulled(node)) always return false.
 I want to implement dynamic line style lod, where shoud I start ?

You'll need to make sure that the bounding volume of the geometry you
are updating is being updated as well - call geometry-dirtyBound()
and it'll updated the itself whole parental path that it's size has
changed and needs recomputing.

Robert.
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Re: [osg-users] NVIDIA Driver Problem?

2011-11-29 Thread Robert Osfield
Hi Paul,

On 15 November 2011 13:04, Paul Palumbo paul1...@yahoo.com wrote:
 The probably is evident when the X server is restarted between these calls to 
 create the osgViewer::Viewer.  I don't think it matters any if the restart is 
 inside the program or not as long as it happens when no osgViewer::Viewer is 
 active.

The only GLX code in osgViewer is in GraphicsWindowX11.cpp and
PixelBufferX11.cpp.  Each of GraphicsWindowX11 and PixelBufferX11 keep
their own local handles to X11 objects and should be cleaning these up
when they are closed/destructed, I don't recall any global handles
that will need cleaning up.

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

2011-11-29 Thread Robert Osfield
Hi Jonathan,

On 15 November 2011 13:21, Jonathan Klein jonathan_kl...@web.de wrote:
 Well, the problem is, that I need the surrounding heights. It is a terrain 
 visualisation project and i need to calculate things like openness (some 
 Ambient Occlusion related thing) or terrain roughness, for which I need for 
 example a 5x5 kernel around my pixel, so a heightmap lookup would be the 
 easiest..

 It seams that there is no way to extract that information just form the 
 vertex data (because the vertex shader only processes one vertex at a time).

osgTerrain and VPB are set up to do what you are asking of them - they
are set up to use HeightField for elevation data that is the source of
the geometry tiles, and use image layers for the textures that are
assigned to the geometry tiles.

However, perhaps you could assign a HeightField as a image layer and
have it be textured on to your tile?  I'm not sure how this would all
work out, but go have a look at the code and see how you might be able
to co-opt it to do what you require.  If there are small tweaks you
can make to osgTerrain and VPB to make it all hang together cleanly
then just post these into osg-submissions and I can review them what I
get back to do doing a submissions purge.

Robert.
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Re: [osg-users] How to: Adding blurring effect to my moving osg::Node/Geode?

2011-11-29 Thread Robert Osfield
Hi Atillia,

On 15 November 2011 17:00, Atilla Selem ase...@havelsan.com.tr wrote:
 In osgmotionblur example, blurring effect is added to the single instance of 
 osgViewer::Viewer:Windows by adding a derived MotionBlurOperation.
 How can i add that blurring effect to my individual geode/Node in my scene? i 
 want some of my moving objects blur so i need to set some of them with 
 blurring when they move and remove blurring when they stop moving.

 Can osg::Operation instances be added other than Windows or Viewers?
 Should i use some other callbacks for nodes or geodes?

osgmotionblur works by using the accumulation buffer to blend previous
frames colour buffer with the current frame, this means it's a whole
window effect and not one that can be used for individual objects.

To do motion blur on individual objects you'll need to take a very
different tack - you'll need to come up with a custom scheme that
suits the type of scene that you have.

Robert.
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Re: [osg-users] kdTree and sphere intersection

2011-11-29 Thread Robert Osfield
Hi Peter,

KdTree is currently only handles line segment intersections, this is
provided directly in the internals.

To implement other types of intersections one would either need to add
it directly to KdTree as has been done with the line segment
intersection or have an external traverser class that walks through
the KdTree.

Robert.

On 16 November 2011 12:02, Peter Wraae Marino marino.pe...@gmail.com wrote:
 Hi,

 I have create a sphereintersector which works fine, but goes through all 
 triangles on the geometry.

 I would like to use the kdTree to help me to do a sphere - triangle 
 intersection tests on as few triangles as possible.

 Is this possible? When I look at the kdTree object it looks like it is 
 hardcoded to handle only line segments?

 anyone have some comments on this?

 Thank you!

 Cheers,
 Peter

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Re: [osg-users] osgText::Text is quite a heavyweight (memory-wise)

2011-11-29 Thread Robert Osfield
Hi Christian,

With rendering applications you almost always want to avoid just
created data before rendering as this causes a frame stall when it's
most critical. It's best to create the data and set all the values as
much as possible on start up.

As for the expense of osgText::Text, I'm afraid this is required for
all the various features that it provides.  If you have very specific
needs and require hundreds of thousands of text labels than a custom
scheme, such are create your own equivalent osgText::Text class might
be appropriate.  With a custom class you can do things in a way that
is very specific to your needs.

