Re: [osg-users] how to pick a cluster of points
Hi Shawl, On 25 September 2012 06:40, wh_xiexing wh_xiex...@sina.com wrote: i want to create an editor tool that can select a cluster of points one time in order to remove the selected points . osg provide the functions to do that job? or i need to code from scratch? How to tackle it will depend on how you plan to represent the points in the scene graph and how you wish to define the selection of the points. You don't provide any information on this so I the best I can do is say you probably need to write your own custom intersectors. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to pick a cluster of points
Hii think easiest way to do that is make some invisible geometry representating that point cloud which encloses all points, link it with point cloud and check intersection vs it.Cheers,Sergey. 25.09.2012, 09:40, "wh_xiexing" wh_xiex...@sina.com:Dear friends . i want to create an editor tool that can select a cluster of points one time in order to remove the selected points . osg provide the functions to do that job? or i need to code from scratch? thank you for your help Shawl,___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Memory leak notify handler
Thank you very much! I already solved the problem removing the handler at the end of my program. Code: osg::setNotifyHandler(NULL); -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50120#50120 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Image pixel format conversion
Hi, Imagine a Program which lets you do a wide variety of ways to edit, alter, enhance and process batch conversion of your pictures in just a few clicks. Batch Image converter is the easiest to use programs that can apply your desired option to all or selected pictures at once... Thank you! Cheers, Ryan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50139#50139 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Depth buffer questions
Thanks, hybr. But I still do not know why the values in the image attached to the depth buffer are the same in every single array cell, when I would expect to see a lot of variance between the top and bottom portions of the image, given that the top portion would be covering the sky, and the bottom half is covering the terrain. And can anyone comment on the approach itself vs using ray-tracing for emulating a lidar-like sensor? Thank you! Andrey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50136#50136 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] unexecpted result with SetHomePosition
Hi, i hope my question fits into this Thread. I try to implement a custom CameraManipulator that derives from osgGA::CameraManipulator. My current goal is to change the lookAt Vector of the camera. After inspecting the definition of CameraManipulator it seemed to me that i could achieve this with the setHomePosition Method... but no matter what parameters i pass to setHomePosition nothing seems to happen. Ulrich already pointed out that different manipulators use those values in a different way. So my question is: Are the _eye, _center and _up values used at all when i just derive from CameraManipulator. Thank you! Cheers, Claus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50121#50121 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer takes over my standard input
Hello, I'm trying to write a program where the renderer is running on a separate thread. On the main thread I want to control the command line inputs but as soon as I add scenedata to the osgViewer which is stored in the renderer then the renderer takes over the standard input. std::cin in the main thread is ignored. If I put std::cin in the renderer thread however the program pauses and expects an input from the command line. Does anyone know how I can prevent osgViewer from taking over the command line? I have attached sample code to this post where I demonstrate the problem. Code: #include #include #include class MiniRenderer: public OpenThreads::Thread { public: void addModel(osg::Node* node) { _nodes.push_back(node); } void run() { _viewer.setUpViewInWindow(0, 0, 640, 480); _viewer.realize(); _sceneRoot = new osg::Group; _run = true; while(_run) { if(_nodes.size()0) { for(unsigned int i = 0; i _nodes.size(); ++i) _sceneRoot-addChild(_nodes[i]); _nodes.clear(); _viewer.setSceneData(_sceneRoot.get()); } int test = -2; std::cout In Thread: std::endl; std::cin test; std::cout In Thread : test std::endl; _viewer.frame(); } } bool _run; osg::ref_ptr _sceneRoot; osgViewer::Viewer _viewer; std::vector _nodes; }; int main( int argc, char **argv ) { std::cout Starting thread std::endl; MiniRenderer *minirenderer = new MiniRenderer(); mr-startThread(); osg::ref_ptr root = osgDB::readNodeFile(cessna.osg); minirenderer-addModel(root); int test = -1; std::cout Main cin std::endl; std::cin test; std::cout Main cin: test std::endl; while(true) { } return 0; } Edit: Parts of my code seem to have gone missing after I posted this, so here's a pastebin link with the code: pastebin . com / GxFAbZvf I found one way to be able to get input from the console by using std::cin.clear() and std::ignore(std::numeric_limitstd::streamsize::max, '\n'). But this code would work in some places but not in others, so I can't use this since it's very unreliable.. Kind Regards Hoffe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49913#49913 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multithreading Culling problems
I've got a pretty decent little OpenSceneGraph system going, but I'm having problems getting it to work multithreaded. If I set Code: viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded ); then everything works fine, but if I enable any method of multithreading then I get strange flickering in my scene that in my best guesses seems to be related to Culling operations gone awry. I have a very simple scene (1 OBJ model loaded from disk, 3 times), but 4 graphics contexts across 4 windows (I have 2 main windows that are rendering to textures, then 4 other windows all displaying the textures in screen-aligned quads). The end result is 7 cameras (the 2 Slaves to do the two renders, 2 slaves to show the Color textures, 2 slaves to do the Depth buffers, and one other attached to the Viewer as the Master.). ... Thank you! Cheers, Randall -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50155#50155 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is there something like an optimal way for integrating physics?
