[osg-users] osg support gocad file format?

2014-04-09 Thread wh_xiexing

hi  friends:

osg support  gocad file format? or is there a plugin like DB_gocad ? 

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[osg-users] Test Mail

2014-04-09 Thread Sonya Blade
This is the test mail, sorry for inconvenience,
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Re: [osg-users] osg support gocad file format?

2014-04-09 Thread Sebastian Messerschmidt

Hi xiexing? wh?
can you please supply a complete name, so we can address you correctly?

Also please open a new topic (don't use the answer functionality of 
your mail client), else your question is easily overlooked.


Regarding your question:
There seems to be no plugin to handle gocad files right now. But there 
is some documentation on the internet [1]
which indicate that the ASCII-format of gocad should be relatively easy 
to implement for at least some of the primitives.
So if you really need the format you can go ahead and write it. If you 
need help how to do this, I recommend looking at some plugin like obj 
which is fairly lightweight and easy to comprehend.


cheers
Sebastian


hi  friends:
osg support  gocad file format? or is there a plugin like DB_gocad ?
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Re: [osg-users] Test Mail

2014-04-09 Thread Robert Osfield
On 9 April 2014 07:22, Sonya Blade sonyablade2...@hotmail.com wrote:

 This is the test mail, sorry for inconvenience,


Email works :-)
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Re: [osg-users] Test Mail

2014-04-09 Thread Sonya Blade
Yes,
Users should be notified about the fact that mailing list is more active than 
the forum in OSG, AFAIU there is automatic method which transfers mails posted 
in mail-lists to forum, but reverse mechanism is not possible so most of the 
posts posted in forum are unnoticed by community or are in pending status 
topic waiting approval for couple of days by moderator.
Regards,
Date: Wed, 9 Apr 2014 09:24:53 +0100
From: robert.osfi...@gmail.com
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Test Mail

On 9 April 2014 07:22, Sonya Blade sonyablade2...@hotmail.com wrote:




This is the test mail, sorry for inconvenience,
Email works :-)

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[osg-users] Definding against aggressive domain aquisitions

2014-04-09 Thread Robert Osfield
Hi All,

I have been contacted by the manager of auditing department at
http://hk-ip.org/ about a company, Ross Investments, that is
attempting to purchase openscenegraph.* domains.  I have never heard
of Ross Investments before, so I can only presume that they feel they
can make a profit from redirect OpenSceneGraph traffic or gambling on
being able to extort an even high price for the domains.

I ask how much the domains were are the costs are:

Below are the annual domain registration fees of these domains.
openscenegraph.cn 44 USD / Year
openscenegraph.com.cn 44 USD / Year
openscenegraph.com.hk 87 USD / Year
openscenegraph.hk87 USD / Year
openscenegraph.com.tw 84 USD / Year


All of these are way more expensive than I pay for openscenegraph.org
and openscenegraph.com. The only additional value to the
OpenSceneGraph project of any of these domains would be if a local
community wanted to use them for a local language forum/website.  For
the core OpenSceneGraph project purchasing them would be purely
defensive.

I raise this issue as adding an extra costs that is more than I
currently pay for hosting and domains just isn't viable.  Where does
one stop in being defensive?  There are so many new domain extensions
popping up that it's impossible to buy them all up.

Thoughts?
Robert.
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Re: [osg-users] Definding against aggressive domain aquisitions

2014-04-09 Thread Alberto Luaces
Robert Osfield writes:

 I raise this issue as adding an extra costs that is more than I
 currently pay for hosting and domains just isn't viable.  Where does
 one stop in being defensive?  There are so many new domain extensions
 popping up that it's impossible to buy them all up.

Indeed, whatever is not pure .com or .org is always preceived as
secondary, so IMHO it's not a real danger.

Take into consideration that anybody can register any OSG-related
domain, as osg-tricks.com or osg-official.org, but just the traffic
size from the real site will keep them down in the crawler results.

-- 
Alberto

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Re: [osg-users] Test Mail

2014-04-09 Thread Robert Osfield
Hi Sonya,

On 9 April 2014 09:46, Sonya Blade sonyablade2...@hotmail.com wrote:
 Users should be notified about the fact that mailing list is more active
 than the forum in OSG, AFAIU there is automatic method which transfers mails
 posted in mail-lists to forum, but reverse mechanism is not possible so most
 of the posts posted in forum are unnoticed by community or are in pending
 status topic waiting approval for couple of days by moderator.

