Re: [osg-users] Scene graph construction advice

2012-06-13 Thread Jason Anderssen
Anyone got a recommendation for the following, or same as a previous post of 
mine, is this the wrong forum ?

Cheers
Jason

On 13/06/2012, at 8:43 AM, Jason Anderssen wrote:

> Hi all,
> 
> Working with OSG, and all is going well.  But would like to know would be the 
> "recommended" way to do the following:
> 
> User picks an object.  Turn off the rest of the scene so only the single 
> object they selected is displayed?
> 
> also 
> 
> User picks an object, depth peal the entire scene to the single object 
> selected?
> 
> Thank you in advance for any help
> 
> Cheers
> Jason
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Re: [osg-users] zoom to object with camera

2012-06-13 Thread Jason Anderssen
Anyone got a suggestion for this, or am I in the wrong forum for this question 
? (i.e. does OSG have a way to do the zoom to object animation as outlined 
below ? )

Cheers
Jason

On 13/06/2012, at 8:41 AM, Jason Anderssen wrote:

> Torben,
> 
> Thanks for reply, and it works perfectly.  However is there a way to make it 
> animate to the zoom points.
> 
> I have a Nodetracker-Manipulator set as my default manipulator, and I change 
> the node path as the user selects objects from the scene, it would be nice if 
> I could animate the zoom to the object?
> I know I could do it all manually, but I am assuming that OSG would probably 
> provide some easy mechanism maybe ?
> 
> Thanks in advance.
> 
> Cheers
> Jason
> On 06/06/2012, at 3:50 PM, Torben Dannhauer wrote:
> 
>> Hi,
>> 
>> yes this function is called node tracking. You can track a node and 
>> configure which degrees of freedom your camera should provide.
>> 
>> There is a default Nodetracker-Manipulator in OSG. You just have to set the 
>> Node you want to track.
>> 
>> 
>> 
>> Cheers,
>> Torben
>> 
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>> 
>> 
>> 
>> 
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Re: [osg-users] OSG fps not matching the Beginners guide

2012-06-13 Thread Sebastian Messerschmidt

Hi Nav,

As always: Your mileage may vary.
But your results seem extremely slow.
Given the fact you are using Visual Studio I guess you're on a windows 
machine. So there are some things I would check:


1. Driver version
I tried the newest NVidia Driver some days ago an decided to go back to 
296.10 as the 300x driver made almost all my osg applictions extremely 
slow (100fps vs 20fps)

2. Release vs. Debug
Make sure you are running the test in release mode, as OSG is really 
slow when using debug mode

3. Check your driver settings
Set the Nvidia control panel to Performance instead of Quality.

Also: Are other examples running reasonable fast? What is your 
resolution. Have you checked the StatsViewer, where does it say the time 
is spent per frame?


cheers
Sebastian

In Chapter 12's Adding Occluders to a complex scene example, in the 2010 
version of the beginners guide of OSG, there's an occluder node which occludes 
10 randomly generated quads.
The fps shown in the book is 40fps, when the 10 'massive quads' are fully 
occluded and 11.57fps when not occluded.

On my system, the fps is 0.5fps when fully occluded and 1.01fps when not 
occluded.
I have 2GB RAM, an Intel core 2 duo CPU, 2.53GHz and an NVidia GeForce GT 430 
graphics card. No other applications were open at the time I ran the program. 
Not even Visual Studio Intellisense.

Tried running the program on a system without a graphics card, and the quads 
didn't even render (but this is secondary. Main problem is what caused such a 
slow reaction on my card-equipped system).

Is it a known issue among OSG users that some cards don't support OpenGL well enough? Because I saw 
a forum post where a person said "I think that the nVidia Quadro FX 5600 doesn't have as good 
OpenGL support as the "consumer" GPU cards"
Here: http://www.flightgear.org/forums/viewtopic.php?f=11&t=7182

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[osg-users] OSG fps not matching the Beginners guide

2012-06-13 Thread Nav Joseph
In Chapter 12's Adding Occluders to a complex scene example, in the 2010 
version of the beginners guide of OSG, there's an occluder node which occludes 
10 randomly generated quads.
The fps shown in the book is 40fps, when the 10 'massive quads' are fully 
occluded and 11.57fps when not occluded.

