Re: [osg-users] OSG website unresponsive

2012-01-03 Thread Torben Dannhauer
Hi ,

@ Chris I have a physical root server, and I use XEN for my own virtualization. 
In some month I plan to upgrade to a newer version with more RAM 
(http://www.hetzner.de/en/hosting/produkte_rootserver/ex4)
It has a 100Mbit connection with 5 TB traffic per month. All above has only a 
10Mbit connection. For me and my customers I need round about .5 TB

Nevertheless, for permanent hosting I would like to know in detail about the 
requirements. Just an offer to solve the issue with the current hosting - 
especcially because Robert wrote that the funding is gone and the server will 
be closed for OSG.


Cheers,
Torben

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Re: [osg-users] Help: can the fourth element of gl_FragColor be changed by shader?

2012-01-03 Thread J.P. Delport

Hi,

On 03/01/2012 23:39, wang shuiying wrote:

Hello,

(1)to J.P.

the related source code is as following:

// camera and image setup
osg::Camera::RenderTargetImplementation renderTargetImplementation;
renderTargetImplementation = osg::CameraNode::FRAME_BUFFER;


^ If you want FBO, you probably want FRAME_BUFFER_OBJECT here.



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((int)XRes, (int)YRes, 1, GL_RGBA, GL_FLOAT);

osg::ref_ptr  camera(new osg::CameraNode());
camera->setClearColor(osg::Vec4(1000.0f, 1000.0f, 1000.0f, 1000.0f));
camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
camera->setRenderTargetImplementation(renderTargetImplementation);
camera->attach(osg::CameraNode::COLOR_BUFFER, image);


OpenGL would happily convert from one render target pixel format on the 
GPU to another one on the CPU when transferring data. So you must make 
sure that the formats are what you expect. The easiest way is to attach 
both a texture and an osg::Image to the camera and explicitly set the 
internal texture format and data type. See the osgprerender example. You 
can also inspect the code in RenderStage::runCameraSetUp to see exactly 
how OSG determines the format of the render target.


Also, if you want values outside of [0.0, 1.0] you must attach to 
osg::CameraNode::COLOR_BUFFER0 and use gl_FragData in your shaders.



camera->getOrCreateStateSet()->setAttribute(program, osg::StateAttribute::ON);

// access data  (only for instance)
osg::Vec4f * fragments = (osg::Vec4f *)(image->data());
osg::Vec4f  color= distances[10];
float color_a= distances[3];

As can be seen from the source code, I attach an image to the camera, and 
access data from the image,
I am rendering to an FBO.


I don't think you are rendering to an FBO with the above code.



So would you please give me some advice further?

Thank you very much!


*(2) to Paul*

Refer to (1) of this message, does  osg::CameraNode::COLOR_BUFFER imply a RGB  
or  RGBA buffer
? or it doesn't even matter?


It does not imply anything.

rgds
jp



Thank you very much !

Shuiying




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Re: [osg-users] Shader that can calculate pixel depth in meters

2012-01-03 Thread Michael Guerrero
Hi Ethan, I did this a little while back using information from that page as 
well.  I'm guessing "real" depth here just means that it's in whatever units 
you've modeled your world in.  For instance, if the near plane is at 1.0, what 
are the units of 1.0?
My purpose was to make sure that clouds fade out before they hit the far plane 
so that it isn't obvious that my clouds are just a flat plane.
 
Here are my shaders:

.vert

Code:
varying float eyeDistance;

//This vertex shader is meant to perform the per vertex operations of per pixel 
lighting
//using a single directional light source.
void main()
{
   //Pass the texture coordinate on through.
   gl_TexCoord[0] = gl_MultiTexCoord0;   
   gl_FrontColor = gl_Color;

   eyeDistance = -(gl_ModelViewMatrix * gl_Vertex).z;

   //Compute the final vertex position in clip space.
   gl_Position = ftransform(); 
}


.frag

Code:
uniform sampler2D baseTexture;

varying float eyeDistance;

void main(void)
{  
   vec4 alphaColor = texture2D(baseTexture, gl_TexCoord[0].st);
   
   vec4 color = gl_Fog.color;
   color.a = gl_Color.a * alphaColor.a;

   float A = gl_ProjectionMatrix[2].z;
   float B = gl_ProjectionMatrix[3].z;  
   float zFar  =   B / (1.0 + A);
   float zNear = - B / (1.0 - A);

   A  = -(zFar + zNear) / (zFar - zNear);
   B  = -2.0 * zFar * zNear / (zFar - zNear);
   
// scale eyeDistance to a value in [0, 1]  
   float normDepth = (eyeDistance - zNear) / (zFar - zNear);  
   
   // Start fading out at 70% of the way there
   normDepth = max(normDepth - 0.7, 0.0) / 0.3;
   normDepth = clamp(normDepth, 0.0, 1.0);   

   gl_FragColor = vec4(color.rgb, (1.0 - normDepth) * color.a);//color;
}




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[osg-users] Sony Move.me

2012-01-03 Thread David Glenn
Greetings All!

I was wondering if anyone has done anything about developing a Camera 
manipulator for the Sony Move.me software.

I have been experimenting with this on an unrelated project and engine and I 
was wondering if anyone out there was doing any experimentation with OSG?

... 

D Glenn


David Glenn
---
D Glenn 3D Computer Graphics & Media Systems.
www.dglenn.com

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Re: [osg-users] [osgPlugins] 64 bits windows Sample programs osggeometry.exe and osgtexture2D.exe crash

2012-01-03 Thread Long To
Hi,

Manage to fix the problem by changing the default setting within the vs2010 sln.