The mailing list and forum are coupled, so posts to the mailing appear
on the forum and visa-versa, it's not really a case of the mailing
list being more active, just less hurdles to getting going.

The problem with forum moderators is an issue that is unfortunate.  I
am responsible for the mailing list side, but not the forum.  We have
discussed this issue an number of times and temporarily we've seen
things improve only to see things slide once more.   It's a topic
we'll need to resolve, but how best to isn't yet clear.

Robert.
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[osg-users] osg 3.2.0 rendering problem vs osg 3.1.2

2014-04-09 Thread alexis pierre
Hi,

I am trying to update a code that was working on 3.1.2. A osg::Node is loaded 
from a stl file using osgDB::readNodeFile. 
The Node is a Group with one Geode with one geometry.
There is a problem with the colors. The only code difference between osg 3.2.0 
and osg 3.1.2 is where I set the colors:


Code:

void Mesh::setColor(osg::Vec4 color) {
#if OSG_VERSION_GREATER_OR_EQUAL(3, 2, 0)
osg::Geometry* geometry = 
meshNode_-asGroup()-getChild(0)-asGeode()-getDrawable(0)-asGeometry();
osg::Vec4Array* colors = new osg::Vec4Array;
colors-push_back(color);
colors-setBinding(osg::Array::BIND_OVERALL);
geometry-setColorArray(colors);
#else
osg::Geometry* geometry = 
this-meshNode_-asGeode()-getDrawable(0)-asGeometry();
osg::Vec4Array* colors = new osg::Vec4Array;
colors-push_back(color);
geometry-setColorArray(colors);
geometry-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE_SET);
#endif

}



The result I get are shown in the pictures attached. Do you have any idea where 
this could come from?

Thank you!

Cheers,
alexis

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[osg-users] [3rdparty] Qt Form integration

2014-04-09 Thread oner elmas
Hi,

I want to ask is there a way to OSG as a widget in Qt form (I mean how can I 
promote OSG header to QWidget to put Qt from and use QT button and the other 
stuff). I try to show some point clouds and make some modification 

Thank you!

Cheers,
oner

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Re: [osg-users] osg 3.2.0 rendering problem vs osg 3.1.2

2014-04-09 Thread Robert Osfield
HI Alexis,

This looks like an issue with your application setting up the viewer
Camera's without initializing the Camera's StateSet to global
defaults.  3.0.x and 3.1.x have a bug where the internal rendering
setup overrides the Camera's StateSet forcing the global defaults so
would hide where this wasn't done correctly so in effect hid this bug
in client applications.

In OSG-3.2.x If you use osgViewer::View(er)'s default Camera it will
by default set the the StateSet global defaults that you can then
override if you wish, but if you apply your own osg::Camera in place
of this it won't have the StateSet's set up with global defaults and
will just what you set it up with, and if you don't provide any then
it'll be just OpenGL defaults which won't enable key things like depth
test.

The simple solution is to reuse the View(er) Camera rather than
replacing it, or if you do replace it call
StateSet::setGlobalDefaults() on the Camera StateSet that you are
applying.

Robert.

On 9 April 2014 08:51, alexis pierre qpe...@bluewin.ch wrote:
 Hi,

 I am trying to update a code that was working on 3.1.2. A osg::Node is loaded 
 from a stl file using osgDB::readNodeFile.
 The Node is a Group with one Geode with one geometry.
 There is a problem with the colors. The only code difference between osg 
 3.2.0 and osg 3.1.2 is where I set the colors:


 Code:

 void Mesh::setColor(osg::Vec4 color) {
 #if OSG_VERSION_GREATER_OR_EQUAL(3, 2, 0)
 osg::Geometry* geometry = 
 meshNode_-asGroup()-getChild(0)-asGeode()-getDrawable(0)-asGeometry();
 osg::Vec4Array* colors = new osg::Vec4Array;
 colors-push_back(color);
 colors-setBinding(osg::Array::BIND_OVERALL);
 geometry-setColorArray(colors);
 #else
 osg::Geometry* geometry = 
 this-meshNode_-asGeode()-getDrawable(0)-asGeometry();
 osg::Vec4Array* colors = new osg::Vec4Array;
 colors-push_back(color);
 geometry-setColorArray(colors);
 geometry-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE_SET);
 #endif

 }



 The result I get are shown in the pictures attached. Do you have any idea 
 where this could come from?