On my system, the fps is 0.5fps when fully occluded and 1.01fps when not 
occluded.
I have 2GB RAM, an Intel core 2 duo CPU, 2.53GHz and an NVidia GeForce GT 430 
graphics card. No other applications were open at the time I ran the program. 
Not even Visual Studio Intellisense.

Tried running the program on a system without a graphics card, and the quads 
didn't even render (but this is secondary. Main problem is what caused such a 
slow reaction on my card-equipped system).

Is it a known issue among OSG users that some cards don't support OpenGL well 
enough? Because I saw a forum post where a person said "I think that the nVidia 
Quadro FX 5600 doesn't have as good OpenGL support as the "consumer" GPU cards"
Here: http://www.flightgear.org/forums/viewtopic.php?f=11&t=7182

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Re: [osg-users] Topic approval in this forum

2012-06-13 Thread Nav Joseph
Hi Jan,

I hadn't meant creating extra hoops. The idea was that it'd be easier for 
people looking for OSG answers to find it easily on the StackOverflow answering 
framework, if everyone on the mailing list shifted to StackOverflow, and so 
that the moderators of the OSG forum could be spared of the moderating effort.

I'm not advertising for StackOverflow. Just happened to find it after having 
used OSG-style forums for a long time, and found that their method of 
rating/selecting answers and being able to add comments below the answers, 
removed a lot of the pain of having to search for the actual answer from within 
a long discussion in a forum or a mailing list. While googling for answers, 
whenever I come across a mailing list page or a forum page, I groan, because I 
have to keep cliking every subsequent email reply link, searching for that one 
final email where the answer to my question waits.

I haven't ever used a mailing list, but from what you mention, it appears a lot 
more convenient for people who are using it. Perhaps y'all would have an easy 
way of going back and finding the answer to the questions you asked on the 
mailing list, without having to first go through a lot of emails. Thanks for 
mentioning that mailing lists are faster. I didn't know mailing lists had these 
advantages. Since you suggested it, I've already recommended my colleagues to 
try the mailing list.

[Still, it'd be nice if there was a teensy little chance that people migrated 
to StackOverflow :-) ]

(p.s: I knew you had sent your message thru the mailing list. People on the 
forum refer to me as Nav, and people on the mailing list refer to me as Joseph 
:-) dual identity ;-) )

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Re: [osg-users] [osgPlugins] osgShadow + hardware skinning update issue

2012-06-13 Thread Wojciech Lewandowski
Hi, Garret,

Perhaps the reason for what happens is the part of code inherited from
StandardShadowMap which forces null Program on Shadow RTT rendering.
Perhaps osg::StateAttribute::PROTECT on your animation shader can do the
trick ? You may also try to comment that part and see if helps:

See line 606 in StandardShadowMap.cpp :

// optimization attributes
osg::Program* program = new osg::Program;
stateset->setAttribute( program, osg::StateAttribute::OVERRIDE |
osg::StateAttribute::ON );

HTH, Cheers,
Wojtek Lewandowski


2012/6/13 Garrett Cope 

> Hi,
>
> I currently have an osg scene running that uses hardware skinning (via
> osgAnimation) to animate some character models. Using these models as as
> the "shadow casters" and a ground plane as the "shadow receiver" I've been
> trying to test the various osgShadow implementations.
>
> My issue is this:
>
> When using LiSPSM, it appears that the "casting scene" used in the shadow
> RTT is of a state prior to the models being updated by the animation
> shader. This means that the shadow is more or less static - none of the
> animations done by the hardware shader are reflected.
>
> In contrast, SoftShadowMap produces a very nice shadow that incorporates
> all of the animation pieces, but of course is limited by scene size.
>
> Any ideas on how I can force the model update prior to the shadow RTT with
> LisSPSM?
> ...
>
> Thank you!
>
> Cheers,
> Garrett
>
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>
>
>
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Re: [osg-users] Frame Event Button Mask Bug?