Hi! Well, honestly i had a look at Havok. Luckily ... because the documentation seems much more complete and detailed than the PhysX docs. So i started to play around with that ... multithreaded ; ) Thanks to the osgHavok example by Janusz (to be found in this forum) i got started easily (uses callbacks) Maybe i should try bullet next ... ... just loaded the src ... wow, openCL optimized code for AMD : ) But the vehicle functions seem very basic compared to Havok : ( So sadly, but likely i will stay with Havok. Except bullet has tremendous advantages in terms of integrating/managing the terrain? But that's propably a chapter of its own, especially in conjunction with OSG. Or somebody might have a quick advice for me on how to get started with that topic? Thanks alot for taking the time! Cheers, funk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50156#50156 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using OSG Embedded in an Existing OpenGL Project
Hi, S2LR, thanks for your help... I've tested out your suggestion and feel like I'm getting somewhere. The good/bad news, depending on your outlook, is that it does something. I had to modify some of what you provided to make it compile, but the result is that the application renders a solid color. With or without using... gw-getCamera()-setClearMask(0); or view-getCamer()-setClearMask(0); or neither the application renders a solid color... 1) White without the clearMask 2) Black with the clearMask on view 3) Blue with the clearMask on gw Additional Information I have a three monitor display. The application runs on a 1680 x 1060 window, not full screen. When I run the code provided here, parts of the dartboard application renders on the first monitor for a split-second, then all three monitors are displaying the solid color. I've played around with the OSG Cookbook Spheres example and found that calling the single screen function fixed the three screen issue. viewer.setUpViewOnSingleScreen(); This function is not available with osgViwere::CompositeViewer. OSG Setup Code: geode = new osg::Geode; std::string fontFile(arial.ttf); font = osgText::readFontFile(fontFile); if (font.valid()) { osgText::Text* text = new osgText::Text; if (text != 0) { text-setUseDisplayList(false); text-setFont(font); text-setColor(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); text-setCharacterSize(36.0f); text-setAutoRotateToScreen(true); text-setPosition(osg::Vec3(100.0f, 100.0f, 10.0f)); //text-setAxisAlignment(osgText::Text::XZ_PLANE); text-setText(SomeSome!); text-setLayout(osgText::Text::LEFT_TO_RIGHT); geode-addDrawable(text); } } viewer = new osgViewer::CompositeViewer(); osgViewer::GraphicsWindowEmbedded *gw = (osgViewer::GraphicsWindowEmbedded*) new osgViewer::GraphicsWindow(); gw-setWindowRectangle(0, 0, 1680, 1060); osgViewer::View *view = new osgViewer::View; view-getCamera()-setGraphicsContext(gw); view-getCamera()-setViewport(0, 0, 1680, 1060); // somewhere inside OGL viewport/window that has origin in LL corner view-setSceneData(geode); viewer-addView(view); viewer-realize(); Frame Renderer Code: glPushAttrib(GL_ALL_ATTRIB_BITS); glMatrixMode(GL_PROJECTION); glPushMatrix(); glMatrixMode(GL_TEXTURE); glPushMatrix(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); viewer-frame(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); Thank you! Cheers, Dainon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50162#50162 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using OSG Embedded in an Existing OpenGL Project
What I've tried from your suggestions I hope the code here is clear enough. I haven't had any success with your suggestions to this point. I have placed them in an easy format to try them all without getting commented code mixed up with other code. I'm posting here the four relevant sections of my code, in hopes it may help get me over this hump. I've tried putting the OSG initialization before the OpenGl initialization and the three different suggestions of initialization and rendering. I've ensured the DLL wrapper works, it will retun the values I set in them and I can step through it while debugging and see legit values being assigned to the font. DartModelDll.dll is poorly named and will be changed in the future. Anywhere that name is in the following, assume OsgDLL. C# Form Constructor Code: public partial class Form1 : Form { OsgWrapper osgWrapper; // OpenGL contrrol object private static OpenGLControl openGLControl; public Form1() { // Initialze components InitializeComponent(); // Test osgWrapper = new OsgWrapper(); int blah = osgWrapper.Init(); // Initialize SharpGL initSharpGL(); ... C# OSG Drawing Function Code: private void openGLControl_OpenGLDraw(object sender, PaintEventArgs e) { // Get the OpenGL object. OpenGL gl = openGLControl.OpenGL; // Clear the color and depth buffer. gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); gl.ClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Load the identity matrix. gl.LoadIdentity(); scoreKeeper.calculateGameScore(); // Render the textures for the dartboard and background renderBackgroundTextures(); // render dartboard sections renderDartboardSections(); // render scoring sections renderScoringSection(); int blah = osgWrapper.TestText(); ... C# Wrapper Code for the Osg DLL Code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using WMPLib; using System.Runtime.InteropServices; namespace DartBoardApplication.Items { public class OsgWrapper { [DllImport(DartModelDll.dll)] static extern IntPtr dll_cOsgViewer(); [DllImport(DartModelDll.dll, CallingConvention = CallingConvention.Cdecl)] static extern int dll_initViewer(IntPtr