Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-04 Thread Alistair Baxter
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Shayne Tueller
Sent: 03 April 2013 16:30
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to build OpenSceneGraph for Android in Windows

 I guess if one presents information or a tutorial for building OSG on Android 
 for Windows, 
 it should be complete, accurate, and thorough. It appears that vital 
 information or detail is
 missing in the tutorial regarding the role of the Android NDK or getting it 
 set up in building 
 the OSG in this context.

The original post on this thread was an info-dump of some of our own internal 
documentation which was constructed because we couldn't set up and build osg on 
Android for Windows by ourselves given the information available in the various 
wiki pages and forum threads without recourse to information from elsewhere. 
More information about successful methods people have used for anything in IT 
is always useful, even if your mileage may vary. Midland Valley is an 
independent software company, and we do not take responsibility for the (woeful 
lack of) official documentation on OSG, we were merely trying to help.

In any case, the piece of information I gave you was covered by Nathan's 
disclaimer

This guide assumes you have Eclipse, the Android SDK and NDK installed and set 
up already.

At the beginning of the tutorial. Being able to build the existing NDK examples 
via your chosen build method is a sensible prerequisite before you try to work 
with an incompletely ported thirdparty library like OSG.

Alistair Baxter
Software Engineer

Visit our team on booth 1710 at the AAPG ACE, Pittsburgh, 19th - 22nd May 2013. 

Midland Valley Exploration Ltd.
144 West George Street
Glasgow G2 2HG
United Kingdom
Tel: +44 (0) 141 332 2681
Fax:+44 (0) 141 332 6792
The structural geology experts 


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Re: [osg-users] Explosion Effect removal

2013-04-04 Thread Peter Wraae Marino
Hi,

can see this was posted in 2011... and no reply.

well,... i have the same question? is there a flag we can set or do we really 
need to poll the particle system if it's alive and remove it ourselves?

Thank you!

Cheers,
Peter

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Re: [osg-users] osgParticle restart...

2013-04-04 Thread Peter Wraae Marino
Hi,

I think this is a really good question. Right now I'm just creating new 
instances and I would really like to a have a pool of instances for better 
performance.

I can see this question was asked in 2010... can anyone answer this question?

Thank you!

Cheers,
Peter

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Re: [osg-users] osgParticle restart...

2013-04-04 Thread Sergey Polischuk
Hi Peter

if i understand you correctly:
there are interfaces to control some particle related objects in such a way (to 
be exact - all objects that inherited from ParticleProcessor - emitters and 
particle programs)
all they have methods to get\set startTime, currentTime, endTime and resetTime, 
so they can be configured to repeat their behaviour with some time intervals or 
can be reset manually, or configured to be endless or whatever you want :)

Cheers,
Sergey.

04.04.2013, 12:13, Peter Wraae Marino marino.pe...@gmail.com:
 Hi,

 I think this is a really good question. Right now I'm just creating new 
 instances and I would really like to a have a pool of instances for better 
 performance.

 I can see this question was asked in 2010... can anyone answer this question?

 Thank you!

 Cheers,
 Peter

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 http://forum.openscenegraph.org/viewtopic.php?p=53450#53450

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Re: [osg-users] Explosion Effect removal

2013-04-04 Thread Sebastian Messerschmidt

Hello Peter,

basically you can do it via UpdateCallback.
Therefore simply write a NodeCallback and check if the particles are 
still active like this:


class EffectUpdateCallback: public osg::NodeCallback
{
public:

EffectUpdateCallback(EffectManager effect_manager_ref, const 
EffectDescriptor effect_descriptor)

:NodeCallback()
{
...
}

virtual void operator()( osg::Node *n, osg::NodeVisitor *nv)
{
osgParticle::ParticleEffect* particle = 
dynamic_castosgParticle::ParticleEffect*(n);


if (particle)
{
double frame_time = nv-getFrameStamp()-getSimulationTime();
double end_time = particle-getStartTime() + 
particle-getEmitterDuration() + 
mEffectDescriptor.mDurationAfterParticleDeath;

if (particle-getProgram()-getCurrentTime()  end_time

particle-areAllParticlesDead()
)
{
mrEffectManager.removeEffect(mEffectDescriptor.mParent);
n-setUpdateCallback(NULL);
}
nv-traverse(*n);
}

};

The constructed ParticleEffect then gets the callback:

particleEffect-setUpdateCallback(new EffectUpdateCallback(effect_man, 
effect_descriptor));


In my project I use a custom EffectManager, which holds the effects and 
some meta information in order to manage them properly.
The update callback also yields some additional value, as you can, for 
instance modify the wind influence and query other properties.



hth
Sebastian

Hi,

can see this was posted in 2011... and no reply.

well,... i have the same question? is there a flag we can set or do we really 
need to poll the particle system if it's alive and remove it ourselves?