Robert.

On 17 November 2011 15:14, Christian Buchner
christian.buch...@gmail.com wrote:
 Hi,

 even though sizeof(osgText::Text) is rather small, the object
 allocates quite a lot of memory in its constructors, most of it being
 caused by osgText::TextBase.

 #include osgText/
 void main(int argc, char **argc)
 {
    osgText::Text tmp;     // sizeof(tmp) is small, but about 10 times
 that memory is allocated in the constructor hierarchy.
 };

 I was wondering if it would make sense to defer part of the dynamic
 initialization until the Text object is actually used for the first
 time (e.g. rendered) ?

 Christian
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Re: [osg-users] [vpb] osgdem --no-terrain-simplification : what exactly is it doing?

2011-11-29 Thread Robert Osfield
Hi Ethan,

VPB is built around the idea of creating large paged database, scaling
up to terrabytes in size, rather than single tiles, and render the
terrains at a solid 60Hz.  These requirements mean that one has to
tile and LOD the terrain, which is where the default size you are
seeing is coming in.  You can change the default size is you want but
typically you wouldn't want to increase it as this will impact
performance.

For you needs it may well be that just creating a geometry and texture
directly rather than using VPB would be appropriate.

Robert.

On 17 November 2011 16:13, Ethan Fahy ethanf...@gmail.com wrote:
 Hello all,

 I start with dted data and use gdal_translate to convert this data to a 
 geotiff.  This geotiff has 278x305 pixels.  The lat-lon bounding box has 
 right angles in lat-lon space, but due to the mercator projection being used, 
 the geotiff has some no-data areas along the edges.

 I then run osgdem using the following command:

 osgdem --geocentric -d elevation.tif -l 1 -o elevation.osg --POLYGONAL

 When I view this elevation.osg file in wireframe I see that the primitives 
 that make up the terrain are large if there is a small elevation gradient and 
 small if there is a large elevtion gradient.  This makes sense; it's only 
 using as much detail as needed.  For my purposes, I want a set of primitives 
 that is in the same grid as the original pixel map.  So, I repeat the osgdem 
 command above but add the --no-terrain-simplification flag.  When I look at 
 this osg file in wireframe, I see that it has created a 63x63 pixel terrain, 
 with each pixel made up of two triangles.  There is also a second 
 primitiveset that is simply a quadstrip that wraps around the edge of my 
 terrain.  This is close to what I want, but my questions is this:

 Why is the osg terrain 63x63 when the source geotiff was 278x305?  What 
 process is osgdem using to determine how many of these two-triangle-pixels to 
 put in each direction in the output product?  Do I have any control over 
 these parameters without modifying the osgdem src?  I've looked at all the 
 osgdem flags and nothing jumped out at me.

 Thanks so much for any help you can give me.

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Re: [osg-users] NVIDIA Driver Problem?

2011-11-29 Thread J.P. Delport

Hi,

On 29/11/2011 11:34, Robert Osfield wrote:

Hi Paul,

On 15 November 2011 13:04, Paul Palumbopaul1...@yahoo.com  wrote:

The probably is evident when the X server is restarted between these calls to 
create the osgViewer::Viewer.  I don't think it matters any if the restart is 
inside the program or not as long as it happens when no osgViewer::Viewer is 
active.


The only GLX code in osgViewer is in GraphicsWindowX11.cpp and
PixelBufferX11.cpp.  Each of GraphicsWindowX11 and PixelBufferX11 keep
their own local handles to X11 objects and should be cleaning these up
when they are closed/destructed, I don't recall any global handles
that will need cleaning up.


can it have something to do with:
static RegisterWindowingSystemInterfaceProxy 
createWindowingSystemInterfaceProxy;


in GraphicsWindowX11?

rgds
jp



Robert.
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Re: [osg-users] OsgParticles one frame latency ?

2011-11-29 Thread Robert Osfield
Hi Eric,

I could be that you are updating the nodes position after the
osgParticle classes have executed.  You don't say how you've
constructed your scene graph and how you update so there is little
others can recommend specificallly.

Robert.

On 15 November 2011 10:01, Eric Pouliquen epouliq...@on-x.com wrote:
 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] osgText and GLES2

2011-11-29 Thread Robert Osfield
Hi Thomas,

On 18 November 2011 20:36, Thomas Hogarth thomas.hoga...@gmail.com wrote:
 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.