dm); [DllImport(DartModelDll.dll, CallingConvention = CallingConvention.Cdecl)] static extern int dll_testText(IntPtr dm); IntPtr dartModel; public OsgWrapper() { dartModel = dll_cOsgViewer(); } public int Init() { return dll_initViewer(dartModel); } public int TestText() { return dll_testText(dartModel); } } } Osg DLL Code: #include Windows.h #include gl/gl.h #include osg/Node #include osg/Geode #include osg/Group #include osgViewer/Viewer #include osgViewer/CompositeViewer #include osgViewer/GraphicsWindow #include osgDB/ReadFile #include osgText/Text #include osg/ShapeDrawable #include excpt.h #include osg/StateSet #include osgViewer/Viewer #include osg/MatrixTransform using namespace osg; using namespace osgDB; using namespace osgText; class COsgViewer { public: COsgViewer() { }; ~COsgViewer() { } osg::ref_ptrosgText::Font font; osg::ref_ptrosgViewer::Viewer mViewer; osgViewer::CompositeViewer *viewer; osg::observer_ptrosgViewer::GraphicsWindowEmbedded mWindow; osg::ref_ptrosg::Group mRoot; osg::ref_ptrosg::Geode geode; osg::ref_ptrosg::StateSet mLastStateSet; int initViewer(void) { //initViewer1(); //initViewer2(); initViewer3(); return 4; } void initViewer1() { // Create the scene root mRoot = new osg::Group; geode = new osg::Geode; std::string fontFile(arial.ttf); font = osgText::readFontFile(fontFile); if (font.valid()) { osgText::Text* text = new osgText::Text; if (text != 0) { text-setUseDisplayList(false); text-setFont(font); text-setColor(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); text-setCharacterSize(36.0f); text-setAutoRotateToScreen(true); text-setPosition(osg::Vec3(100.0f, 100.0f, 10.0f)); //text-setAxisAlignment(osgText::Text::XZ_PLANE); text-setText(SomeSome!);
Re: [osg-users] How to select or pick an object in OSG, in file .osg using osgviewer pick.osg?
Hi, Yes , I'm using the example 'osgpick' in OSG. But It does'nt found in osgviewer, using the command in console: osgviewer osgpick.osg , 'pick' or 'pickHandle' only works on the application. Osgviewer locks the keyboard and mouse, to use their own movements: osgviewer --help-keys. Is there a way to run 'pick' on Osgviewer? or unlock Osgviewer movements and keys? Thank you! Cheers, Kleber -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50173#50173 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] Windows 7 64Bit OSG
Hi, We have had OSG embedded in our application for some time now. Our current version is 2.8.1. We had been running on Windows XP Pro until recently when we installed our application on a Windows 7 laptop (32Bit). There were a few very minor glitches that we corrected. More recently we installed on a Windows 7 desktop (64Bit). The library DLL that we build on top of OSG fails to load. We get the infamous error An attempt was made to load a program with an incorrect format. Any help would be much appreciated. Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50188#50188 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Invert scene graph
Dear OSG users, I've been using OSG since quite some time now but I'm facing a problem for which I was not able to find a good solution. I both searched on the forum and googled my problem but with no luck so far. Since my overall setup is a bit complicated, I'm going to use here a simplified version to explain what I'm trying to achieve. Imagine that I try to create and animate a robotic arm with three degrees of freedom (articulations): I create a scene graph composed of a root node (osg::Group, called G, the basis of the arm) and three PositionAttitudeTransforms (P1,P2, and P3) corresponding to the articulations. The parenting relationship between those elements are the following: G is parent of (ipo) P1, P1 ipo P2 and P2 ipo P3. To each of those PositionAttitudeTransforms (PAT) I attached a node (osg::Node, called N1, N2, and N3 respectively) representing the physical model of the moving parts (loaded from stl files). So far everything is working perfectly and when moving the arm using a KeyboardEventHandler to move the different degrees of freedom the children of the articulations are moving accordingly. The particularity of the arm is that it can attached to the environment using its end effector (here N3) and detached its first articulation from the basis (N1 from G). I would like to be able to replicate such a behaviour meaning having alternatively G ipo P1 ipo P2 ipo P3 and G ipo P3 ipo P2 ipo P1. I would like to control the arm with the same events than before the disconnection: when I move P3, both P2 and P1 should be moving with the correct setting for the pivot points and positions. I already tried two options: - use the removeChild function to dynamically recreate the scene graph: the main problem is that it seems that the information regarding the PAT (both the position and the pivot point) are then incorrect. My guess was that those information are relative to the parent node but I didn't know how to correctly modify them afterwards. - having two different PAT for each node (like having a forward kinematic chain and a backward one): I did not think it was a good idea at the time so I quickly dropped the idea (I remembered obtaining two copies of each node displayed). My question would be the following: what would be the correct way to simulate such a behaviour, considering that there would be a succession of connection and disconnection (P1 and P3 being connected to the root alternatively)? Thank you! Best, Stéphane -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50200#50200 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] osgVirtualAssembly Project contain Bullet GImpact Detection Collision