Thank you!

Cheers,
Long

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[osg-users] [osgPlugins] Loading 16-bit Image under Mac with imageio

2012-01-03 Thread Matthias Thöny
Hi,

I had trouble loading 16-bit tiff Images under Mac, but with a short workaround 
in the imageio plugin it should be possible if you set the right data OpenGL 
types. 

But what I was wondering is, why do you make "osg_image->flipVertical();" at 
the end of the function "osg::Image* CreateOSGImageFromCGImage(CGImageRef 
image_ref)"?

Because as far as I see pictures are loaded in the correct orientation, even 
pngs or jpegs. 

Thanks you! 

Cheers,
Thoenu

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[osg-users] [osgPlugins] 64 bits windows Sample programs osggeometry.exe and osgtexture2D.exe crash

2012-01-03 Thread Long To
Hi,

I am having problem with osggeometry.exe and osgtexture2D.exe compiled as 64bit 
windows executable. Both crash when calling osgdb_gif.dll. Is this a known bug. 
32 bit version work fine.

Thank you!

Cheers,
tol

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[osg-users] What callback for setting the viewMatrix of the camera every frame?

2012-01-03 Thread Sebas Walther
Hi,

I am trying to write a plugin for an osg-based application with an 
TrackballManipultor for the camera. It is no problem to get und set the 
camera's viewmatrix of the main application if I do not use a camera 
manipulator like the TrackballManipulator. But how is it possible to change the 
viewmatrix every frame WITH an attached camera manipulator?
I was wondering if this is possible without writing an own camera manipulator. 
My idea is to change the viewmatrix AFTER the camera manipulator sets the 
viewmatrix, so that my changed viewmatrix is used for rendering instead of the 
viewMatrix the camera manipulator sets. Therefore I tried to attach callbacks 
to the camera. Problem is I am not sure which callback I have to use. I already 
tried an initialDrawCallback and an updateCallback. Both callbacks are called 
and they also change the viewMatrix but the cameraManipulator seems to 
overwrite the viewMatrix every frame. The callbacks are attached to the camera 
with the methods setUpdateCallback() or setInitialDrawCallback.

Code:
...->getViewerCamera()->setUpdateCallback(new MyNodeCallback());
...->getViewerCamera()->setInitilDrawCallback(new MyInitialDrawCallback());



I am sure that my callbacks are working. Did I try the wrong callbacks? Which 
callback is the right one for my purpose?

Thank you very much!
Cheers,
Sebas

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Re: [osg-users] Help: can the fourth element of gl_FragColor be changed by shader?

2012-01-03 Thread wang shuiying

Hello,

Sorry, the third line of 'access data' part should be :

float color_a= color[3];



Shuiying

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Re: [osg-users] Help: can the fourth element of gl_FragColor be changed by shader?

2012-01-03 Thread wang shuiying

Hello,

(1)to J.P.

the related source code is as following:

// camera and image setup
osg::Camera::RenderTargetImplementation renderTargetImplementation;
renderTargetImplementation = osg::CameraNode::FRAME_BUFFER;

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((int)XRes, (int)YRes, 1, GL_RGBA, GL_FLOAT);

osg::ref_ptr  camera(new osg::CameraNode());
camera->setClearColor(osg::Vec4(1000.0f, 1000.0f, 1000.0f, 1000.0f));
camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
camera->setRenderTargetImplementation(renderTargetImplementation);
camera->attach(osg::CameraNode::COLOR_BUFFER, image);
camera->getOrCreateStateSet()->setAttribute(program, osg::StateAttribute::ON);

// access data  (only for instance)
osg::Vec4f * fragments = (osg::Vec4f *)(image->data());
osg::Vec4f  color= distances[10];
float color_a= distances[3];

As can be seen from the source code, I attach an image to the camera, and 
access data from the image,
I am rendering to an FBO.

So would you please give me some advice further?

Thank you very much!


*(2) to Paul*

Refer to (1) of this message, does  osg::CameraNode::COLOR_BUFFER imply a RGB  
or  RGBA buffer
? or it doesn't even matter?

Thank you very much !

Shuiying


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Re: [osg-users] More Information about the osgAndroid [help]

2012-01-03 Thread Nearchos

Dear Martino,

Happy new year

Can you please help me with the osg android example

On 20/12/11 22:06, osg-users-requ...@lists.openscenegraph.org wrote:

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Message: 2
Date: Tue, 20 Dec 2011 19:16:56 +0200
From: Nearchos
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osg-users Digest, Vol 54, Issue 20
Message-ID:
Content-Type: text/plain; charset="iso-8859-1"; Format="flowed"

Hi Martino,

Thanks for the quick reply

I compiled the (make/ make install)  in the following directory
  /home/nearchos/OpenSceneGraph_Android/make_test
The sample is in another directory
  /home/nearchos/OpenSceneGraph_Android/test_osg2_1

I modified the Android.mk in the /jni folder
  OSG_ANDROID_DIR:= /home/nearchos/OpenSceneGraph_Android/make_test