2012-06-13 Thread James Adkison
Hi Robert,

Per your request, I am following up on this as a reminder for you to look into 
this and/or get the results of what you found.

Thanks,
James

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Re: [osg-users] Custom Camera and Multi-stage Rendering (RenderStage)

2012-06-13 Thread Paul Leopard
Now I'm thinking that I need to just create an instance of RenderStage, make it 
a member of my custom camera class, set it up with the frame buffer objects and 
attachments, then use it by adding a post draw callback to my custom camera 
class (derived from osg::Camera) ... Comments on this approach?

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Re: [osg-users] unsubscribe

2012-06-13 Thread Robert Osfield
To unsubscribe simply follow the link provided on all posts to the mailing list.

On 13 June 2012 18:56, Ulrich Witschass  wrote:
>
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Re: [osg-users] Display the multi lingual text

2012-06-13 Thread Maxim Gammer
osgText::String textstr;
textstr.set(Value, osgText::String::ENCODING_UTF8);
text->setText(textstr);


2012/6/13 Sergey Polischuk :
> Hi
>
> osgText also can work with wstrings, you can use those. (like  L"గౌతమి" )
> Cheers,
> Sergey.
>
> 11.06.2012, 15:54, "John Vidar Larring" :
>
> Hi Vishma,
>
> First thing to check: Is the c++ file which contains this line of code:
>
> osgText::String* string = new osgText::String("గౌతమి",
> osgText::String::ENCODING_UTF8);
>
> ...utf-8 encoded? It has to be since the text is "hard-coded" in the source.
>
> Second thing to check: does the actual font that you are using include the
> characters in the text? And does the font support uft-8? Use a font viewing
> application to find out.
>
> Best regards,
> John
>
> On 06/10/2012 02:50 PM, shekhar vishwa wrote:
>
>
> Hi
>
> I want to display the multi lingual text. I have implemented following code.
>
> osg::ref_ptr text =
> new osgText::Text;
> osgText::String* string = new osgText::String("గౌతమి",
> osgText::String::ENCODING_UTF8);
> std::string test = string->createUTF8EncodedString();
> text->setFont("fonts/gautami.ttf");
> text->setCharacterSize(20);
> text->setPosition(pos);
> text->setAxisAlignment(osgText::Text::XY_PLANE);
> text->setText(test);
>
> But text is displays as "???" in osg view.
>
> Please help me to display the multi lingual font text.
>
> Thanks
> Vishwa
>
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[osg-users] unsubscribe

2012-06-13 Thread Ulrich Witschass

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Re: [osg-users] How do I calcuate angles between two points?

2012-06-13 Thread Paul Martz

Using Vincent's method, you don't need the angle.

If you do need the angle, you don't need OSG, as trigonometry provides a 
solution: The dot product of two normalized vectors is the cosine of the angle 
between them.

   -Paul


On 6/13/2012 9:40 AM, Vincent Bourdier wrote:

Hin Dan,

Makerotate will compute a rotation from front vector P1 to front vector P2.
You can decompose the Quat after if you need the angles.

Regards,
Vincent.


Le 13/06/2012 17:29, dan marshal a écrit :

Hi,
My model is at point 2 and I want to rotate it to face Point 1.

Point 1 = 30,30,30

Point 2 = 10, 10, 0

How can I calculate the respective angles between two locations?

I am familiar with makeRotate and makeLookAt but need the respective angles...

Thank you for help on this simple question.