I do hope you've been able to make progress as I can't spot what the
problem might be from the details provided - it's the type of problem
that really needs one to sit down with a GLES 2 implementation and
debug it step by step.

Robert.
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Re: [osg-users] Camera and Animation Path

2011-11-29 Thread Robert Osfield
Hi Paul,

osgGA::AnimationPathManipulator is pretty simply to use and it's setup
is illustrated in applications/osgviewer/osgviewer.cpp, just search
for AnimationPathManipualtor.

Robert.

On 21 November 2011 15:15, Paul Leopard paul.leop...@gmail.com wrote:
 Hi,

 Has anyone found any good example code for attaching the camera to an 
 animation path? Unfortunately all of the example code I have found is very 
 dated and due to a deadline I am unable to go back and learn Producer and 
 then how to port it to osgGA. I'm trying to find some example code so I can 
 quickly achieve the animation ... any example code would be greatly 
 appreciated.

 I have a trajectory of a missile that I have animated with an animation path 
 and all works well. Now I need to put the camera on the head of the missile 
 and orient it according to the direction the missile seeker is pointing.

 Thank you!

 Cheers,
 Paul

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Re: [osg-users] OSG 2.9.10 on iOS

2011-11-29 Thread Robert Osfield
Hi Büsra,

2011/11/22 Büsra Gülten busragul...@hotmail.de:
 I really need some information about CMake variables.
 Could you please give me any advice?

These CMake variables change the build of the OSG so that it does or
doesn't use any of the traditional OpenGL fixed function pipeline,
this also applies to shaders.  You'll see places where these variables
are use within the OSG source code, in particular in src/osg/*.cpp.

Robert.
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Re: [osg-users] Looking for a guide on renderbins

2011-11-29 Thread David Callu
Hi Sean

A nice tutorial about
StateSethttp://www.bricoworks.com/articles/stateset/stateset.htmland
StateGraph http://www.bricoworks.com/articles/stategraph/stategraph.html have
a part on renderleaf and renderbin
thank to Tim Moore for this

HTH
David Callu

2011/11/18 Sean Sullivan sullivan0s...@gmail.com

 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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Re: [osg-users] Single scene, multiple viewers : problem with texture

2011-11-29 Thread Aurelien Albert
I found the solution :

Using the osgUtil::Optimizer::TextureVisitor to set all textures to 
UnrefImageAfterApply = false

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Re: [osg-users] Custom osg::NotifyHandler problems and multi-threading

2011-11-29 Thread George Bekos
Hello Robert,

Thank you very much for your reply. I did remove the _log  message; line 
and the problem goes away. When I get the crush, in which VStudio reports heap 
corruption, I use the debugger to have a look at the corrupted memory block, 
and it always points to some region where the notice strings are saved. In my 
program I do not do anything fancy. It is an extremely simple case:

Code:

#include cstdlib
#include osg/Group
#include osgViewer/Viewer
#include LogFileHandler.h
//  -
class MyUpdateCallback : public osg::NodeCallback
{
virtual void operator()( osg::Node* node, osg::NodeVisitor* nv) { 
for(size_t i = 0; i  1000; ++i) {
osg::notify( osg::NOTICE )  hello!;//  std::endl;
}
}
};
//  -
int main( int agc, char** argv )
{
osg::setNotifyLevel(osg::DEBUG_FP);
osg::Group* root = new osg::Group();
LogFileHandler* fileHandler = new LogFileHandler(log.txt);
osg::setNotifyHandler(fileHandler);
root-setUpdateCallback(new MyUpdateCallback());
osgViewer::Viewer viewer;
viewer.setSceneData(root);
viewer.setUpViewInWindow(50,50,800,600);
viewer.run();
return EXIT_SUCCESS;
}




When I check the corrupted memory block sometimes I see something like 
hello!!hello!!hel«þîþîþ..þîþþîþþîþþîþ. Which looks corrupted to me. 
If I add an std::endl at the end of my message in the above callback the 
problem still appears but not very often. I have tried this program on 2 
different PCs but both of them had windows7x64. I checked my lib and dll files, 
I do not mix release and debug builds. The problem is very strange... I guess I 
am missing something.

Thanks for your help!

Cheers,
George

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[osg-users] git mirrors broken?

2011-11-29 Thread Marius Kintel
Hi,

I just noticed that the git mirrors stopped following svn Nov 17. Did the 
mirroring scripts somehow die?

Cheers,

 -Marius

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Re: [osg-users] [osgCompute] Problems with CMake Script

2011-11-29 Thread Mick Keller
Hi Jonathan,

thanks for your post.