Hello dear OSG-community, I write a project that contains Bullet GImpact Detection Collision, customer osgDragger like 3DMax use and a simple AnimationManager , so I hope it will help others who want to use the bullet Detection Collision. the software version is: Bullet2.8.0 , Qt4.7.4 , OSG3.1.2 and if you want to use the Detection Collision you should revise your osg source In the osgManipulator::Dragger include file revise the function void dispatch(MotionCommand command) to virtual void dispatch(MotionCommand command) Best regards, liuzy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50264#50264 Attachments: http://forum.openscenegraph.org//files/osgvirtualassembly_131.rar ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgconv FileNameList File Path
Hi, I am new to OpenSceneGraph and am creating my own .osg files that I then want to convert to .ive files for use in our application. My .osg file will basically be a list of ProxyNodes to other .ive files. These .ive files can be at different locations. When I convert my working .osg file to .ive it removes the file paths from the files listed in FileNameList ProxyNodes and just outputs the file name. I need to retain the file path. For example, a proxy node in my .osg file could be: ProxyNode { nodeMask 0x ... FileNameList 1 { X102/Y58/L0/R0/102x58_0_0x0.ive } When I use osgconvert to convert the .osg file to .ive the file name will be written with the name only 102x59_0_0x0.ive without the path, so my application can't find the file. So far I have not been able to find a command argument to include the full path. Is there a way to get osgconvert to retain the full path? I appreciate any help. ... Thank you! Cheers, Jason -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50222#50222 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] setColorArray is slow on large model
Hi, I am trying to change the color of a geometry after I pick it. I use display list, however, when call setColorArray, it takes time to really change the color. I read this post http://forum.openscenegraph.org/viewtopic.php?t=9234 , and setUseDisplayList(false). However, after that, the manipulate of model, rotate, pan...becomes slow, and frame rate drops. I do not know if there's way to change the color of geometry with call setColorArray to avoid calling dirtyDisplayList(). ... Thank you! Cheers, Tina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50225#50225 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Mipmapping for downsampling
Hi, I'm currently implementing my own global tone mapping (without osgPPU). As a first iteration, I'm averaging the luminance by using hardware mipmap generation. Then I'm wondering if there is a mean to retrieve the last level of mipmapping from a osg::Texture? Is someone have a useful link I missed during my searchs? A example will be also appreciated. Thank you! Cheers, Kenzo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50237#50237 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + Qt + Thread exception thread::run
Thanks for reply. I tried to reinstall the OSG library because I think I did something wrong the first time, but errors continued. However I think the problem came by my graphic card drivers, I have an ATI Xpress 1250 (onboard). Changing the file atioglxx.dll from legacy version 10.2 to Catalyst 7.10 it seems that works fine!!! :) Francisco. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50241#50241 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multithreading Culling problems
Hi Randall, The flickering issues is very unlikely to be related to culling as it's naturally thread safe thanks to the way it's effectively buffered and hasn't caused problems before. The exception to this would be if you have some cull callback that is't thread safe, or you are using something like AutoTransform that doesn't bufferer it's state so can't reliably handle multiple camera positions above it. More likely problems when multi-threading are related to changing data in the update traversal that are being rendered at the same time in draw traversal. To avoid this the OSG tracks objects which are dynamically updated and avoids letting the next frame commense till all these dynamic objects are dispatched. The OSG requires you to say which objects you plan to modify though, so you need to set the DataVariance to DYNAMIC for all Drawable and StateSet that contain data that is dynamically updated. You don't need to set the DataVariance of Nodes in the scene graph to be DYNAMIC though as it's only StateSet and Drawable that areused in in the draw traversal. Robert. On 17 September 2012 19:08, Randall Hand randall.h...@gmail.com wrote: I've got a pretty decent little OpenSceneGraph system going, but I'm having problems getting it to work multithreaded. If I set Code: viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded ); then everything works fine, but if I enable any method of multithreading then I get strange flickering in my scene that in my best guesses seems to be related to Culling operations gone awry. I have a very simple scene (1 OBJ model loaded from disk, 3 times), but 4 graphics contexts across 4 windows (I have 2 main windows that are rendering to textures, then 4 other windows all displaying the textures in screen-aligned quads). The end result is 7 cameras (the 2 Slaves to do the two renders, 2 slaves to show the Color textures, 2 slaves to do the Depth buffers, and one other attached to the Viewer as the Master.). ... Thank you! Cheers, Randall -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50155#50155 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to select or pick an object in OSG, in file .osg using osgviewer pick.osg?