And i have the following errors

In file included from jni/osgNativeLib.cpp:7:
jni/OsgMainApp.hpp:21:18: error: osg/GL: No such file or directory
jni/OsgMainApp.hpp:22:28: error: osg/GLExtensions: No such file or directory
jni/OsgMainApp.hpp:23:21: error: osg/Depth: No such file or directory
jni/OsgMainApp.hpp:24:23: error: osg/Program: No such file or directory
jni/OsgMainApp.hpp:25:22: error: osg/Shader: No such file or directory
jni/OsgMainApp.hpp:26:20: error: osg/Node: No such file or directory
jni/OsgMainApp.hpp:27:22: error: osg/Notify: No such file or directory
jni/OsgMainApp.hpp:29:24: error: osgText/Text: No such file or directory
jni/OsgMainApp.hpp:31:31: error: osgDB/DatabasePager: No such file or
directory
jni/OsgMainApp.hpp:32:26: error: osgDB/Registry: No such file or directory
jni/OsgMainApp.hpp:33:26: error: osgDB/ReadFile: No such file or directory
jni/OsgMainApp.hpp:34:27: error: osgDB/WriteFile: No such file or directory
jni/OsgMainApp.hpp:36:28: error: osgViewer/Viewer: No such file or directory
jni/OsgMainApp.hpp:37:30: error: osgViewer/Renderer: No such file or
directory
jni/OsgMainApp.hpp:38:41: error: osgViewer/ViewerEventHandlers: No such
file or directory
jni/OsgMainApp.hpp:40:33: error: osgGA/GUIEventAdapter: No such file or
directory
jni/OsgMainApp.hpp:41:48: error: osgGA/MultiTouchTrackballManipulator:
No such file or directory
jni/OsgMainApp.hpp:42:38: error: osgGA/TrackballManipulator: No such
file or directory
jni/OsgMainApp.hpp:43:35: error: osgGA/FlightManipulator: No such file
or directory
jni/OsgMainApp.hpp:44:34: error: osgGA/DriveManipulator: No such file or
directory
jni/OsgMainApp.hpp:45:44: error: osgGA/KeySwitchMatrixManipulator: No
such file or directory
jni/OsgMainApp.hpp:46:37: error: osgGA/StateSetManipulator: No such file
or directory
jni/OsgMainApp.hpp:47:42: error: osgGA/AnimationPathManipulator: No such
file or directory
jni/OsgMainApp.hpp:48:36: error: osgGA/TerrainManipulator: No such file
or directory
jni/OsgMainApp.hpp:49:38: error: osgGA/SphericalManipulator: No such
file or directory
In file included from jni/OsgMainApp.hpp:51,
   from jni/osgNativeLib.cpp:7:
jni/OsgAndroidNotifyHandler.hpp:17: error: expected initializer before
':' token
In file included from jni/osgNativeLib.cpp:7:
jni/OsgMainApp.hpp:54: error: expected constructor, destructor, or type
conversion before '(' token
jni/OsgMainApp.hpp:134: error: 'osg' has not been declared
jni/OsgMainApp.hpp:134: error: ISO C++ forbids declaration of 'ref_ptr'
with no type
jni/OsgMainApp.hpp:134: error: expected ';' before '<' token
jni/OsgMainApp.hpp:135: error: 'osg' has not been declared
jni/OsgMainApp.hpp:135: error: ISO C++ forbids declaration of 'ref_ptr'
with no type
jni/OsgMainApp.hpp:135: error: expected ';' before '<' token
jni/OsgMainApp.hpp:136: error: 'osg' has not been declared
jni/OsgMainApp.hpp:136: error: ISO C++ forbids declaration of 'ref_ptr'
with no type
jni/OsgMainApp.hpp:136: error: expected ';' before '<' token
jni/OsgMainApp.hpp:137: error: 'osg' has not been declared
jni/OsgMainApp.hpp:137: error: ISO C++ forbids declaration of 'ref_ptr'
with no type
jni/OsgMainApp.hpp:137: error: expected ';' before '<' token
jni/OsgMainApp.hpp:145: error: ISO C++ forbids declaration of
'OsgAndroidNotifyHandler' with no type
jni/OsgMainApp.hpp:145: error: expected ';' before '*' token
jni/OsgMainApp.hpp:147: error: ISO C++ forbids declaration of 'vector'
with no type
jni/OsgMainApp.hpp:147: error: invalid use of '::'
jni/OsgMainApp.hpp:147: error: expected ';' before '<' token
jni/OsgMainApp.hpp:148: error: ISO C++ forbids declaration of 'vector'
with no type
jni/OsgMainApp.hpp:148: error: invalid use of '::'
jni/OsgMainApp.hpp:148: error: expected ';' before '<' token
jni/OsgMainApp.hpp:149: error: ISO C++ forbids declaration of 'vector'
with no type
jni/OsgMainApp.hpp:149: error: invalid use of '::'
jni/OsgMainApp.hpp:149: error: expected ';' before '<' token
jni/OsgMainApp.hpp:177: error: 'osg' has not been declared
jni/OsgMainApp.hpp:177: error: expected ',' or '...' before 'color'
jni/OsgMainApp.hpp:178: error: 'osg' has not been declared
jni/OsgMainApp.hpp:178: error: ISO C++ forbids d

Re: [osg-users] Newbie Questions re: Camera control (I think)

2012-01-03 Thread Matthew Runo
I already built one using VirtualPlanetBuilder and some GeoTIFF files
I got from the USGS Seamless server. I've been looking at that using
the example programs, trying to learn what's what.. VPB makes things
so simple, it's pretty amazing.

