Re: [osg-users] Render osgViewer::View main camera view solely to texture using FBO

2012-01-23 Thread Robert Osfield
Hi Adam,

You need a graphics context to do any OpenGL work, whether this is
provided by a pbuffer or now graphics window, or by the OS in case of
phone OS's. For a desktop system you'd simply use a pbuffer, while
it's use for RTT may be outdated one would still use it for an off
screen context and don't consider it deprecated, unless specific
driver developers plan to deprecate it, but doing so would break
backwards compatibility so I think you should be fine.

Robert.

On 22 January 2012 22:59, Adam Bruce apalan...@gmail.com wrote:
 Hi,

 It's been a few weeks since I've exposed my lack of knowledge of OSG, so I 
 figured I'd do it again.

 I'm having a bit of difficulty figuring out how to render a camera view to an 
 FBO only when that camera is part of a View. I have no trouble in RTT when I 
 simply place a camera in the graph manually, but I need it to be part of a 
 view so that existing manipulators can be used. This could probably be done 
 by attaching a pbuffer as a graphics context, but we're trying to not use 
 deprecated functionality for the product. I also want to avoid drawing to any 
 sort of hidden window, unless there's some sort of optimization under the 
 hood that adds no performance overhead. Is there an easy way to have a View 
 camera RTT using an FBO without the existing graphics contexts?

 Thanks,
 Adam

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Re: [osg-users] Play audio files

2012-01-23 Thread Héctor Martínez
Hi,

thank you for your reply. I tried to use the code in the simple.cpp file
before posting here and it didn't work for me. As you have said that this is
the way to do it, I have given a second try to that code and, after some
changes and tests, I have managed to make it work, so thank you! :)

Now, the following question: is there a straight way to connect the audio
from a video to osgAudio? I am using the ffmpeg plugin to read the videos
and I get audioStreams as it is done in the osgmovie example.

Thank you in advance.

Best regards.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: viernes, 20 de enero de 2012 18:29
To: OpenSceneGraph Users
Subject: Re: [osg-users] Play audio files

On 1/20/2012 6:42 AM, Héctor Martínez wrote:
 I have downloaded and compiled osgAudio. Now I want to integrate it in 
 my own OSG-based program. So, how can I just open an audio file and 
 play it? I mean the simplest way, no need for complicated features 
 right now. Something
 like:
 open(myAudio.wav);
 playAudio();

  See examples/openal-lowlevel/simple.cpp.

osgAudio::AudioEnvironment::instance()-init();
osg::ref_ptrSource bgsound = new Source;
bgsound-stop();
osg::ref_ptrSample sample = new Sample(myAudio.wav);
bgsound-setSound(sample.get());
bgsound-setGain(0.6f);  // Lower gain (volume)
bgsound-setLooping();
bgsound-setAmbient();  // Make sound ambient (i.e. not attenuated)
bgsound-play();  // Start playing


--
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.
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Re: [osg-users] Play audio files

2012-01-23 Thread Mattias Helsing
Hello Héctor

You need to extend osg::AudioSink with the osgAudio code that you have
working. Have a look at the osgmovie exemple. It (optionally)
implements the osg::AudioSink interface using SDL. You need to do it
using osgAudio (or whatever sound backend you prefer).

cheers
Mattias

2012/1/23 Héctor Martínez hector.marti...@sensetrix.com:
 Hi,


 Now, the following question: is there a straight way to connect the audio
 from a video to osgAudio? I am using the ffmpeg plugin to read the videos
 and I get audioStreams as it is done in the osgmovie example.

 Thank you in advance.
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Re: [osg-users] PolytopeIntersector distance and Transform

2012-01-23 Thread Aurelien Albert
Hi,

Yes, I'm facing the same problem.

I found a workaround by resorting intersections in a new container :
for each intersection :
- I compute the worldIntersectionPoint by transfoming the 
localIntersectionPoint in world coordinates
- I compute the camera world position - worldIntersectionPoin distance

It's a little slow, and it's only a workaround, but it works.

Aurelien

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[osg-users] Change Texture in a given 3D model

2012-01-23 Thread Andrea Martini
Hi,

is it possibile change texture image of a given 3D model?
I have a 3D model coming from lightwave. I know the node* where i can find the 
texture (i.e Sun.tga). I'm wondering if is it possibile to change the SUN 
texture with another one (i.e MOON.tga) that has the same resolution.
Moreover that texture would be applied in the same way  of the previous one.
PS: The only information i have is the name of the surface (geode) that 
contains the texture (created with uv map).

Thank you!

Cheers,
Andrea

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Re: [osg-users] Page-in notification

2012-01-23 Thread Brad Colbert
Hi Robert,

Thanks for the reply.  When the object is loaded in, is it safe to begin 
performing intersection tests on the geometry?

-B

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Sunday, January 22, 2012 8:49 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Page-in notification

HI Brad,

On 21 January 2012 15:48, Brad Colbert bcolb...@rscusa.com wrote:
 I'm sure this has been asked a few times but is there a way to be notified 
 when a tile for a VPB database is paged in?  We have some dynamically loaded 
 buildings that we would like to re-clamp as the tile underneath pages.

There isn't a specific page in callback, but you can use a
osgDB::ReadFileCallback attached to the osgDB::Registry to intercept
the read calls and keep track of when the objects are loaded in.