Hi Kleber, On 18 September 2012 15:12, Kleber Jacome gasnapiro_...@hotmail.com wrote: Yes , I'm using the example 'osgpick' in OSG. But It does'nt found in osgviewer, using the command in console: osgviewer osgpick.osg , 'pick' or 'pickHandle' only works on the application. Osgviewer locks the keyboard and mouse, to use their own movements: osgviewer --help-keys. Is there a way to run 'pick' on Osgviewer? or unlock Osgviewer movements and keys? The osgpick example is an example program found in OpenSceneGraph/examples/osgpick/osgpick.cpp, it's not data that you'd load into osgviewer. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setColorArray is slow on large model
Hi Tina, Setting the colour array on an osg::Geometry should be quick and shouldn't normally make rendering slow. The fact you are finding this suggests that perhaps you are setting up osg::Geometry to render with OpenGL slow paths so as using indices arrays or per primitive bindings - these are a deprecated. I would suggest you take a step back and try to work out why you are getting slower performance. We can't help you too much without more information about what the bottlenecks are and what performance you were and are now getting. For instance tells the hardware, OS, OSG version, how you've compiled it (debug vs release), the model stats, the performance stats such as update, cull, draw dispatch and draw GPU times. Robert. On 20 September 2012 21:37, Tina Guo guoyiting1...@gmail.com wrote: Hi, I am trying to change the color of a geometry after I pick it. I use display list, however, when call setColorArray, it takes time to really change the color. I read this post http://forum.openscenegraph.org/viewtopic.php?t=9234 , and setUseDisplayList(false). However, after that, the manipulate of model, rotate, pan...becomes slow, and frame rate drops. I do not know if there's way to change the color of geometry with call setColorArray to avoid calling dirtyDisplayList(). ... Thank you! Cheers, Tina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50225#50225 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgVirtualAssembly Project contain Bullet GImpact Detection Collision
Hi luizy, On 25 September 2012 01:42, GL 524582...@qq.com wrote: In the osgManipulator::Dragger include file revise the function void dispatch(MotionCommand command) to virtual void dispatch(MotionCommand command) I have just checked in the change of the method dispatch(MotionCommand command) to virtual into svn/trunk. Good luck with your project, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Depth buffer questions
Hi Is the image that you attach to camera have same dimensions as camera viewport? May be you rendering only small part of picture to your image ( like small piece of sky ) Cheers, Sergey. 17.09.2012, 17:09, Andrey Shvartsman ashvarts...@dcscorp.com: Thanks, hybr. But I still do not know why the values in the image attached to the depth buffer are the same in every single array cell, when I would expect to see a lot of variance between the top and bottom portions of the image, given that the top portion would be covering the sky, and the bottom half is covering the terrain. And can anyone comment on the approach itself vs using ray-tracing for emulating a lidar-like sensor? Thank you! Andrey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50136#50136 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Invert scene graph
Stéphane Bonardi wrote on 2012-09-19: Since my overall setup is a bit complicated, I'm going to use here a simplified version to explain what I'm trying to achieve. Imagine that I try to create and animate a robotic arm with three degrees of freedom (articulations): I create a scene graph composed of a root node (osg::Group, called G, the basis of the arm) and three PositionAttitudeTransforms (P1,P2, and P3) corresponding to the articulations. The parenting relationship between those elements are the following: G is parent of (ipo) P1, P1 ipo P2 and P2 ipo P3. To each of those PositionAttitudeTransforms (PAT) I attached a node (osg::Node, called N1, N2, and N3 respectively) representing the physical model of the moving parts (loaded from stl files). So far everything is working perfectly and when moving the arm using a KeyboardEventHandler to move the different degrees of freedom the children of the articulations are moving accordingly. The particularity of the arm is that it can attached to the environment using its end effector (here N3) and detached its first articulation from the basis (N1 from G). I would like to be able to replicate such a behaviour meaning having alternatively G ipo P1 ipo P2 ipo P3 and G ipo P3 ipo P2 ipo P1. I would like to control the arm with the same events than before the disconnection: when I move P3, both P2 and P1 should be moving with the correct setting for the pivot points and positions. I already tried two options: - use the removeChild function to dynamically recreate the scene graph: the main problem is that it seems that the information regarding the PAT (both the position and the pivot point) are then incorrect. My guess was that those information are relative to the parent node but I didn't know how to correctly modify them afterwards. - having two different PAT for each node (like having a forward kinematic chain and a backward one): I did not think it was a good idea at the time so I quickly dropped the idea (I remembered obtaining two copies of each node displayed). My question would be the following: what would be the correct way to simulate such a behaviour, considering that there would be a succession of connection and disconnection (P1 and P3 being connected to the root alternatively)? Hi Stéphane, I think if you invert the matrices when you are doing backward kinematics, you can keep the same scenegraph structure. For example, when the end effector is attached, you have the transform from P3 to P2 but you have P2 ipo P2, so the inverse of the transform you have is what you should set the PAT transform to. Hope this helps, -- Bryan Thrall Principal Software Engineer FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer takes over my standard input