 Thank you!

 Cheers,
 alexis

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[osg-users] Odd Font/Text issue

2014-04-09 Thread Josh Hamell
Hi,

First, thanks for the software.

I'm having an issue with osgText::Text instances being added to my scenegraph.  
I have markers loaded statically from a config file when the application 
begins, and others are populated from a remote simulation.  

With the latter, everything is fine if I use the default/generic font 
(explicitly not set a font for each osgText instance).  If, however, I supply a 
font, many of the markers show up as blank, while others are missing most of 
their characters.

I've debugged to check if there are marshalling issues (C#-CLI-OSG), but the 
std::string values being fed into setText are appropriate.  These are being set 
through an UpdateCallback.  Assigned DYNAMIC variance on all mutable scenegraph 
components.

Does anyone have debugging suggestions?

Thank you!

Cheers,
Josh

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[osg-users] 'osgwidgetbox' example can not work in HORIZONTAL_SPLIT stereo mode with OSG3.2.0 or higher

2014-04-09 Thread Junjie Xue
Hi,

'osgwidgetbox' example can not work in HORIZONTAL_SPLIT stereo mode with 
OSG3.2.0 or higher. The widgets box can not respose to mouse movement. I test 
it with OSG3.0.1 and it works well.

I don't know what changes between OSG3.0.1 and OSG3.2.0 have lead to this 
problem. My project must use some new feature braught by OSG3.2.0. So is there 
any suggestion to make it work well with OSG3.2.0?

Thank you!

Cheers,
Junjie

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Re: [osg-users] Uniform Matrix arrays for shaders

2014-04-09 Thread Jaime
And how can you update it??

I am trying to id tiwh ModelViewMatrix and ModelViewPerspectiveMatrix and I 
can't.

Thank you!

Cheers,
Jaime

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[osg-users] Matrix uniforms glsl

2014-04-09 Thread Jaime
Hi,

I want to use matrix uniforms with GLSL shaders.

I want to use MVM (modelview matrix) , MVP (modelviewprojection matrix) and 
NormalMatrix.

How can I update it?

Thank you!

Cheers,
Jaime

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Re: [osg-users] Android osgPlugins

2014-04-09 Thread Mike Strean
Greetings! Nathan - were you ever able to resolve this? I am getting the same 
error with the GLES2 example and _think_ I have compiled osg for Android 
correctly in static mode. 

Thanks!


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[osg-users] Why isn't OSG popular and used?

2014-04-09 Thread Jaime
First of all, I wanna to introduce me because it is my first post in the forum. 
Hello everybody :)

I have been learning and using OSG for 6 months, and I am very surprised with 
it. I think it has a lot of power, specially with the future about OpenGL.

So, I have a question. As I salid in the subject...why is not OSG popular and 
used?? If I look for information, there are not so much. Also, all the info is 
very very old.

What do you think about it? Do you think that OSG has a potential power future, 
specially with video games?

Thanks for your answers!

Cheers,
Jaime

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[osg-users] render main scene and 2d menu in single RTT

2014-04-09 Thread Anton
Good day!
1) I want to draw the MAIN SCENE to RTT, then render 2D ORTHO MENU to RTT, and 
then withdraw the post process. But I see only 2D ORTHO MENU (cow.osgt - MAIN 
SCENE, cessnafire.osgt - 2D ORTHO MENU):
[Image: 
http://i.piccy.info/i9/648a1267f5efda76d6e669b60f628234/1395578789/45342/492111/second.jpg
 ]
If I do not create 2D ORTHO MENU and draw only the MAIN SCENE, then everything 
works fine. You see:
[Image: 
http://i.piccy.info/i9/10bc45e93e8d35b10e52db0d7380466e/1395578661/46732/492111/first.jpg
 ]
The problem is to draw the MAIN SCENE and the 2D ORTHO MENU into one single 
RTT! What am I doing wrong?

If I render MAIN SCENE and 2D ORTHO MENU in separate RTT and combine two RTT in 
post processing - its working, but it is wrong way.