--Matthew

On Tue, Jan 3, 2012 at 9:33 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:
> Do you have a database to fly around in? If not, take a look at 
> VirtualPlanetBuilder to build one...:)
>
> -Shayne
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org 
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew Runo
> Sent: Tuesday, January 03, 2012 9:37 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Newbie Questions re: Camera control (I think)
>
> I'm just working on a project to learn OSG, etc. For now, I've written
> a plugin for a flight simulator that will give me the GPS coords,
> altitude, heading etc.. and I wanted to see if I could get OSG to
> follow along with that data feed on my laptop.
>
> That's why I was asking about positioning the camera in space - I
> wanted to look at the same thing I was looking at in XPlane.  I
> figured this would be a fun way to combine my interest in programming
> and aviation, while learning OpenGL/C++/OSG in the process.
>
> For now, I'll check out the EllipsoidModel. At first glance, it looks
> like I'll be good friends with this method by the end of things:
>
> void osg::EllipsoidModel::convertLatLongHeightToXYZ
>
> Going from the little I know, I could take those XYZ coords and place
> them into a matrix and then use that in the Viewer. I just need to
> work backwards from the input to Camera->setViewMatrix to find the
> APIs for creating that matrix..
>
> --Matthew
>
> On Tue, Jan 3, 2012 at 8:01 AM, Tueller, Shayne R Civ USAF AFMC 519
> SMXS/MXDEC  wrote:
>> Matthew,
>>
>> Perhaps you can elaborate a bit more on what you're trying to accomplish 
>> with OSG. That way the community can be in a better position to offer some 
>> advice and help.
>>
>> There are plenty of resources online that can help with understanding the 
>> OpenGL transformation pipeline. There's always the OpenGL "redbook" 
>> http://www.opengl.org/documentation/red_book/. Paul Martz has a great book 
>> as well that you can read for introduction http://www.opengldistilled.com/. 
>> This is a good place to start.
>>
>> If you google "OpenGL transformation pipline", many hits and resources will 
>> come up that can help you.
>>
>> As for converting geodetic to geocentric coordinates, OSG can help you with 
>> that. Take a look at the EllipsoidModel class in OSG...
>>
>> Regards,
>> -Shayne
>>
>> -Original Message-
>> From: osg-users-boun...@lists.openscenegraph.org 
>> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew Runo
>> Sent: Tuesday, January 03, 2012 8:32 AM
>> To: OpenSceneGraph Users
>> Subject: Re: [osg-users] Newbie Questions re: Camera control (I think)
>>
>> Hello -
>>
>> I really appreciate your reply... part of my problem is not knowing the 
>> proper terms to even be able to search for what I want... I think you're 
>> correct in suggesting she reading about OpenGL as well. Do you happen to 
>> have any suggestions?
>>
>> I'll look around for converting the geodetic coordinates to cartesian 
>> coordinates,  which I assume must be based on the GeoTIFF scale I used as 
>> input.. That gives me something to search for!
>>
>> I'll also look up the view matrix discussions you mentioned here.. thanks!
>>
>> If course, any links to code, sample code, etc that you can provide would be 
>> a great help for jumping off. Its much easier to search for class and method 
>> names rather than abstract ideas..
>>
>> Again, thank you!
>>
>> Matthew
>>
>> On Jan 3, 2012 7:19 AM, "Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC" 
>>  wrote:
>>
>>
>>        Matthew,
>>
>>        Geodetic coordinates (lat,lon,alt) are typically mapped into some sort
>>        of Cartesian coordinate system (x,y,z) (i.e. geocentric coordinates).
>>        Setting the view matrix will operate in the latter CS.
>>
>>        The projection matrix does not control where you are looking. The view
>>        matrix determines that. The projection matrix controls the viewing
>>        frustum. Perhaps a review of the OpenGL transformation pipeline is
>>        appropriate here.
>>
>>        Orientation (h,p,r) and position are concatenated together to form the
>>        view matrix. This topic has been discussed on how to manually set the
>>        view matrix to your liking.
>>
>>        If you need some code snippets to get started, that can be 
>> provided...:)
>>
>>        -Shayne
>>
>>        -Original Message-
>>        From: osg-users-boun...@lists.openscenegraph.org
>>        [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
>> Matthew
>>        Runo
>>        Sent: Monday, January 02, 2012 10:18 AM
>>        To: osg-users@lists.openscenegraph.org
>>

Re: [osg-users] Newbie Questions re: Camera control (I think)

2012-01-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Do you have a database to fly around in? If not, take a look at 
VirtualPlanetBuilder to build one...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew Runo
Sent: Tuesday, January 03, 2012 9:37 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Newbie Questions re: Camera control (I think)

I'm just working on a project to learn OSG, etc. For now, I've written
a plugin for a flight simulator that will give me the GPS coords,
altitude, heading etc.. and I wanted to see if I could get OSG to
follow along with that data feed on my laptop.

That's why I was asking about positioning the camera in space - I
wanted to look at the same thing I was looking at in XPlane.  I
figured this would be a fun way to combine my interest in programming
and aviation, while learning OpenGL/C++/OSG in the process.

For now, I'll check out the EllipsoidModel. At first glance, it looks
like I'll be good friends with this method by the end of things:

void osg::EllipsoidModel::convertLatLongHeightToXYZ

Going from the little I know, I could take those XYZ coords and place
them into a matrix and then use that in the Viewer. I just need to
work backwards from the input to Camera->setViewMatrix to find the
APIs for creating that matrix..