Hello, This problem occurs when I run the code on an old machine with intel core 2 duo,Nvidia quadro FX 580, 4gb ram, OS=Slackware. If I run this code on another machine with Intel i7-3770, AMD Radeon 7800 series (2gb), 12gb ram, OS=Red Hat then the code runs just fine. Do you have any ideas as to why this older hardware does not handle this code properly? Using standard input is a bit unusual for a rendering application, might I suggest you just read the keyboard input from the actual rendering window itself? Unfortunately this is not an option. I'm writing a test framework which depends on input from the console. Kind Regards Christoffer -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50279#50279 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer takes over my standard input
Hi Christoffer, On 25 September 2012 12:39, Christoffer Pettersson hoffe...@hotmail.com wrote: This problem occurs when I run the code on an old machine with intel core 2 duo,Nvidia quadro FX 580, 4gb ram, OS=Slackware. If I run this code on another machine with Intel i7-3770, AMD Radeon 7800 series (2gb), 12gb ram, OS=Red Hat then the code runs just fine. Do you have any ideas as to why this older hardware does not handle this code properly? As I mentioned in my previous email handling of cin won't be releated to the OSG itself, and I'd go further and say it will not have anything to do with the hardware and drivers as well. This will be compiler or terminal interaction. I'll also state, write a proper gui. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Windows 7 64Bit OSG
We have had OSG embedded in our application for some time now. Our current version is 2.8.1. We had been running on Windows XP Pro until recently when we installed our application on a Windows 7 laptop (32Bit). There were a few very minor glitches that we corrected. More recently we installed on a Windows 7 desktop (64Bit). The library DLL that we build on top of OSG fails to load. We get the infamous error An attempt was made to load a program with an incorrect format. Any help would be much appreciated. Are you trying to call 32-bit OSG from a 64-bit compiled app? You don't really say. Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50188#50188 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer takes over my standard input
hmm ok. I tried the code on another computer with specifications between the two computers mentioned before. This one running Slackware as well. And the code ran fine on this one. Theyre using the same terminal and as far as I know they also use the same compiler. As I mentioned before, Writing a proper gui is not an option. The framework needs to be controlled from the terminal. Kind Regards Christoffer -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50285#50285 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer takes over my standard input
On 09/25/2012 12:04 PM, Christoffer Pettersson wrote: hmm ok. I tried the code on another computer with specifications between the two computers mentioned before. This one running Slackware as well. And the code ran fine on this one. Theyre using the same terminal and as far as I know they also use the same compiler. As I mentioned before, Writing a proper gui is not an option. The framework needs to be controlled from the terminal. Hi, Christoffer, As Robert has hinted at, the OSG isn't really designed to be used from the command line, and as such, it doesn't provide any interfaces to do so. That usage model is rather antiquated and graphical interfaces are by far the norm these days. As luck would have it, however, I recently implemented a tool that was also required to be console-driven. The easiest way to handle it is to use a separate thread to wait for and read your input (this way, stdin can block as usual while waiting for a command, while the main viewer threads can proceed merrily on their way). I'll send you my console app (off-list), so you can have an example to follow. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer takes over my standard input
Maybe would be easier to do a client-server approach to give orders to the renderer (server) and that the client program would hear the terminal orders. 2012/9/25 Jason Daly jd...@ist.ucf.edu On 09/25/2012 12:04 PM, Christoffer Pettersson wrote: hmm ok. I tried the code on another computer with specifications between the two computers mentioned before. This one running Slackware as well. And the code ran fine on this one. Theyre using the same terminal and as far as I know they also use the same compiler. As I mentioned before, Writing a proper gui is not an option. The framework needs to be controlled from the terminal. Hi, Christoffer, As Robert has hinted at, the OSG isn't really designed to be used from the command line, and as such, it doesn't provide any interfaces to do so. That usage model is rather antiquated and graphical interfaces are by far the norm these days. As luck would have it, however, I recently implemented a tool that was also required to be console-driven. The easiest way to handle it is to use a separate thread to wait for and read your input (this way, stdin can block as usual while waiting for a command, while the main viewer threads can proceed merrily on their way). I'll send you my console app (off-list), so you can have an example to follow. --J __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer takes over my standard input