Jona wrote:
 
 First of all, the installing Taget doesn't work:
 
 
  1  -- Up-to-date: C:\Visual Studio 
  2010\Projects\Libs\osgCompute\install/lib/osgComputed.lib
  1  CMake Error at src/osgCompute/cmake_install.cmake:47 (FILE):
  1file INSTALL cannot find C:/Visual Studio
  12010/Projects/Libs/osgCompute/VC/bin/Debug/../osgComputed.dll.
  1  Call Stack (most recent call first):
  1src/cmake_install.cmake:32 (INCLUDE)
  1cmake_install.cmake:32 (INCLUDE)
 
 
 The file was build, but is in VC/bin/Debug/osgComputed.dll and not in 
 VC/bin/Debug/../osgComputed.dll (mind the ../).
 
 I tried to find the problem in the cmake file, but I got a bit confused about 
 how the installing actually works. Maybe some of you guys can help me with 
 that.
 


Actually, I'm not quite sure if we tested under MSVC 2010. Strange... Did the 
install-script work before? Do you use the current SVN version? I will try to 
get a VS 2010 machine and do some testing...



Jona wrote:
 
 Then I tried the findosgcompute Module in my application. But it has a pretty 
 obvious bug in finding the osgCompute Include directory:
 
 Code:
 OSGCOMPUTE_FIND_PATH (OSGCOMPUTE osgCompute/Context)
 
 
 There is no such file as 'Context' in the subversion repository (rev 476). 
 Replacing that by 'osgCompute/Computation' works well (I think Computation 
 should be the most basic include file, as it is the only that that the 
 Endianess Example includes).
 


Thanks - of course you are right. I just updated the FIND-scripts which should 
find the new lib (osgCudaStats) too.

Best regards,
Mick


SVT Group

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[osg-users] Help: Data accuracy from Frame buffer is not very good

2011-11-29 Thread wang shuiying

Hallo,

I want to simulate  laser scanner using osg camera. In Fragment shader 
the  color information  is converted into position information. And then 
the position information is accessed from this Fragment to be used to 
draw points in a view. But the points are not so accurate, as it is 
shown in the attached picture, which is composed of 11 cameras. The 
important codes are:


osg::Program * program = new osg::Program();
 
program-addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, 
fragmentShaderPath));
 
program-addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, 
vertexShaderPath));


osg::Image * image = new osg::Image();
 image-allocateImage(xRes, yRes, 1, GL_RGBA, 
GL_FLOAT);


  osg::ref_ptrosg::CameraNode camera(new 
osg::CameraNode());
  
camera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);

  camera-setViewport(0, 0, xRes, yRes);
  camera-setClearColor(osg::Vec4(1000.0f, 1000.0f, 
1000.0f, 1000.0f));
  camera-setClearMask(GL_COLOR_BUFFER_BIT | 
GL_DEPTH_BUFFER_BIT);
   
camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
   camera-setProjectionMatrixAsFrustum(-tan( 
viewYaw), tan(viewYaw), -tan(viewPitch), tan(viewPitch), zNear,zFar);
   
camera-setViewMatrix(osg::Matrix::lookAt(osg::Vec3d(0, 0, 1.0f), 
osg::Vec3d(-10.0f, 0.0f, 0), osg::Vec3d(0, 0, 1)));
   
camera-setRenderOrder(osg::CameraNode::PRE_RENDER);
   
camera-setRenderTargetImplementation(renderTargetImplementation);
   camera-attach(osg::CameraNode::COLOR_BUFFER, 
image);
   
camera-getOrCreateStateSet()-setAttribute(program, 
osg::StateAttribute::ON);


In vertex Shader, I write:
void main()
{

x=(gl_ModelViewMatrix * (gl_Vertex - vec4(0.0,0.0,0.0,0.0))).x;
y=(gl_ModelViewMatrix * (gl_Vertex - vec4(0.0,0.0,0.0,0.0))).y;
z=(gl_ModelViewMatrix * (gl_Vertex - vec4(0.0,0.0,0.0,0.0))).z;
gl_Position = ftransform();
}

in Fragment shader, I write:

gl_FragColor = vec4(abs(z/100),abs(x/17),abs(y/4),0.2);

And I when get the position information, I will multiply them with the 
corresponding factors.


However, the points are not that accurate. I seems that the Fragment 
shader does not calculate the point one by one, but assign a certain 
value to a certain amount of points.