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Re: [osg-users] Display the multi lingual text

2012-06-13 Thread Sergey Polischuk
Hi osgText also can work with wstrings, you can use those. (like  L"గౌతమి" )Cheers,Sergey. 11.06.2012, 15:54, "John Vidar Larring" :Hi Vishma,  First thing to check: Is the c++ file which contains this line of code: osgText::String* string = new osgText::String("గౌతమి", osgText::String::ENCODING_UTF8); ...utf-8 encoded? It has to be since the text is "hard-coded" in the source.  Second thing to check: does the actual font that you are using include the characters in the text? And does the font support uft-8? Use a font viewing application to find out.  Best regards, John On 06/10/2012 02:50 PM, shekhar vishwa wrote: Hi I want to display the multi lingual text. I have implemented following code. osg::ref_ptr text =new osgText::Text;osgText::String* string = new osgText::String("గౌతమి", osgText::String::ENCODING_UTF8);std::string test = string->createUTF8EncodedString();text->setFont("fonts/gautami.ttf");text->setCharacterSize(20);text->setPosition(pos);text->setAxisAlignment(osgText::Text::XY_PLANE);text->setText(test); But text is displays as "???" in osg view.  Please help me to display the multi lingual font text. ThanksVishwa-- 
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Re: [osg-users] [ANN] Looking for forum moderators and administrators

2012-06-13 Thread Art Tevs
Hello.

I am glad to announce that Vincent.B has been so kind to help us moderating the 
forum. He was granted the moderator rights, hence respect his desicions and 
just be as nice as possible within our community :)

Best regards,
Art

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Re: [osg-users] How do I calcuate angles between two points?

2012-06-13 Thread Vincent Bourdier

Hin Dan,

Makerotate will compute a rotation from front vector P1 to front vector P2.
You can decompose the Quat after if you need the angles.

Regards,
   Vincent.


Le 13/06/2012 17:29, dan marshal a écrit :

Hi,
My model is at point 2 and I want to rotate it to face Point 1.

Point 1 =  30,30,30

Point 2 = 10, 10, 0

How can I calculate the respective angles between two locations?

I am familiar with makeRotate and makeLookAt but need the respective angles...

Thank you for help on this simple question.

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[osg-users] How do I calcuate angles between two points?

2012-06-13 Thread dan marshal
Hi,
My model is at point 2 and I want to rotate it to face Point 1.

Point 1 =  30,30,30

Point 2 = 10, 10, 0

How can I calculate the respective angles between two locations?

I am familiar with makeRotate and makeLookAt but need the respective angles...

Thank you for help on this simple question.

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Re: [osg-users] OSG Quick Start Picking Example - Why is DYNAMIC not used?

2012-06-13 Thread Paul Martz

You've really got two questions here.

Forst: Why are the two examples different? The answer: it's probably a mistake. 
If they are both doing effectively the same thing, they should probably both set 
data variance the same way.


The other question: What is the appropriate way to set data variance, or when 
does it need to be set to DYNAMIC? Answer: I wanted to keep the Quick Start 
Guide short. Rather than go into the lengthy explanation, I recommended setting 
data variance to DYNAMIC for anything your app intends to change. This is the 
safe, conservative approach. As you learn more about OSG, you'll learn when 
DYNAMIC data variance is strictly required and when it is not. If you need that 
information right now, I'd suggest searching any of the osg-users archive sites 
for "data variance" or "DataVariance", as this topic has been discussed 
extensively in the past.

   -Paul


On 5/25/2012 2:42 PM, Dan Nash wrote:

Hello All,

New to OSG and just finished reading the OSG Quick Start guide.  I wanted to 
make sure I understood when it is necessary to set the data variance of a Node 
to DYNAMIC.  The OSG Quick Start Callback example set the rotation 
MatrixTransform node to DYNAMIC since it would be modifying the transform in 
each update callback and that made perfect sense.

However, the Picking example does not do this, even though it is essentially 
performing the same thing though with user interaction involved.  It's still 
modifying one of the MatrixTransform nodes as the Callback example did, but the 
node's data variance was specifically set to STATIC when it was created.  I 
thought maybe the data variance value would be changed to DYNAMIC after it was 
determine that it had been selected, but that doesn't appear to be the case.

So, my question is, why aren't the rotation MatrixTransform nodes in the 
Picking example set to DYNAMIC like the one MatrixTransform node in the 
Callback example was?  Wouldn't that leave the possibility of updating the 
scene graph during the cull and/or draw phases?

Thank you!