--Matthew

On Tue, Jan 3, 2012 at 8:01 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:
> Matthew,
>
> Perhaps you can elaborate a bit more on what you're trying to accomplish with 
> OSG. That way the community can be in a better position to offer some advice 
> and help.
>
> There are plenty of resources online that can help with understanding the 
> OpenGL transformation pipeline. There's always the OpenGL "redbook" 
> http://www.opengl.org/documentation/red_book/. Paul Martz has a great book as 
> well that you can read for introduction http://www.opengldistilled.com/. This 
> is a good place to start.
>
> If you google "OpenGL transformation pipline", many hits and resources will 
> come up that can help you.
>
> As for converting geodetic to geocentric coordinates, OSG can help you with 
> that. Take a look at the EllipsoidModel class in OSG...
>
> Regards,
> -Shayne
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org 
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew Runo
> Sent: Tuesday, January 03, 2012 8:32 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Newbie Questions re: Camera control (I think)
>
> Hello -
>
> I really appreciate your reply... part of my problem is not knowing the 
> proper terms to even be able to search for what I want... I think you're 
> correct in suggesting she reading about OpenGL as well. Do you happen to have 
> any suggestions?
>
> I'll look around for converting the geodetic coordinates to cartesian 
> coordinates,  which I assume must be based on the GeoTIFF scale I used as 
> input.. That gives me something to search for!
>
> I'll also look up the view matrix discussions you mentioned here.. thanks!
>
> If course, any links to code, sample code, etc that you can provide would be 
> a great help for jumping off. Its much easier to search for class and method 
> names rather than abstract ideas..
>
> Again, thank you!
>
> Matthew
>
> On Jan 3, 2012 7:19 AM, "Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC" 
>  wrote:
>
>
>        Matthew,
>
>        Geodetic coordinates (lat,lon,alt) are typically mapped into some sort
>        of Cartesian coordinate system (x,y,z) (i.e. geocentric coordinates).
>        Setting the view matrix will operate in the latter CS.
>
>        The projection matrix does not control where you are looking. The view
>        matrix determines that. The projection matrix controls the viewing
>        frustum. Perhaps a review of the OpenGL transformation pipeline is
>        appropriate here.
>
>        Orientation (h,p,r) and position are concatenated together to form the
>        view matrix. This topic has been discussed on how to manually set the
>        view matrix to your liking.
>
>        If you need some code snippets to get started, that can be 
> provided...:)
>
>        -Shayne
>
>        -Original Message-
>        From: osg-users-boun...@lists.openscenegraph.org
>        [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
> Matthew
>        Runo
>        Sent: Monday, January 02, 2012 10:18 AM
>        To: osg-users@lists.openscenegraph.org
>        Subject: [osg-users] Newbie Questions re: Camera control (I think)
>
>        Hi,
>
>        I found the CameraControl wiki page, but it has a warning that it's out
>        of date.. and I don't know how to update it to the osgViewer class
>        because I can't get to the documentation (that, and I'm reasonably new
>        to C++).
>
>        - Given a point in 3d space with World Coordinates (eg, Latitude,
>        Longitude, Altitude), how can I position the viewe

Re: [osg-users] Kinect(OpenNI) / Blender - Character / Animation

2012-01-03 Thread Benjamin Gehmlich
Hi Cedric,

by the version 2.59 it doesn't work. I install the the script and see the 
entry, but I can not enable the addon.
[Image: http://www7.pic-upload.de/thumb/03.01.12/xum28nx4h7fr.png ] 
(http://www.pic-upload.de/view-12504262/blender2_59.png.html)



By the Version 2.60a it works good.

Thanks.

___


Now I have two skeletons (blender, kinect) with different size.

How can I match this?
Or is it enough to copy the Rotation from the Bones?

In a simple test I create a funktion like this.

update(XnSkeletonJointTransformation jointT)
{
//fill Matrix with the value from jointT 
::osg::Matrix mat(values);
Bone->setMatrix(mat);
}


Thank you!

Cheers,
Benjamin

--
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http://forum.openscenegraph.org/viewtopic.php?p=44555#44555





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Re: [osg-users] Newbie Questions re: Camera control (I think)

2012-01-03 Thread Matthew Runo
I'm just working on a project to learn OSG, etc. For now, I've written
a plugin for a flight simulator that will give me the GPS coords,
altitude, heading etc.. and I wanted to see if I could get OSG to
follow along with that data feed on my laptop.

That's why I was asking about positioning the camera in space - I
wanted to look at the same thing I was looking at in XPlane.  I
figured this would be a fun way to combine my interest in programming
and aviation, while learning OpenGL/C++/OSG in the process.

For now, I'll check out the EllipsoidModel. At first glance, it looks
like I'll be good friends with this method by the end of things:

void osg::EllipsoidModel::convertLatLongHeightToXYZ

Going from the little I know, I could take those XYZ coords and place
them into a matrix and then use that in the Viewer. I just need to
work backwards from the input to Camera->setViewMatrix to find the
APIs for creating that matrix..