Hi Robert, That is pretty much what I'm doing, just the other way around. The main thread is responsible for handling standard inputs, while the second thread is responsible for handling the renderer. Hi Jorge, That is exactly what I try to mimic using the current design :) I cant add network support at the moment so I need to use the sort of design I have presented. Kind Regards Christoffer -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50290#50290 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer takes over my standard input
On 9/25/2012 5:01 PM, Christoffer Pettersson wrote: Hi Jason, That is pretty much what I'm doing, just the other way around. The main thread is responsible for handling standard inputs, while the second thread is responsible for handling the renderer. I didn't see the code you posted earlier (just looked it up on the forum). I'm a bit confused as to why you're reading from cin in both threads. That is definitely going to cause a problem. You should only be reading from cin in the main thread in your case. I'd expect the viewer thread to be hanging up on that cin call in the run() function on every frame. Another potential issue I saw is that you're not protecting your _nodes vector at all. You could theoretically be trying to add a model to it in the main thread at the same time as you're pulling models off of it in the renderer thread. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer takes over my standard input
The cin in the thread is only there for demonstration purposes. It was used to test the blocking of the cin function. If i write cin in the render thread then the program is halted. If i write it in the main thread it is not halted. The model code is also just for demonstration. That part of the code works. It's essentially just there to recreate the cin problem Kind regards Christoffer -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50292#50292 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer takes over my standard input
On 9/25/2012 5:27 PM, Christoffer Pettersson wrote: The cin in the thread is only there for demonstration purposes. It was used to test the blocking of the cin function. If i write cin in the render thread then the program is halted. If i write it in the main thread it is not halted. The model code is also just for demonstration. That part of the code works. It's essentially just there to recreate the cin problem Maybe I'm missing your point, but that behavior is exactly what I would expect. If you try to read from cin in the same thread that you're using for the OSG rendering, it will block waiting for input every time. As far as I know, there's no way for it to not block. The way to get around this is to read commands from cin in a different thread and store the commands in a buffer, and then process the buffered commands in the render thread between frames. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer takes over my standard input
The cin in the render thread is not supposed to be there. They were just put there to see if they would block or not, which they did. The problem i have is that if i write cin in any other thread than the render thread, then the thread containing the cin command does not block. It jumps over the cin command giving me an empty buffer. This happens on 1 out of the 3 computers i have tested the code on. On the other 2, the cin command succesfully blocks. Kind regards Christoffer -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50294#50294 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer takes over my standard input
On 09/25/2012 05:45 PM, Christoffer Pettersson wrote: The cin in the render thread is not supposed to be there. They were just put there to see if they would block or not, which they did. The problem i have is that if i write cin in any other thread than the render thread, then the thread containing the cin command does not block. It jumps over the cin command giving me an empty buffer. This happens on 1 out of the 3 computers i have tested the code on. On the other 2, the cin command succesfully blocks. Ah, OK, now I understand the problem. Thanks :-) Not sure about your case, but usually when std::cin doesn't block, it means that there's something left to be read from the stream. What happens if you switch to using std::getline() instead? You can then process the entire line of input using a stringstream, and there's no chance a stray \n will get stuck in the stream. It's usually better to process console input in a line-oriented way. Take a look at this question on Stack Overflow: http://stackoverflow.com/questions/11354936/why-doesnt-stdgetline-block --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgVirtualAssembly Project contain Bullet GImpact Detection Collision
Thanks Robert 2012/9/25 Robert Osfield robert.osfi...@gmail.com Hi luizy, On 25 September 2012 01:42, GL 524582...@qq.com wrote: In the osgManipulator::Dragger include file revise the function void dispatch(MotionCommand command) to virtual void dispatch(MotionCommand command) I have just checked in the change of the method dispatch(MotionCommand command) to virtual into svn/trunk. Good luck with your project, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG using OpenGL 3.2 in Mac OS X 10.7 (Lion)