Main logic (I don't use tab, because I see strange symbols...):

Code:
int main(int argc, char** argv)
{
osg::ArgumentParser arguments(argc,argv);
osgViewer::Viewer viewer(arguments);

unsigned int width,height;
get_width_height(width,height);

osg::ref_ptrosg::GraphicsContext gc = create_gc(width,height);
configure_main_camera(viewer.getCamera(),gc,width,height);

osg::ref_ptrosg::Node scene_node = osgDB::readNodeFile(cow.osgt);
osg::ref_ptrosg::Node hud_node = load_menu_model(width,height);

/// 1) create render target
osg::ref_ptrosg::Texture2D rtt = create_rtt_texture(width,height);

/// 2) create camera to render main scene
osg::ref_ptrosg::Camera scene_camera = create_scene_camera(gc,rtt);

/// 3) create camera to render ortho 2d hud
osg::ref_ptrosg::Camera hud_camera = create_hud_camera(gc,rtt);
hud_camera-addChild(hud_node);

/// 4) create post processing quad and camera
osg::ref_ptrosg::Camera post_camera = create_post_camera(gc);
osg::ref_ptrosg::Geode post_quad = create_post_quad();
post_camera-addChild(post_quad);
post_camera-setViewport(new osg::Viewport(0,0,width*0.5f,height*0.5f));

/// 5) connect post processing shader
connect_shader(post_quad,post_camera,rtt);

/// 6) add cameras as slave
viewer.addSlave(scene_camera,true);
viewer.addSlave(hud_camera,false);
viewer.addSlave(post_camera,false);

viewer.setSceneData(scene_node);
return viewer.run();
}



Full code:

Code:
void get_width_height(unsigned int width,unsigned int height)
{
osg::GraphicsContext::WindowingSystemInterface* wsi = 
osg::GraphicsContext::getWindowingSystemInterface();
wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), 
width, height);
width *= 0.5f;
height *= 0.5f;
}
osg::ref_ptrosg::Node load_menu_model(int width, int height)
{
osg::ref_ptrosg::MatrixTransform mt(new osg::MatrixTransform);
osg::Matrix m = osg::Matrix::translate(width/2,height/2,-100);
m.preMult(osg::Matrix::scale(10,10,10));
mt-setMatrix(m);
mt-addChild(osgDB::readNodeFile(cessnafire.osgt));
osg::StateSet* stateset = mt-getOrCreateStateSet();

stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
return mt;
}
osg::Matrix projection_matrix(float aspect)
{
return osg::Matrix::perspective(60.f,aspect,1.f,1000.f);
}
osg::ref_ptrosg::GraphicsContext create_gc(int width, int height)
{
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;
traits-windowDecoration = true;
traits-x = 0;
traits-y = 0;
traits-width = width;
traits-height = height;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-sampleBuffers = true;
traits-samples = 4;
traits-vsync = true;
return osg::GraphicsContext::createGraphicsContext(traits);
}
osg::ref_ptrosg::Texture2D create_rtt_texture(int width, int height)
{
osg::ref_ptrosg::Texture2D tex(new osg::Texture2D);
tex-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
tex-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
tex-setTextureSize(width,height);
tex-setInternalFormat(GL_RGBA);
return tex;
}
osg::ref_ptrosg::Camera create_scene_camera(osg::GraphicsContext* 
gc,osg::Texture2D* tex)
{
osg::ref_ptrosg::Camera camera(new osg::Camera);
camera-setGraphicsContext(gc);
camera-setRenderOrder(osg::Camera::PRE_RENDER);
camera-setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
camera-setReferenceFrame(osg::Camera::RELATIVE_RF);
camera-setViewport(0,0,tex-getTextureWidth(),tex-getTextureHeight());
camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera-attach(osg::Camera::COLOR_BUFFER,tex,0,0,false,4,4);
camera-setClearColor(osg::Vec4(0.4,0.4,0.4,1));
return camera;
}
osg::ref_ptrosg::Camera create_hud_camera(osg::GraphicsContext* 
gc,osg::Texture2D* tex)
{
osg::ref_ptrosg::Camera camera(new osg::Camera);
camera-setGraphicsContext(gc);
camera-setRenderOrder(osg::Camera::PRE_RENDER);

Re: [osg-users] render main scene and 2d menu in single RTT

2014-04-09 Thread Anton
What you think?

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[osg-users] Not able to access http://www.openscenegraph.org/

2014-04-09 Thread Norm Goldstein
Hi,
Starting a few days ago, I am not able to access

Code:
 www dot openscenegraph dot org 


using either Firefox or Chrome.  I get the message


 
 Forbidden
 
 You don't have permission to access / on this server.
 