--Matthew

On Tue, Jan 3, 2012 at 8:01 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:
> Matthew,
>
> Perhaps you can elaborate a bit more on what you're trying to accomplish with 
> OSG. That way the community can be in a better position to offer some advice 
> and help.
>
> There are plenty of resources online that can help with understanding the 
> OpenGL transformation pipeline. There's always the OpenGL "redbook" 
> http://www.opengl.org/documentation/red_book/. Paul Martz has a great book as 
> well that you can read for introduction http://www.opengldistilled.com/. This 
> is a good place to start.
>
> If you google "OpenGL transformation pipline", many hits and resources will 
> come up that can help you.
>
> As for converting geodetic to geocentric coordinates, OSG can help you with 
> that. Take a look at the EllipsoidModel class in OSG...
>
> Regards,
> -Shayne
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org 
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew Runo
> Sent: Tuesday, January 03, 2012 8:32 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Newbie Questions re: Camera control (I think)
>
> Hello -
>
> I really appreciate your reply... part of my problem is not knowing the 
> proper terms to even be able to search for what I want... I think you're 
> correct in suggesting she reading about OpenGL as well. Do you happen to have 
> any suggestions?
>
> I'll look around for converting the geodetic coordinates to cartesian 
> coordinates,  which I assume must be based on the GeoTIFF scale I used as 
> input.. That gives me something to search for!
>
> I'll also look up the view matrix discussions you mentioned here.. thanks!
>
> If course, any links to code, sample code, etc that you can provide would be 
> a great help for jumping off. Its much easier to search for class and method 
> names rather than abstract ideas..
>
> Again, thank you!
>
> Matthew
>
> On Jan 3, 2012 7:19 AM, "Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC" 
>  wrote:
>
>
>        Matthew,
>
>        Geodetic coordinates (lat,lon,alt) are typically mapped into some sort
>        of Cartesian coordinate system (x,y,z) (i.e. geocentric coordinates).
>        Setting the view matrix will operate in the latter CS.
>
>        The projection matrix does not control where you are looking. The view
>        matrix determines that. The projection matrix controls the viewing
>        frustum. Perhaps a review of the OpenGL transformation pipeline is
>        appropriate here.
>
>        Orientation (h,p,r) and position are concatenated together to form the
>        view matrix. This topic has been discussed on how to manually set the
>        view matrix to your liking.
>
>        If you need some code snippets to get started, that can be 
> provided...:)
>
>        -Shayne
>
>        -Original Message-
>        From: osg-users-boun...@lists.openscenegraph.org
>        [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
> Matthew
>        Runo
>        Sent: Monday, January 02, 2012 10:18 AM
>        To: osg-users@lists.openscenegraph.org
>        Subject: [osg-users] Newbie Questions re: Camera control (I think)
>
>        Hi,
>
>        I found the CameraControl wiki page, but it has a warning that it's out
>        of date.. and I don't know how to update it to the osgViewer class
>        because I can't get to the documentation (that, and I'm reasonably new
>        to C++).
>
>        - Given a point in 3d space with World Coordinates (eg, Latitude,
>        Longitude, Altitude), how can I position the viewer at that point? I'm
>        thinking that I need to create a matrix with my points in it, and then
>        call camera.setViewMatrix(..). Is that correct? How do I convert my
>        world coordinates into coordinates that will work in the camera?
>
>        - Once I'm at that point, do I use camera.setProjectionMatrix to 
> control
>        where I'm looking? For example, say I want to look due Nor

Re: [osg-users] Newbie Questions re: Camera control (I think)

2012-01-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Matthew,

Perhaps you can elaborate a bit more on what you're trying to accomplish with 
OSG. That way the community can be in a better position to offer some advice 
and help.

There are plenty of resources online that can help with understanding the 
OpenGL transformation pipeline. There's always the OpenGL "redbook" 
http://www.opengl.org/documentation/red_book/. Paul Martz has a great book as 
well that you can read for introduction http://www.opengldistilled.com/. This 
is a good place to start. 

If you google "OpenGL transformation pipline", many hits and resources will 
come up that can help you.

As for converting geodetic to geocentric coordinates, OSG can help you with 
that. Take a look at the EllipsoidModel class in OSG...

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew Runo
Sent: Tuesday, January 03, 2012 8:32 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Newbie Questions re: Camera control (I think)

Hello - 

I really appreciate your reply... part of my problem is not knowing the proper 
terms to even be able to search for what I want... I think you're correct in 
suggesting she reading about OpenGL as well. Do you happen to have any 
suggestions?

I'll look around for converting the geodetic coordinates to cartesian 
coordinates,  which I assume must be based on the GeoTIFF scale I used as 
input.. That gives me something to search for!

I'll also look up the view matrix discussions you mentioned here.. thanks!

If course, any links to code, sample code, etc that you can provide would be a 
great help for jumping off. Its much easier to search for class and method 
names rather than abstract ideas..

Again, thank you!

Matthew

On Jan 3, 2012 7:19 AM, "Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC" 
 wrote:


Matthew,

Geodetic coordinates (lat,lon,alt) are typically mapped into some sort
of Cartesian coordinate system (x,y,z) (i.e. geocentric coordinates).
Setting the view matrix will operate in the latter CS.

The projection matrix does not control where you are looking. The view
matrix determines that. The projection matrix controls the viewing
frustum. Perhaps a review of the OpenGL transformation pipeline is
appropriate here.

Orientation (h,p,r) and position are concatenated together to form the
view matrix. This topic has been discussed on how to manually set the
view matrix to your liking.

If you need some code snippets to get started, that can be provided...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew
Runo
Sent: Monday, January 02, 2012 10:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Newbie Questions re: Camera control (I think)

Hi,

I found the CameraControl wiki page, but it has a warning that it's out
of date.. and I don't know how to update it to the osgViewer class
because I can't get to the documentation (that, and I'm reasonably new
to C++).

- Given a point in 3d space with World Coordinates (eg, Latitude,
Longitude, Altitude), how can I position the viewer at that point? I'm
thinking that I need to create a matrix with my points in it, and then
call camera.setViewMatrix(..). Is that correct? How do I convert my
world coordinates into coordinates that will work in the camera?

- Once I'm at that point, do I use camera.setProjectionMatrix to control
where I'm looking? For example, say I want to look due North at lat 26,
long -119, altitude 52.

- Given a set of rotations that should happen to the camera (roll 3
degrees right, pitch 4 degrees up, etc), are those best handled by
looking at the examples from osgGA::FirstPersonManipulator and going
from there by building up a Matrix to use somewhere to rotate the
camera's view?