Hi David -- I posted your change #1 to osg-submissions. (To refresh your memory, this is the fix for how OpenGL.h is included by the include/osg/GL header.) With this change, we (at least) have OSG trunk building for GL3 on OSX 10.7. To actually get it running (i.e., support for forward compatible / core profile, vertex array objects, etc), that can be a follow-on submission. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL ES 2 iOS 5.1 Non power of two textures
Hi, I tried to use non power of two textures under iOS 5.1 with OpenGL ES 2 (on Ipad 2) but didn't succeed so far.. Am i missing something ? I'm using this kind of code : texture = new osg::Texture2D(); texture-setImage(0, image); texture-setResizeNonPowerOfTwoHint(false); texture-setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); and then osg::createTexturedQuadGeometry to create my geometry... I'm getting an error : Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..). It seems like the extension GL_APPLE_texture_2D_limited_npot is available on Ipad 2... ? Can someone help me please :) ? Thank you! Cheers, Guillaume EDIT : Nevermind, i thought that the GL_APPLE_texture_2D_limited_npot was available in OpenGL ES 2 but it is only on OpenGL ES 1 for the Ipad. Turning to OpenGL ES 1 is working ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49200#49200 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgconv FileNameList File Path
Hi, I am new to OpenSceneGraph and am creating my own .osg files that I then want to convert to .ive files for use in our application. My .osg file will basically be a list of ProxyNodes to other .ive files. These .ive files can be at different locations. When I convert my working .osg file to .ive it removes the file paths from the files listed in FileNameList ProxyNodes and just outputs the file name. I need to retain the file path. For example, a proxy node in my .osg file could be: ProxyNode { nodeMask 0x ... FileNameList 1 { X102/Y58/L0/R0/102x58_0_0x0.ive } When I use osgconvert to convert the .osg file to .ive the file name will be written with the name only 102x59_0_0x0.ive without the path, so my application can't find the file. So far I have not been able to find a command argument to include the full path. Is there a way to get osgconvert to retain the full path? I appreciate any help. EDIT: I figured it out. I needed the inlineExternalReferencesInIVEFile command line argument. ... Thank you! Cheers, Jason -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50222#50222 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] Forum Problems?
Has anyone experienced problems with the forum in the last week or so? I keep getting a lot of 502 Bad Gateway error messages a lot of the time I try to open posts. Andrey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50289#50289 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mipmapping for downsampling
Hi, I've managed to generate my mipmap via the hardware. But I'm guessing I don't have the good mipmap as the result of my tone mapping is unstable. The screen is brighter in a jerky manner for some position of the camera. As below, how to create my mipmap: Code: osg::ref_ptrosg::Texture2D tex2D = dynamic_castosg::Texture2D*(logAveragedLumTexture.get()); tex2D-setNumMipmapLevels(9); tex2D-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); tex2D-setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR); Then I'm retrieving the values of the smallest mipmap (2x2), by accessing to the LOD level 9 as my texture is 512 by 512 as the beginning: Code: // get last mipmap level as 2x2 texture vec4 lastMipmapLevel; lastMipmapLevel.x = textureLod(logAveragedLumTexture, vec2(0.25, 0.25), 9.0).r; lastMipmapLevel.y = textureLod(logAveragedLumTexture, vec2(0.75, 0.25), 9.0).r; lastMipmapLevel.z = textureLod(logAveragedLumTexture, vec2(0.25, 0.75), 9.0).r; lastMipmapLevel.w = textureLod(logAveragedLumTexture, vec2(0.75, 0.75), 9.0).r; I'm not sure about the way to access to my mipmap. I've tried other texture coordinates but the results is still unstable. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50295#50295 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] build souces under QT
Hi, first,You should build your osg binary with mingw,so the qt binary can use. the CMake can build the mingw makefile. Thank you! Cheers, Liu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50300#50300 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to get position information
Well I have my application displaying maps. I also believe that I have some DTED data loading. Now I would like to have the lat/long and elevation display in the status bar. My question is how do you get the position information as you move the mouse over the map? I was trying to make my own class derived from osgGA::GUIEventHandler. Before I go off in some direction I thought I would ask. Thanks for any help. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to get position information
On Tue, Sep 25, 2012 at 7:26 PM, Michael W. Hall hal...@att.net wrote: Well I have my application displaying maps. I also believe that I have some DTED data loading. Now I would like to have the lat/long and elevation display in the status bar. My question is how do you get the position information as you move the mouse over the map? I was trying to make my own class derived from osgGA::GUIEventHandler. Before I go off in some direction I thought I would ask. If you're not using osgEarth for this, you're doing it the hard way. Thanks for any help. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org