Cheers,
Dan

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Re: [osg-users] Topic approval in this forum

2012-06-13 Thread Jan Ciger
Hello Joseph,

On Wed, Jun 13, 2012 at 1:32 PM, Nav Joseph  wrote:

> Thank you for being open to the idea of shifting to StackOverflow (SO). I
> did a bit of searching, and was surprised to find that the idea was not new.
>


>
> First, I found that SO already supports a feed. I clicked on this link
> http://stackoverflow.com/feeds/tag?tagnames=openscenegraph&sort=newest
> and Thunderbird (which I use instead of Outlook) opened up and showed me
> all the new questions tagged with OpenSceneGraph in SO.
> So you've already got your mailing-list-style option for questions.
>

I think you have misunderstood the idea. Art meant a gateway to allow
people to use e-mail, not having to sign up for feeds and then go answer
questions on a forum. That's a sure fire way how to achieve that nobody
relevant would answer them, because most developers here use the mailing
list and adding extra hoops to have to jump through is a bad idea if you
want the answers. Also fractioning the community between multiple places is
never good idea, the quality will suffer. That is why the current
arrangement exists with a gateway between forum and mailing list - everyone
can use the preferred way of working without splitting the community in two.

The "conversion" of users to a forum is a non-starter, it has been
discussed in depth in the past, feel free to search the archives for the
reasoning why. I recognize that a lot of people prefer working with forums,
but there is also a large community who prefers a mailing list, especially
when working on multiple projects. It is easier and much faster to open a
mailbox and "have the issues come to me" than to actively monitor and
follow 2-3...10 different forums with different logins, rules, etc. to see
whether there is a question or issue for me (e.g. VRML related in my case).
RSS feeds or something like Twitter are not a replacement - I cannot hit
"reply" on a feed and answer something, plus I would have to actively
maintain the list of feeds *and* still need the forum logins on top.

The reason why the forum rules are quite strict is because it is difficult
to answer questions such as "Bump!" (common way on forums to keep the topic
at the top of the current list) asked by *"*D4r|<|<1LL3r". Also spam bots
target forums way more often than mailing lists, attempting to boost
ranking of the spamvertised sites in Google. If you need a quick answer and
you are not approved yet, it is faster to send an e-mail to the list
instead - it could get you also approved faster.

Best regards,

Jan

P.S.: This was send via the mailing list
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Re: [osg-users] How to assign an osg::image to another osg::image

2012-06-13 Thread Sergey Polischuk
Hi, Koduri

> ImageDB[imgIdx]=sCapImage;
Seems like you storing pointer to same image in all array elements, you should 
use either
ImageDB[imgIdx]= new osg::Image(sCapImage, osg::CopyOp::DEEP_COPY_ALL);
or
ImageDB[imgIdx]= 
static_cast(sCapImage->clone(osg::CopyOp::DEEP_COPY_ALL));

Cheers,
Sergey.

13.06.2012, 17:49, "Koduri Lakshmi" :
> Hi,
>
> I am doing a program to capture the screen of renderer model. I did it by 
> setting graphic context. Now I am getting image.
>
> Now I am setting all these images to an array and then finally saving to the 
> disk. But I am getting only the last image. Here is the code
>
> Code:
> sCapImage->scaleImage(320,240,1);  //sCapImage is the image contains the 
> screen data and it is declared as osg::ref_ptr sCapImage;
>
> ImageDB[imgIdx] = new osg::Image;
> //ImageDB is declared as osg::ref_ptr ImageDB[100];
>
> ImageDB[imgIdx]->allocateImage(sCapImage->s(), sCapImage->t(), 1, GL_RGB, 
> GL_UNSIGNED_BYTE);
>
> ImageDB[imgIdx]=sCapImage;
> for(int i=1;i<99;i++)
> {
> char tmp[10];
> itoa(i,tmp,10);
> char pngName[30];
> strcpy(pngName,"C:\\Test\\");
> strcat(pngName,tmp);
> strcat(pngName,".png");
> std::cout< osgDB::writeImageFile(*(ImageDB[i]),pngName);
> }
>
> osg::ref_ptr ImageDB[200]; is the ImageDB
> osg::ref_ptr sCapImage; are the declarations.
>
> are the declarations .
>
> Can you please help me where am i doing mistake
>
> ...
>
> Thank you!
>
> Cheers,
> Koduri
>
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[osg-users] [osgPlugins] osgShadow + hardware skinning update issue