As of right now I've been tinkering with the code for the various
implementations of the osgGA::FirstPersonManipulator and learning quite
a bit - I just wanted to get these questions in my mind cleared up. I'm
sorry that they're so basic =\

Thank you very much for your help, and for this community full of
knowledge!

Thank you again,
Matthew

--
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http://forum.openscenegraph.org/viewtopic.php?p=44529#44529





___
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Re: [osg-users] OSG website unresponsive

2012-01-03 Thread Chris 'Xenon' Hanson
On 1/3/2012 8:31 AM, Robert Osfield wrote:
>> If have a (rented) root server in south Germany, if it helps I would help 
>> out with resources (psql database or whole virtual machine) and you can 
>> relocate the Database or whole site if you want.
> Thanks for the offer.   I have an dreamhost account that might be a
> suitable candidate as well.

  One issue would be how much memory, disk space, bandwidth and CPU assets does 
the web
site currently consume?

  To do your own mailing list software, you typically need a static IP on a VPS 
(Virtual
Private Server). Similarly, you can't run SVN on most shared instances, but a 
VPS can.

  Dreamhost, while inexpensive (I have an account with them to run some legacy 
sites) can
be kind of skimpy on the memory and CPU. Large CMSes can have trouble running 
on the
resources they provide. I don't know if Trac is considered large nor not, but 
Drupal
doesn't recommend Dreamhost for this reason.

> Robert.

-- 
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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Re: [osg-users] Newbie Questions re: Camera control (I think)

2012-01-03 Thread Matthew Runo
Hello -

I really appreciate your reply... part of my problem is not knowing the
proper terms to even be able to search for what I want... I think you're
correct in suggesting she reading about OpenGL as well. Do you happen to
have any suggestions?

I'll look around for converting the geodetic coordinates to cartesian
coordinates,  which I assume must be based on the GeoTIFF scale I used as
input.. That gives me something to search for!

I'll also look up the view matrix discussions you mentioned here.. thanks!

If course, any links to code, sample code, etc that you can provide would
be a great help for jumping off. Its much easier to search for class and
method names rather than abstract ideas..

Again, thank you!

Matthew
On Jan 3, 2012 7:19 AM, "Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC" <
shayne.tuel...@hill.af.mil> wrote:

> Matthew,
>
> Geodetic coordinates (lat,lon,alt) are typically mapped into some sort
> of Cartesian coordinate system (x,y,z) (i.e. geocentric coordinates).
> Setting the view matrix will operate in the latter CS.
>
> The projection matrix does not control where you are looking. The view
> matrix determines that. The projection matrix controls the viewing
> frustum. Perhaps a review of the OpenGL transformation pipeline is
> appropriate here.
>
> Orientation (h,p,r) and position are concatenated together to form the
> view matrix. This topic has been discussed on how to manually set the
> view matrix to your liking.
>
> If you need some code snippets to get started, that can be provided...:)
>
> -Shayne
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew
> Runo
> Sent: Monday, January 02, 2012 10:18 AM
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] Newbie Questions re: Camera control (I think)
>
> Hi,
>
> I found the CameraControl wiki page, but it has a warning that it's out
> of date.. and I don't know how to update it to the osgViewer class
> because I can't get to the documentation (that, and I'm reasonably new
> to C++).
>
> - Given a point in 3d space with World Coordinates (eg, Latitude,
> Longitude, Altitude), how can I position the viewer at that point? I'm
> thinking that I need to create a matrix with my points in it, and then
> call camera.setViewMatrix(..). Is that correct? How do I convert my
> world coordinates into coordinates that will work in the camera?
>
> - Once I'm at that point, do I use camera.setProjectionMatrix to control
> where I'm looking? For example, say I want to look due North at lat 26,
> long -119, altitude 52.
>
> - Given a set of rotations that should happen to the camera (roll 3
> degrees right, pitch 4 degrees up, etc), are those best handled by
> looking at the examples from osgGA::FirstPersonManipulator and going
> from there by building up a Matrix to use somewhere to rotate the
> camera's view?
>
> As of right now I've been tinkering with the code for the various
> implementations of the osgGA::FirstPersonManipulator and learning quite
> a bit - I just wanted to get these questions in my mind cleared up. I'm
> sorry that they're so basic =\
>
> Thank you very much for your help, and for this community full of
> knowledge!
>
> Thank you again,
> Matthew
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=44529#44529
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
> g
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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Re: [osg-users] OSG website unresponsive

2012-01-03 Thread Robert Osfield
Hi Torben et. al,

On 3 January 2012 09:44, Torben Dannhauer  wrote:
> what are the current plans regarding the website changes (new server, new 
> software)?

We didn't come to any conclusions why I raised the topic last year.
I'll ping Jose L. about current server status and to join the
discussion.

> If have a (rented) root server in south Germany, if it helps I would help out 
> with resources (psql database or whole virtual machine) and you can relocate 
> the Database or whole site if you want.

Thanks for the offer.   I have an dreamhost account that might be a
suitable candidate as well.

Robert.
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Re: [osg-users] Newbie Questions re: Camera control (I think)

2012-01-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Matthew,

Geodetic coordinates (lat,lon,alt) are typically mapped into some sort
of Cartesian coordinate system (x,y,z) (i.e. geocentric coordinates).
Setting the view matrix will operate in the latter CS.

The projection matrix does not control where you are looking. The view
matrix determines that. The projection matrix controls the viewing
frustum. Perhaps a review of the OpenGL transformation pipeline is
appropriate here.

Orientation (h,p,r) and position are concatenated together to form the
view matrix. This topic has been discussed on how to manually set the
view matrix to your liking.