Thank you!

Cheers,
Peter

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-04 Thread Jordi Torres
Hi Shayne and Allistair,

Maybe the OSG documentation about android is not enough (specially if you
try to build it in windows). But if you have new tutorials or you can
improve the existing ones, don't hesitate to ask for an account to edit
http://openscenegraph.com website. New documentation or tutorials are
really welcome. To maintain the documentation up to date (this includes to
add new docs to compile something) is a work for the whole community. So I
encourage you to get involved and collaborate :).  The rest of the
community will be grateful.


Cheers


2013/4/4 Alistair Baxter alist...@mve.com

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Shayne Tueller
 Sent: 03 April 2013 16:30
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] How to build OpenSceneGraph for Android in Windows

  I guess if one presents information or a tutorial for building OSG on
 Android for Windows,
  it should be complete, accurate, and thorough. It appears that vital
 information or detail is
  missing in the tutorial regarding the role of the Android NDK or getting
 it set up in building
  the OSG in this context.

 The original post on this thread was an info-dump of some of our own
 internal documentation which was constructed because we couldn't set up and
 build osg on Android for Windows by ourselves given the information
 available in the various wiki pages and forum threads without recourse to
 information from elsewhere. More information about successful methods
 people have used for anything in IT is always useful, even if your mileage
 may vary. Midland Valley is an independent software company, and we do not
 take responsibility for the (woeful lack of) official documentation on OSG,
 we were merely trying to help.

 In any case, the piece of information I gave you was covered by Nathan's
 disclaimer

 This guide assumes you have Eclipse, the Android SDK and NDK installed
 and set up already.

 At the beginning of the tutorial. Being able to build the existing NDK
 examples via your chosen build method is a sensible prerequisite before you
 try to work with an incompletely ported thirdparty library like OSG.

 Alistair Baxter
 Software Engineer
 
 Visit our team on booth 1710 at the AAPG ACE, Pittsburgh, 19th - 22nd May
 2013.

 Midland Valley Exploration Ltd.
 144 West George Street
 Glasgow G2 2HG
 United Kingdom
 Tel: +44 (0) 141 332 2681
 Fax:+44 (0) 141 332 6792
 The structural geology experts


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-- 
Jordi Torres Fabra

gvSIG 3D blog
http://gvsig3d.blogspot.com
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Re: [osg-users] Beginning to work with OSG

2013-04-04 Thread Alin Ionascu
Hi Robert,

Thanks for your help. I built the latest version and integrated it in our 
software. It seems that is it working with the tests that I've done so far.

I was wondering if you could help me a little bit with the 64 bit version. I 
have downloaded the files form the repository, not the already built ones. 
After I start CMake I have two options, as far as my understanding goes, for 64 
bit:

   -Visual Studio 10 IA64
   -Visual Studio 10 Win64

What should I choose, knowing that we work on the windows platform. 

After I build the 4 bit version do the dlls have different names compared to 
the 32 bit versions ?
 

... 

Thank you!

Cheers,
Alin

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Re: [osg-users] Beginning to work with OSG

2013-04-04 Thread Sebastian Messerschmidt

Hello Alin,

usually you want to use the Win64 version, the other version is for 
Itanium (i.e. Intel's server architecture).
The names are the same, so simply use another install directory. There 
might be some CMake options to change the suffix though.


cheers
Sebastian


Hi Robert,

Thanks for your help. I built the latest version and integrated it in our 
software. It seems that is it working with the tests that I've done so far.

I was wondering if you could help me a little bit with the 64 bit version. I 
have downloaded the files form the repository, not the already built ones.
After I start CMake I have two options, as far as my understanding goes, for 64 
bit:

-Visual Studio 10 IA64
-Visual Studio 10 Win64

What should I choose, knowing that we work on the windows platform.

After I build the 4 bit version do the dlls have different names compared to 
the 32 bit versions ?
  


...

Thank you!

Cheers,
Alin

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Re: [osg-users] lightmap generated from lightcone geometry

2013-04-04 Thread Sergey Polischuk
Hi

you can do this in a way similar to shadows
for this you can use prebaked texture of light cone shape in section 
perpendicular to axis
knowing cone angle and position you can set up transformation matrix to 
calculate texture coords to mentioned prebaked light spot texture (kind of 
projective texturing) when drawing geometry

i dont know if it is doable with osg::TexMat, osg::TexGen and fixed pipeline 
blending, but surely doable with shaders and uniforms

Cheers.

02.04.2013, 09:59, Daniel Schmid daniel.sch...@swiss-simtec.ch:
 Hi all

 I have a number of modeled lightcones that simulate the illumination area of 
 spotlights in my scene. These lightcones allow me to render lightshafts very 
 nicely.