2012-06-13 Thread Garrett Cope
Hi,

I currently have an osg scene running that uses hardware skinning (via 
osgAnimation) to animate some character models. Using these models as as the 
"shadow casters" and a ground plane as the "shadow receiver" I've been trying 
to test the various osgShadow implementations.

My issue is this:

When using LiSPSM, it appears that the "casting scene" used in the shadow RTT 
is of a state prior to the models being updated by the animation shader. This 
means that the shadow is more or less static - none of the animations done by 
the hardware shader are reflected.

In contrast, SoftShadowMap produces a very nice shadow that incorporates all of 
the animation pieces, but of course is limited by scene size.

Any ideas on how I can force the model update prior to the shadow RTT with 
LisSPSM?
... 

Thank you!

Cheers,
Garrett

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[osg-users] How to assign an osg::image to another osg::image

2012-06-13 Thread Koduri Lakshmi
Hi,

I am doing a program to capture the screen of renderer model. I did it by 
setting graphic context. Now I am getting image.

Now I am setting all these images to an array and then finally saving to the 
disk. But I am getting only the last image. Here is the code



Code:
sCapImage->scaleImage(320,240,1);  //sCapImage is the image contains the screen 
data and it is declared as osg::ref_ptr sCapImage;

ImageDB[imgIdx] = new osg::Image;
//ImageDB is declared as osg::ref_ptr ImageDB[100];

ImageDB[imgIdx]->allocateImage(sCapImage->s(), sCapImage->t(), 1, GL_RGB, 
GL_UNSIGNED_BYTE);

ImageDB[imgIdx]=sCapImage;
for(int i=1;i<99;i++)
{
char tmp[10];
itoa(i,tmp,10);
char pngName[30];
strcpy(pngName,"C:\\Test\\");
strcat(pngName,tmp);
strcat(pngName,".png");
std::cout< ImageDB[200]; is the ImageDB
osg::ref_ptr sCapImage; are the declarations.

are the declarations .

Can you please help me where am i doing mistake



... 

Thank you!

Cheers,
Koduri

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Re: [osg-users] [vpb] osgdem, any way to disable all texture compression?

2012-06-13 Thread Ethan Fahy
Thanks Robert, I appreciate the quick reply.  I seem to have it working the way 
I was hoping by removing the --no-interpolate-terrain flag and by also change 
the osgdem src code to allow me to use NEAREST min and max filters so that my 
index colors wouldn't be interpolated.

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Re: [osg-users] [vpb] osgdem, any way to disable all texture compression?

2012-06-13 Thread Robert Osfield
Hi Ethan,

It rather looks like you have an resolution issue with the texture,
it's so low that when the tiles a divided the sampling of the texture
results in the blocks - this is what you'd expect when you switch off
interpolation of the imagery.  Please just use the defaults, you'll
tend to get the best all round results.  Also have a look at the
source resolution of the imagery and DEM's.  The VPB project is
written to scale up to handling terrabytes of source imagery and dems
so through what data you have it.

Robert.