Can anybody give some advice?

Thanks in advance!

Shuiying

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Re: [osg-users] Help: Data accuracy from Frame buffer is not very good

2011-11-29 Thread J.P. Delport

Hi,

I'd suggest attaching a texture with a GL_RGBA32F_ARB internal format to 
the camera as well (in addition to the image). I'm not sure you are 
getting a float FBO. See the osgprerender example with the --hdr switch.


jp

On 29/11/2011 16:12, wang shuiying wrote:

Hallo,

I want to simulate laser scanner using osg camera. In Fragment shader
the color information is converted into position information. And then
the position information is accessed from this Fragment to be used to
draw points in a view. But the points are not so accurate, as it is
shown in the attached picture, which is composed of 11 cameras. The
important codes are:

osg::Program * program = new osg::Program();
program-addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT,
fragmentShaderPath));
program-addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX,
vertexShaderPath));

osg::Image * image = new osg::Image();
image-allocateImage(xRes, yRes, 1, GL_RGBA, GL_FLOAT);

osg::ref_ptrosg::CameraNode camera(new osg::CameraNode());
camera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
camera-setViewport(0, 0, xRes, yRes);
camera-setClearColor(osg::Vec4(1000.0f, 1000.0f, 1000.0f, 1000.0f));
camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera-setProjectionMatrixAsFrustum(-tan( viewYaw), tan(viewYaw),
-tan(viewPitch), tan(viewPitch), zNear,zFar);
camera-setViewMatrix(osg::Matrix::lookAt(osg::Vec3d(0, 0, 1.0f),
osg::Vec3d(-10.0f, 0.0f, 0), osg::Vec3d(0, 0, 1)));
camera-setRenderOrder(osg::CameraNode::PRE_RENDER);
camera-setRenderTargetImplementation(renderTargetImplementation);
camera-attach(osg::CameraNode::COLOR_BUFFER, image);
camera-getOrCreateStateSet()-setAttribute(program,
osg::StateAttribute::ON);

In vertex Shader, I write:
void main()
{

x=(gl_ModelViewMatrix * (gl_Vertex - vec4(0.0,0.0,0.0,0.0))).x;
y=(gl_ModelViewMatrix * (gl_Vertex - vec4(0.0,0.0,0.0,0.0))).y;
z=(gl_ModelViewMatrix * (gl_Vertex - vec4(0.0,0.0,0.0,0.0))).z;
gl_Position = ftransform();
}

in Fragment shader, I write:

gl_FragColor = vec4(abs(z/100),abs(x/17),abs(y/4),0.2);

And I when get the position information, I will multiply them with the
corresponding factors.

However, the points are not that accurate. I seems that the Fragment
shader does not calculate the point one by one, but assign a certain
value to a certain amount of points.

Can anybody give some advice?

Thanks in advance!

Shuiying



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Re: [osg-users] Setting modelview matrix with viewer.getCamera()-setViewMatrix(modelViewMatrix) not working

2011-11-29 Thread Paul Martz

From the Viewer header file...

/** Execute a main frame loop.
  * Equivalent to while (!viewer.done()) viewer.frame();
  * Also calls realize() if the viewer is not already realized,
  * and installs trackball manipulator if one is not already assigned.
  */
virtual int run();

If you don't want a TrackballManipulator, you'll need to *not* use 
Viewer::run().
   -Paul


On 11/28/2011 9:35 PM, Juan Fernando Herrera J. wrote:

Hi,

I want to set the modelview matrix with
viewer.getCamera()-setViewMatrix(modelViewMatrix) like in the
following code:

int main(int argc, char **argv)
{
 osgViewer::Viewer viewer;
 osg::Node* rootNode = createRootNode();
 viewer.setSceneData(rootNode);
 return viewer.run();
}

Later, in an osg::NodeCallback,  I perform:

 viewer.getCamera()-setViewMatrix(modelViewMatrix);

But the modelview matrix isn't modified at all.

On the other hand,
viewer.getCamera()-setProjectionMatrix(projectionMatrix) seems to
work.

What should I do to the viewer in order for setViewMatrix() to work?

Thank you!

Cheers,
Juan
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Re: [osg-users] Single scene, multiple viewers : problem with texture

2011-11-29 Thread Robert Osfield
HI Aurelien,

You should use multiple View's within a single CompositeViewer for
doing this rather than multiple viewers.

Robert.