 Now I want to render the impact of the light on the lit geometry, known as 
 lightmap. imagine a street lamp and the floor area beeing lit.

 I couldn't find any good documentation about rendering lightmaps. An 
 important note, some lights may move, so rendering is on a per frame basis, 
 no pre-baked lightmap.

 Anybody has some more experience?

 Thank you!

 Cheers,
 Daniel

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Re: [osg-users] lightmap generated from lightcone geometry

2013-04-04 Thread Trajce Nikolov NICK
You can also do it in shaders so you get real lighting but then you are
limited (ehm ... well, there are papers for this to have it done proper) to
8 lights I think. Ping me on email, I can send you some sample shaders for
cone lighting or how you call it

Nick


On Thu, Apr 4, 2013 at 2:04 PM, Sergey Polischuk pol...@yandex.ru wrote:

 Hi

 you can do this in a way similar to shadows
 for this you can use prebaked texture of light cone shape in section
 perpendicular to axis
 knowing cone angle and position you can set up transformation matrix to
 calculate texture coords to mentioned prebaked light spot texture (kind of
 projective texturing) when drawing geometry

 i dont know if it is doable with osg::TexMat, osg::TexGen and fixed
 pipeline blending, but surely doable with shaders and uniforms

 Cheers.

 02.04.2013, 09:59, Daniel Schmid daniel.sch...@swiss-simtec.ch:
  Hi all
 
  I have a number of modeled lightcones that simulate the illumination
 area of spotlights in my scene. These lightcones allow me to render
 lightshafts very nicely.
 
  Now I want to render the impact of the light on the lit geometry, known
 as lightmap. imagine a street lamp and the floor area beeing lit.
 
  I couldn't find any good documentation about rendering lightmaps. An
 important note, some lights may move, so rendering is on a per frame basis,
 no pre-baked lightmap.
 
  Anybody has some more experience?
 
  Thank you!
 
  Cheers,
  Daniel
 
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  http://forum.openscenegraph.org/viewtopic.php?p=53406#53406
 
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-04 Thread Jan Ciger
Hello,


On Thu, Apr 4, 2013 at 12:59 AM, Shayne Tueller
shayne.tuel...@hill.af.milwrote:



 I'm aware of that. I actually use both the email list and the forum
 interchangeably. I assumed most people did as well to see the full context
 of discussion. Apparently that is not the case.


Ah, I doubt most people actually read both, as it is redundant and everyone
has their preferred way of reading the discussions. Some prefer the forums,
the old timers who have a lot of info to follow prefer the list.


 For individuals who mainly use the email list, I will try to be more
 explicit in referring back to the forum.


Thanks. It will also help anyone who searches the list archives for answers.



 In answer to your question...no, I'm not referring to another tutorial.
 This was the only one. I tried it out and it didn't work so well (so far).
 I simply asked why and I got answers. Nothing more, nothing less.


Good. I should have asked right away which tutorial were you referring to.


 Hmmm...you must have missed the email list response from Alistair Baxter
 on 4/3/13 @ 2:11am who was addressing my questions in behalf of Nathan
 Collins who is out of town. He apparently saw what I wrote and the context
 that it was written in. He knew what I was talking about...



Indeed, I did miss that exchange - but that could be also due the mailing
list software that created a new thread for the mail with your question. So
I saw it out of context, unfortunately.

 Give that a shot. That tutorial is tried, it does work and is using the
 official (Google supported) way of building applications for Android.
  However, you may still encounter bugs - like the last compilation error
 you had. That is the nature of the beast, because the NDK is quite fast
 moving target and Google is prone to fix one bug and introduce two new ones
 in every release. Furthermore, their documentation for it is pretty much
 non-existent.


 Pretty hard to read documentation that is pretty much non-existent...even
 for a novice...;^)


I meant the OSG documentation (which is quite decent) and the published NDK
docs. The NDK documentation is limited, indeed, but there isn't a lot we
can do about that.

Regards,

Jan
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[osg-users] OSGDisneyland

2013-04-04 Thread John Richardson
Problem: OSGDisneyland library does not exist.

 

This is causing a BIG problem since we cannot show off the new OSG
Disneyland capabilities at the 

 

OSG SIGGRAPH BOF in JULY 2013

 

Birds of a Feather Session Title: Openscenegraph BOF

Date: Wednesday, July 24, 2013

Location: Anaheim Convention Center   

Time: 10:00 - 11:00 AM

Room Name: Room will be provided six weeks prior to conference. 

Room Setup:  Theater

 

Note: Just checking to see if people read such posts.. J

 

Next Note: Will delurk next week with some more details and call for
participation. Anaheim Convention Center  is across the street from
Disneyland..!

 

John F. Richardson



smime.p7s
Description: S/MIME cryptographic signature
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