On 13 June 2012 12:18, Ethan Fahy  wrote:
> Thanks for the reply Robert.  To clarify, when you say that I need to use one 
> of --RGB-16, --RGB-24, etc., do you mean that I must use one of those and any 
> of them should give me uncompressed output textures, or do you mean that 
> osgdem does not support uncompressed output textures and I must instead use 
> of one these?
>
> To clarify my position, I have been running osgdem as follows:
>
> osgdem -t texture.tif -d dem.tif --TERRAIN --no-interpolate-imagery --RGBA -l 
> 1000 -o out.ive
>
> I chose an arbitrarily large number for -l because it is my understanding 
> that osgdem will stop creating new levels after it has reached the resolution 
> of the source texture file; in my case that ends up being 6 lod levels.  My 
> thinking is that if I zoom way in on the highest level of detail of the 
> out.ive terrain model and compare that to my original texture.tif file that 
> the pixels should be the same and that I should not see signs of compression. 
>  I am attaching two images to demonstrate what I mean by signs of 
> compression.  I am specifically referring to how the original image will have 
> 4 adjacent pixels of different colors that end up as one large pixel of equal 
> color in the output terrain model.
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=48271#48271
>
>
>
>
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Re: [osg-users] [osgPlugins] Reader-Plugin Callbacks for unsupported data-types

2012-06-13 Thread Robert Osfield
Hi WeSee,

On 13 June 2012 05:17, We See  wrote:
> My suggestion would be common for all plugins.

I can't see a plausible general purpose callback system for all
plugins, the loaders all target such different types for file formats
that they really have next to nothing in common.  Now if you have a
suggestion got for it, put it forward.  Please bare in mind that I
won't merge changes that have a high complexity overhead for a small
gain. For very niche tasks like extended loaders one will really have
to justify every line of code and keep it localized to not effect the
rest of the OSG code base.

In very special cases there may be opportunities to handle elements in
some of the plugins.  OpenFlight may be one of them, but to support it
one would need a specific solution to handle the types of records that
OpenFlight has.

> Is there a person responsible for all plug-ins?

There is no single person responsible for all the plug-ins.  I am the
overall project lead and am responsible for merging the majority of
submissions to the OSG code base.  In case like OpenFlight plugin I am
not the lead developer, and others have write access such as Paul
Martz and Brede Johansen.

Robert.
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Re: [osg-users] Inserting Alpha values in RGB textures

2012-06-13 Thread Abhishek Bansal
Hi,

Yeah Sure !!

Actually previously i was using TexuredQuad which was not showing up any 
textures when i used shader. I changed it to Box and it worked.

Thank you!

Cheers,
Abhishek

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Re: [osg-users] Topic approval in this forum

2012-06-13 Thread Nav Joseph
Thank you for being open to the idea of shifting to StackOverflow (SO). I did a 
bit of searching, and was surprised to find that the idea was not new.

First, I found that SO already supports a feed. I clicked on this link 
http://stackoverflow.com/feeds/tag?tagnames=openscenegraph&sort=newest
and Thunderbird (which I use instead of Outlook) opened up and showed me all 
the new questions tagged with OpenSceneGraph in SO.
So you've already got your mailing-list-style option for questions.

There's an admin who posted his opinion on using SO for questions and the 
mailing list for announcements: 
http://antlr.1301665.n2.nabble.com/contemplating-a-move-of-mailing-list-to-stackoverflow-com-td7457931.html

And the SO moderators opinion on it: 
http://meta.stackoverflow.com/questions/51229/convert-mailing-list-users-to-stack-overflow

Went through the links you sent, and I know it'd be a bit difficult to convince 
people to shift to a new forum, but personally, I've found SO's question-answer 
format to be very helpful in getting good answers from people, and the 
provision of comments below the answers, the chatrooms, the wiki format and the 
stackexchange notifications to be very helpful.

I appreciate the amount of investment that has gone into creating a mailing 
list and a forum that interfaces with it. It would be great if we could also 
use the popular framework that SO provides. The only current problem with 
asking questions on SO is that all the experts of OSG are here in the OSG 
forum, so there's nobody to answer questions in SO :-)

(ps: a colleague tried registering into this forum and it didn't allow him 
saying that only one registration is allowed per IP. I guess the forum is 
considering my company's IP instead of the individual computer's IP)

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Re: [osg-users] Inserting Alpha values in RGB textures

2012-06-13 Thread Art Tevs
Hi Abhishek,

for the sake of goodness you are asked to post your solution in this thread. 
This might help new people to find an answer before posting a question.

cheers,
art


Abhishek Bansal wrote:
> Hi,
> 
> Okay guys the problem has been solved !!
> 
> thanx for approving my post in just 5 days :(
> 
> Thank you!
> 
> Cheers,
> Abhishek


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Re: [osg-users] Topic approval in this forum

2012-06-13 Thread Art Tevs
Hi Nav,

there is a historical reason why this forum exists at all. In short: nobody is 
hindered to post questions on Stackoverflow or whereever else. However, the top 
experts working and maintaining OSG are all using mailing lists. This forum 
provides a seamless connection between the mailing list with the forum 
interface. Hence people prefering to use forum interface are using the forum 
and people prefering mailing list can still use the lists. 