On 28 November 2011 16:15, Aurelien Albert aurelien.alb...@alyotech.fr wrote:
 Hi,

 I've got a problem when viewing the same scene from two different viewers :

 - Viewer A with Camera A
 - Viewer B with Camera B

 I load a node with :


 Code:
 osg::ref_ptrosg::Node pNode = osgDB::readNodeFile(...);



 Then I do :


 Code:
 p_viewerA-setCamera(p_cameraA);
 p_viewerA-setSceneData(pNode);

 p_viewerB-setCamera(p_cameraB);
 p_viewerB-setSceneData(pNode);




 Everything works fine, but when viewer B is deleted, pNode's textures are no 
 more rendered in viewer A (geometry is still rendered correctly).

 Is there anything special to do to share data between two viewer ?

 Thank you!

 Cheers,
 Aurelien

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Re: [osg-users] osgexport for blender?

2011-11-29 Thread Maia Randria
Hi,

Yes, I installed this one.

After reading some posts, I understand that there are two OSG exporters for 
Blender: 
1. yours, which does not support animation at the moment, if I understand; 
2. and the one from Damyon:
https://code.google.com/p/blender-osgexport-25/ which supports animations and 
armatures.

Am I right ?

Which one is more robust and more mature at this moment  ?

Also, those two exporters work for Blender 2.5x, does someone try exportation 
with the latest Blender version 2.6 ?

Thank you very much for your work,

Maia


Cedric Pinson wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Did you try this
 https://github.com/cedricpinson/osgexport
 ?
 
 Cedric
 On 11/25/2011 11:46 PM, Maia Randria wrote:
 
  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...
   
   
   ___ osg-users mailing
   list
   
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Re: [osg-users] osgText and GLES2

2011-11-29 Thread Thomas Hogarth
Hi Robert

Made some progress in the end, the subload errors were a red herring. Seems
perhaps some of the glyphs for the particular font I was using didn't load
properly, but the rest worked fine. So after a little digging I realised
mipmapping was probably the issue and that's when I remembered this post
from way back

http://forum.openscenegraph.org/viewtopic.php?t=6482

That has fixed the issue for me and I now have text rendering with drop
shadows in gles2 on IOS. I will give the fix a little more testing then
submit, as it seems the original poster rti didn't get round to sending the
fix for inclusion.

Thanks for popping your head in, thought I was all alone on this one :)

Tom
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Re: [osg-users] Single scene, multiple viewers : problem with texture

2011-11-29 Thread Aurelien Albert
Hi Robert,

In my application, there is a main viewer to edit the scene, and the user can 
open/close secondary viewer windows.

These secondary viewer windows are not limited in number (sure, there is 
hardware limits...) and the camera is independant from the other viewers (to 
see different point of view).

So when user open a new secondary viewer window, I create a new viewer 
instance, a new camera, and the context is shared with the main window.

When user close a secondary window, I delete the associated viewer to release 
some resources.

The secondary windows can also be resized, so the viewport is also independant.

Each viewer (main and secondary) are embeded in a Qt widget.

Is there any way to do this with a composite viewer ?

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Re: [osg-users] [vpb] osgdem --no-terrain-simplification : what exactly is it doing?

2011-11-29 Thread Ethan Fahy
Thanks for the reply Robert.  

When you mention default size I assume you are referring to the 63x63 pixel 
resolution that I mentioned?  Is that the default size for a tile?  I did a 
grep on the entire VPB src package for 63 and didn't find anything related to 
default size values; am I misinterpreting you?  

You may be right about VPB not being the optimal solution for my needs, but I 
am very hesitant to try to start from scratch because I am making extensive use 
of the fact that osgdem creates a geocentric database that i am able to place 
objects onto using lat-lon coordinates.  I also wouldn't know where to begin 
when it comes to interpreting dted data in C++ and creating a geocentric 
database.  When you say that I might want to generate geometries and textures 
myself do you mean writing all of that logic from scratch or did you have other 
osg utilities in mind?  I could also try to start from VPB src and modify 
osgdem to create double-triangle-pixels according to the number of pixels in 
the source geotiff file but i don't know how straight-forward that would be.  

I'm not looking for extensive help or anything but if I could at least know 
what a good starting point would be to sink my teeth into I would be much 
better off.  Thanks again,

-Ethan


robertosfield wrote:
 Hi Ethan,
 
 VPB is built around the idea of creating large paged database, scaling
 up to terrabytes in size, rather than single tiles, and render the
 terrains at a solid 60Hz.  These requirements mean that one has to
 tile and LOD the terrain, which is where the default size you are
 seeing is coming in.  You can change the default size is you want but
 typically you wouldn't want to increase it as this will impact
 performance.
 