If you need some code snippets to get started, that can be provided...:)

-Shayne 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew
Runo
Sent: Monday, January 02, 2012 10:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Newbie Questions re: Camera control (I think)

Hi,

I found the CameraControl wiki page, but it has a warning that it's out
of date.. and I don't know how to update it to the osgViewer class
because I can't get to the documentation (that, and I'm reasonably new
to C++).

- Given a point in 3d space with World Coordinates (eg, Latitude,
Longitude, Altitude), how can I position the viewer at that point? I'm
thinking that I need to create a matrix with my points in it, and then
call camera.setViewMatrix(..). Is that correct? How do I convert my
world coordinates into coordinates that will work in the camera?

- Once I'm at that point, do I use camera.setProjectionMatrix to control
where I'm looking? For example, say I want to look due North at lat 26,
long -119, altitude 52.  

- Given a set of rotations that should happen to the camera (roll 3
degrees right, pitch 4 degrees up, etc), are those best handled by
looking at the examples from osgGA::FirstPersonManipulator and going
from there by building up a Matrix to use somewhere to rotate the
camera's view?

As of right now I've been tinkering with the code for the various
implementations of the osgGA::FirstPersonManipulator and learning quite
a bit - I just wanted to get these questions in my mind cleared up. I'm
sorry that they're so basic =\

Thank you very much for your help, and for this community full of
knowledge!

Thank you again,
Matthew

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44529#44529





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Re: [osg-users] Help: can the fourth element of gl_FragColor be changed by shader?

2012-01-03 Thread Paul Martz
If you are trying to read the alpha value from a framebuffer that has only RGB, 
then you will always read 1.0 for alpha, per OpenGL spec.

   -Paul


On 1/3/2012 6:55 AM, wang shuiying wrote:

Hello,

In my programme, the fourth element  of gl_FragColor is changed by fragment 
shader to be a random number between 0 and 1. But when I access this element 
by the corresponding image, the element is always 1.  I got to know that in 
the rendering pipeline after fragment operation, there should be alpha test 
and blend and so on. When I turn off all those functions, the fourth element 
of gl_FragColor, which corresponds to the value of alpha, should not be 
affected by those tests, right?  But it remains to be 1. Is there anybody who 
can give me some advice on that? I want to make use of the fourth element to 
record the material index of the objects attached to the camera in question. 


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Re: [osg-users] [3rdparty] is there an osgEarth tutorial?

2012-01-03 Thread Jason Beverage
Hi Tolga,

There isn't any specific tutorial on osgEarth.  We do have the
documentation on osgearth.org, plenty of example applications and
demonstrative .earth files in the tests directory.

You can use the EarthManipulator with the setTetherNode option to
attach it to a Node if you're looking to make the manipulator follow a
node.

Thanks,

Jason

On Mon, Jan 2, 2012 at 7:29 AM, Tolga Yilmaz  wrote:
> Hi,
> Is there any tutorial about osgEarth? i especialy need a node track 
> manipulator but any tutorial will be appreciated..
>
> ...
>
>
> Thank you!
>
> Cheers,
> Tolga
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=44520#44520
>
>
>
>
>
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Re: [osg-users] Help: can the fourth element of gl_FragColor be changed by shader?

2012-01-03 Thread J.P. Delport

Hi,

On 03/01/2012 15:55, wang shuiying wrote:

Hello,

In my programme, the fourth element of gl_FragColor is changed by
fragment shader to be a random number between 0 and 1. But when I access
this element by the corresponding image, the element is always 1.


What image are you talking about here? Are you saving an image? How are 
you accessing the data?


What target are you rendering to? An FBO? Normal frame buffer?

We are using the fourth channel in FBO as pure data stores, so this 
should work.


jp


I got
to know that in the rendering pipeline after fragment operation, there
should be alpha test and blend and so on. When I turn off all those
functions, the fourth element of gl_FragColor, which corresponds to the
value of alpha, should not be affected by those tests, right? But it
remains to be 1. Is there anybody who can give me some advice on that? I
want to make use of the fourth element to record the material index of
the objects attached to the camera in question.


Thank you in advance!

Shuiying
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[osg-users] Help: can the fourth element of gl_FragColor be changed by shader?

2012-01-03 Thread wang shuiying

Hello,

In my programme, the fourth element  of gl_FragColor is changed by 
fragment shader to be a random number between 0 and 1. But when I access 
this element by the corresponding image, the element is always 1.  I got 
to know that in the rendering pipeline after fragment operation, there 
should be alpha test and blend and so on. When I turn off all those 
functions, the fourth element of gl_FragColor, which corresponds to the 
value of alpha, should not be affected by those tests, right?  But it 
remains to be 1. Is there anybody who can give me some advice on that? I 
want to make use of the fourth element to record the material index of 
the objects attached to the camera in question.



Thank you  in advance!

Shuiying
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[osg-users] New QT 4.8 integration ?

2012-01-03 Thread Remo Eichenberger
Hi,

Does anyone working on a QT 4.8 integration of OSG with support of this:

http://labs.qt.nokia.com/2011/06/03/threaded-opengl-in-4-8/

Cheers,
Remo

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Re: [osg-users] OSG website unresponsive

2012-01-03 Thread Torben Dannhauer
Hi, Robert et Al,

what are the current plans regarding the website changes (new server, new 
software)? 

If have a (rented) root server in south Germany, if it helps I would help out 
with resources (psql database or whole virtual machine) and you can relocate 
the Database or whole site if you want.

Thank you!

Cheers,
Torben

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