This is the reason why there are so strict anti-spam rules: we don't want to 
get the mailing list polluted with spam coming from the forum interface.

If Stackoverflow provides a seamless connection between mailing list and its 
interface, this would be great and you are asked to try to combine both worlds 
together ;)

Please read this:
http://forum.openscenegraph.org/viewtopic.php?t=18

and this
http://forum.openscenegraph.org/viewtopic.php?t=2525

in order to get the feeling of the community.


cheers,
art


Nav wrote:
> Hi Art and sholmes:
> 
> Thanks for approving me into the community. Sorry, but it's because I'm so 
> accustomed to a much-less-strict registration process on other forums, that I 
> thought that even here, the rules would be the same.
> 
> I don't mean any offence...just trying to suggest alternatives, that if 
> moderation is slowly becoming a problem, would it be possible to gradually 
> start asking and answering OSG questions on StackOverflow.com? Or to start a 
> new forum on http://area51.stackexchange.com/
> 
> I understand there may be ownership issues and the very sentiment of having 
> ones own forum to be discussed, but if there's the slightest chance that the 
> users of osg can benefit from the questions being asked on StackOverflow 
> (which is an excellent forum), and the moderators can be spared of the 
> arduous moderation task, so that they can focus on what they like 
> (programming), then it's a win-win for everyone.
> 
> Meanwhile, I'm happy to be here, and glad to contribute to the community 
> (which I already have started doing :-) ).
> Thanks :)


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Re: [osg-users] Building OSG with FFMPEG

2012-06-13 Thread Julen Garcia
Hi,

For building OSG with FFmpeg support you need to use the "shared" FFmpeg
git-728f86e 64-bit Shared
(Latest)
  and "dev" FFmpeg git-728f86e 64-bit Dev
(Latest)
releases
of the FFmpeg library.

Then, as you have correctly pointed out, you have to specify the “FFMPEG_ROOT”
where you have extracted the libraries, "C:/Projects/3rdParty/ffmpeg" in
your case.

I think you also have to download msinttypes library "
http://code.google.com/p/msinttypes/downloads/list"; and extract them in the
ffmpeg include folder to get "FFMPEG_STDINT_INCLUDE_DIR" filled correctly.

If you have any question feel free to ask ;)

2012/5/30 Praveena Sara 

> Hi,
>
> I recently got hold of the book "OpenSceneGraph 3 Cookbook". I want to
> show a live webcam feed in OSG like in the example given in the book (I'm
> working on an Augmented Reality project). In order to this, it says I need
> to have FFMPEG built with OSG.
>
> So, I downloaded the
> > FFmpeg git-9c27f29 64-bit Static (Latest)
>  under "64-bit Builds (Static)"  from zeranoe site but I have no idea how
> to link these files in CMake, when Building OSG.
>
> File Structure:
> +presets
> +licenses
> +doc
> -bin
> |__ffmpeg.exe
> |__ffplay.exe
> |__ffprobe.exe
>
> According to this tutorial (**I'm not allowed to share a URL**) I'd only
> have to Set
> > “FFMPEG_ROOT” to: C:/Projects/3rdParty/ffmpeg
> . Is this correct? Have I downloaded the correct FFMPEG build? Which
> values need to be entered into CMake when building OSG with FFMPEG?
>
> My configuration:
> Windows 7, 64-bit
> OSG 3.0.1
> Visual Studio 2008 (Professional Edition)
>
> ...
>
> Thank you!
>
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>
>
>
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