 For you needs it may well be that just creating a geometry and texture
 directly rather than using VPB would be appropriate.
 
 Robert.
 
 On 17 November 2011 16:13, Ethan Fahy  wrote:
 
  Hello all,
  
  I start with dted data and use gdal_translate to convert this data to a 
  geotiff.  This geotiff has 278x305 pixels.  The lat-lon bounding box has 
  right angles in lat-lon space, but due to the mercator projection being 
  used, the geotiff has some no-data areas along the edges.
  
  I then run osgdem using the following command:
  
  osgdem --geocentric -d elevation.tif -l 1 -o elevation.osg --POLYGONAL
  
  When I view this elevation.osg file in wireframe I see that the primitives 
  that make up the terrain are large if there is a small elevation gradient 
  and small if there is a large elevtion gradient.  This makes sense; it's 
  only using as much detail as needed.  For my purposes, I want a set of 
  primitives that is in the same grid as the original pixel map.  So, I 
  repeat the osgdem command above but add the --no-terrain-simplification 
  flag.  When I look at this osg file in wireframe, I see that it has created 
  a 63x63 pixel terrain, with each pixel made up of two triangles.  There is 
  also a second primitiveset that is simply a quadstrip that wraps around the 
  edge of my terrain.  This is close to what I want, but my questions is this:
  
  Why is the osg terrain 63x63 when the source geotiff was 278x305?  What 
  process is osgdem using to determine how many of these two-triangle-pixels 
  to put in each direction in the output product?  Do I have any control over 
  these parameters without modifying the osgdem src?  I've looked at all the 
  osgdem flags and nothing jumped out at me.
  
  Thanks so much for any help you can give me.
  
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[osg-users] Qt GraphicsWindow on Linux

2011-11-29 Thread Thomas Lerman
I am not sure if this is by design or an inconsistency. I have a Qt application 
that I can change a #define to decide whether to use GraphicsWindow or 
GraphicsWindowQt. Both work great in Windows. However, when I go to Linux, 
several keys or mouse binding to actions do not work under GraphicsWindow (such 
as Page Up/Down, arrow keys, etc.). It is possible this is by design, but seems 
like it would be an inconsistency.

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Re: [osg-users] ShadowMapping in a multipass deferred setup

2011-11-29 Thread Sebastian Messerschmidt

okay, I've gotten a bit further with this one.
I realized that what I really need are two separate things.
The first one is to specify the texture the shadow-pass renders in by 
myself so I can bind the appropriate texture object and set the render 
order individually.
The second step is to tell the shadow pass not to apply the shadow 
texture to the scene, but instead just guarantee that is finished after 
the render-pass and must be able to pass me the matrices used for shadow 
calculation so I can transform my scene's depth into light-view space on 
my own.


I've taken a look into the DebugShadowMap which curiously seems to be 
the place where the shadow-camera for the ViewDependentTechniques is 
declared.
So my general idea was to provide a public function to set the 
camera/render texture from the outside and tell the init function only 
to create it if the cam wasn't setup from the outside.
Honestly I found the split up code for the different shadow 
implementations hard to understand, as they are scattered a bit too much 
to get the idea.


Has anyone a better idea to render the shadow map to a predefined 
FBO-attached texture and let my own shader do the reprojection in order 
to do shadow mapping in a deferred setup?


cheers
Sebastian


Hello,

I have used the osg shadow implementations with great success in state 
of the art forward rendering.
Right now I'm trying to implement shadowmapping into my deferred 
rendering approach.
Can anyone point me into the right direction, regarding the correct 
usage of the view dependent shadow mapping algorithms in a RTT 
environment?
What I need to perform is to render the shadowmap in to depth texture 
and apply it later in separate pass. But how do I setup the 
shadowmapping graph to only render the shadow texture so I can use it 
later on in my lighting/combine pass?


any hints are welcome
cheers
Sebastian
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Re: [osg-users] How to: Adding blurring effect to my moving osg::Node/Geode?

2011-11-29 Thread Peter Wrobel

Hi Atilla,

take a look at osgPPU. Its created for such post render effects. You can 
create a subgraph for your blured objects, render them to a ppu unit und 
use a shader to do the bluring. There is an PPU version of the 
motionblur you are talking about, but unfortunatelly not as example, but 
as PPU file ( .ppu ). This is just as the osg format but for ppu nodes. 
You'll find a Motionblur.ppu in the Data folder. With this 
Motionblur.ppu ( in the Data Folder ), its just a matter of creating 
your subgraph, loading this file, applying it to the subgraph and 
composite the blured and non-blured renders.