Robert.
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Re: [osg-users] osgexport for blender?

2012-01-23 Thread Alberto Luaces
Maia Randria writes:

 Thanks Alberto.

 Which version of Blender and osgExporter ar you using ? Are you
 satisfied with the exported file ?


I'm using blender 2.59 and the latest version from Cedric's
repository. Currently I'm just exporting simple meshes and their
associated skeletons, so I haven't had time for checking textures and
materials.


 I have some trouble with this exporter: I am using Blender 2.61 and
 the last version of tetron: some parts are missing and the textures
 are not correct.

 I tried to install with Blender 2.58 + latest version of Cedric so as
 to try if this is due to versioning: but when I put everything
 (scripts/ Add-ons, etc.,) I can't check the checkbox of osg on the
 Blender window User preference. Your help is appreciated.


This is a problem I have encountered as well. I have submitted a patch
to Cedric (https://github.com/cedricpinson/osgexport/pull/5) in order to
correct the issue. In the meantime, you can apply the patch by yourself.

-- 
Alberto

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Re: [osg-users] 3D models used in OSG ?

2012-01-23 Thread Maia Randria
Hi John,

Here I am back about Blender. When you said, don't forget Blender, I do not and 
have tried to do some work wit it. 
From Blender, there are several exporter: osg models, fbx, 3ds, collada.
Which ones are the best exportes from Blender to OSG ?

I installed the plugin from Cedric Pinson, but I had troubles about the 
resulted exported file when viewing with osgViewer (missing parts, bad 
texturing, etc.) ?

Which ones export animation/armature ?

Maia





John Richardson wrote:
 Hello,
 
 The real question is how do you import models from commercial and open source 
 packages into OSG and support for animations,
 
 Others can chime in technically on this...
 
 Yes, it does take artistic talent. However, your email is from Université 
 Laval. So you have a perfect solution. Collaborate with the art department.
 
 However, I will give a synopsis of my process. I am not an artist.
 
 0) The first step is buying the Wang Rui book on OSG.
 1) Acquire Blender.
 2) Acquire one or more commercial systems with large numbers of example 
 models with an acceptable reuse license.
 Note: If your university has various numbers of 3-D modeling and animation 
 systems take their various and sundry examples and export to VRML or COLLADA. 
 Then examine their other export formats [File -- Export or whatever menu 
 item does the trick]. The best of the proprietary formats are 3DS, LWO, OBJ. 
 Now, when I say best or talk about VRML / X3D / COLLADA, I am talking about 
 the file interoperability problem. These comments are just my philosophical 
 workaround.
 
 So, now you have a lot of scene components. Either arrange them in your 
 modeler of choice [originally before export with an artist] or import the 
 exported examples and arrange them [you don't need an artist since I can do 
 this]. I suggest that you give them useful names and if possible, give them 
 useful names at the nodes that you may be interested in accessing via OSG for 
 your simulations. There is no more advice I can give at this point on naming. 
 The Web3D people tried with the H-Anim standard and other profiles to X3D 
 [See the Poser character animation system if the university has one]. The 
 problem domain is huge and nobody seem to be able to make train loads of 
 money on the solution so there is no satisfactory solution.
 
 3) Turn your yourself or your programmer collaborators loose on the OSG 
 coding for import and scene manipulation. The coders should know the process 
 for compiling/downloading. You already know how to access this list for 
 advice.
 
 Also, note that there are lots of contributors to this list that can code if 
 you have funding available [Guay, Hanson, Martz, Cigar, Osfield,insert 
 name I left out here,...].
 
 If your goal involves students, then I suggest that you approach the issue 
 from a architectural perspective. There are a lot of architectural programs 
 in the USD 50-150 range that export to VRML and probably 3DS and OBJ/LWO/DXF. 
 These can be acquired at almost every Apple Store for the Mac and every Best 
 Buy or Fry's or whatever giant Canadian electronics superstore is in your 
 area for the PC [and possibly for the Mac] [Punch!;TurboCAD;...]. A nice city 
 block or representation of Université Laval would be a starting point. Then 
 just see if you can get a traffic or pedestrian simulation completed. This 
 strategy is like using the iPhone's Siri [or Google Voice] as opposed to 
 Dragon Naturally Speaking. The learning curve is a little bit easier. But DO 
 NOT FORGET BLENDER [relatively steep learning curve]. The students need a 
 portfolio.
 
 John F. Richardson
 
 -Original Message-
 From:  [mailto:] On Behalf Of Maia Randria
 Sent: Thursday, October 27, 2011 12:26 PM
 To: 
 Subject:  3D models used in OSG ?
 
 Hi,
 
 First, I am sorry if my questions seem naive, I am really a newbie in OSG/3D.
 
 My question is about the 3D models used by both of you in OSG: 
 - do you create your own 3D models yourselves with OSG ?
 - or with other software like Blender, 3DS Max, Maya ?
 - or do you buy or export free ones. Creating such 3D models needs artistic 
 abilites and a lot of time, that's why my questionning ?
 
 The next question is about the exportation between 3DS max (or Blender, 
 whatover 3D modeler) to OSG: when exporting, for example, an animated 3D 
 models from these 3D modelers, does OSG preserve these animations/texturing ? 
 Or, all are lost and need to be redefined with OSG ?
 
 Thank you!
 
 Cheers,
 Maia
 
 
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