Cheers, Peter


Hi,
In osgmotionblur example, blurring effect is added to the single instance of 
osgViewer::Viewer:Windows by adding a derived MotionBlurOperation.
How can i add that blurring effect to my individual geode/Node in my scene? i 
want some of my moving objects blur so i need to set some of them with blurring 
when they move and remove blurring when they stop moving.

Can osg::Operation instances be added other than Windows or Viewers?
Should i use some other callbacks for nodes or geodes?
...
Thx..

Atilla.

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Re: [osg-users] Help: Data accuracy from Frame buffer is not very good

2011-11-29 Thread wang shuiying

Hello, J.P. Delport

I followed your advice but it still doesn't work well.

And I also changed the internal format of the Image as  GL_RGBA32F_ARB, 
but  the points remain the same.


What is the name of  the osgprerender example with the --hdr switch ?

Thank you very much !

Shuiying
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Re: [osg-users] Setting modelview matrix with viewer.getCamera()-setViewMatrix(modelViewMatrix) not working

2011-11-29 Thread Michael Guerrero
You could also prevent the trackballmanipulator from being created and used by 
doing something like this:


Code:

osg::Camera* cam = viewer.getCamera();
cam-setAllowEventFocus(false); // Prevent the manipulator being used and 
taking over



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Re: [osg-users] [vpb] osgdem --no-terrain-simplification : what exactly is it doing?

2011-11-29 Thread jamie robertson
Hi,

If you increase the -l numOfLevels  argument to 4, you'll at least preserve 
all the original heightmap points at the highest LOD tiles when you zoom in 
(albeit in a series of tiles). If you search for 64 instead of 63 you'll see 
where the default tile size is coming from.

If you just want a single terrain tile from your projected geotiff, then you 
could simply create an osgTerrain::TerrainTile using your projected image as a 
heightmap. You can ignore your NODATA values by setting a 
osgTerrain::NoDataValue in your TerrainTile's elevationlayer ValidDataOperator.

Cheers,

jamie

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Re: [osg-users] osgexport for blender?

2011-11-29 Thread Cedric Pinson
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Hi,
You get it. Damyon has work on his one to experiment and have
something working quickly mine comes from blender 2.49 and is done to
be able to make other exporter on top of it. Like a custom exporter
that export osg data but user can tweak the exporter.
Ideally if you dont need armature/animation it would be better to use
mine. The work of Daymon (thank you a lot man) should be reported asap
to mine on github.
Same thing about bugs if you find bugs please report it on github. Off
course if you need armatures/animations use Daymon exporter.

It should work fine with blender 2.6 but I have not tried yet, so if
you have problem report it I should be reactive for small fix.

Regards,
Cedric

On 11/29/2011 04:45 PM, Maia Randria wrote:
 Hi,
 
 Yes, I installed this one.
 
 After reading some posts, I understand that there are two OSG
 exporters for Blender: 1. yours, which does not support animation
 at the moment, if I understand; 2. and the one from Damyon: 
 https://code.google.com/p/blender-osgexport-25/ which supports
 animations and armatures.
 
 Am I right ?
 
 Which one is more robust and more mature at this moment  ?
 
 Also, those two exporters work for Blender 2.5x, does someone try
 exportation with the latest Blender version 2.6 ?
 
 Thank you very much for your work,
 
 Maia
 
 
 Cedric Pinson wrote: Did you try this 
 https://github.com/cedricpinson/osgexport ?
 
 Cedric On 11/25/2011 11:46 PM, Maia Randria wrote:
 
 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] Help: Data accuracy from Frame buffer is not very good

2011-11-29 Thread J.P. Delport

Hi,

On 29/11/2011 23:46, wang shuiying wrote:

Hello, J.P. Delport

I followed your advice but it still doesn't work well.

And I also changed the internal format of the Image as GL_RGBA32F_ARB,
but the points remain the same.

What is the name of  the osgprerender example with the --hdr switch ?
the example is called osgprerender, look at the code of it. It has a 
command line switch that enables HDR rendering to texture, but I'm not 
sure this is your problem anymore.


What resolution are you expecting from the FBO and in what range are the 
vertex data you are using? Are you sure you are not converting to 
integers somewhere along the line? Are you using the osg::Image at all, 
or are you using the texture directly?


rgds
jp



Thank you very much !

Shuiying
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