 Additionally, a 403 Forbidden error was encountered while trying to use an 
 ErrorDocument to handle the request.
 

Thank you!

Cheers,
Norm[/code]

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[osg-users] Couple of quest about Offset Polygon, Composite Viewer in window, license

2014-04-09 Thread Sonya
Hi,

I've got couple of questions in my mind I would be very glad if anyone can 
answer them.

*How to achieve the effect of showing the edges of shapes along with rendered 
surface. So the edges becomes more emphasized and visible. The effect is 
similar to those which we get in rendering applications with features 
edges+rendered in Blender3D, 3DMax etc.. apps?
*I do have a composite viewer example source (front, top, side, perspective) 
and I'm trying to figure out on how to put all this in a window, 
SetUpViewInWindow doesn't work in my case?
*Is there any limitations on using OSG in commercial applications with 
disclosure, but my proprietary code will be   in closed form?

Thank you!

Cheers,
Sonya

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Re: [osg-users] render main scene and 2d menu in single RTT

2014-04-09 Thread Anton
Good day!
What about my question? What you think?

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[osg-users] Scrolling a texture in runtime

2014-04-09 Thread Ahmed Essam
Hi,
I am currently developing a Head Up Display (HUD) for my application. My target 
right now is to load a part of image as a texture that will be the altitude 
indicator. I know how it works but I want to implement it using OSG :D.
An image will contain the whole altitude scale ( i.e. from 0 to 1ft for 
example ), and depending on the current altitude of the plane, just a part of 
the image will be rendered in the scene and it shall scroll up and down when 
the altitude reading changes. 
... 

Thank you!

Cheers,
Ahmed

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[osg-users] FBO - Write to texture array using sampleBuffer

2014-04-09 Thread paul cooper
Hi all,

I would like to use shaders - especially a sampleBuffer to write to a floating 
point texture containing data. Do I have to setup an FBO and attach it to a 
camera? Is there another way to write to a buffer using shaders besides using 
an FBO?

Regards

Paul

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[osg-users] Geometry shader results in OGL error in OSG 3.2

2014-04-09 Thread Paulo Maciel
Hello,

First time posting.

We developed an OSG based viewer using OSG 3.0.1.  Recently, I upgraded to 
using OSG 3.2.  We have a geometry shader that implements a billboard for 
trees.  Even though I can still see the trees, they are no longer aligned with 
the line of sight (i.e. don't rotate to align normal with los).  OSG does issue 
a warning when it renders with this geometry shader: OGL error is 1282 (i.e. 
generic INVALID operation error).  

Now nothing in our code has changed before I upgraded to OSG 3.2.  I did notice 
that the offending call seems to be EmitVertex(), since if I omit that from the 
shader, I don't get the 1282 error, but obviously no billboards either.

Would anybody in this forum be able to provide some hints on how I can fix this 
issue?  May be something that needs to be done differently when using OSG 3.2?

Thanks in advance,

Paulo

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Re: [osg-users] Applying shaders or other effects within a shaped region.

2014-04-09 Thread Josh Sutterfield
Hi,

I am looking for some guidance to the right doc or example, or even just a hint 
or a few classes to look closely at.

Essentially I want to create a piece of geometry that applies effects to any 
part of a node in its interior. 

What I would be modelling is a camera's field of view, so it will be a 4-sided 
frustum extending out (not unlike the osgthirdpersonview example). 

All surfaces that intersect should be painted in some fashion not unlike a 
strong light source would do. In fact I at first thought a light source might 
be desirable but it seems like I am limited to 8 of those, and I have not seen 
any way to light up the whole path (and not just the surfaces it hits) so it 
highlights the whole field of view.

So I think semi-transparent frustum will do the trick, but I am wondering how I 
can apply a shader to only the parts of other nodes that intersect with it? In 
terms of the scene graph the nodes may not be anywhere near each other, but I 
want to shade their overlap.

Typically these areas will not be animated although it'd be nice to have the 
option.

I have looked also at the osgclip example since this seemed promising - but 
this example uses two copies of the model, with one being clipped out. Meaning 
that the ClipNode could not easily be moved around the scene unless it carried 
a full duplicate (with shaders applied) of the entire graph. Is this the 
best/only approach? Maybe it is not as much of a chore or not as expensive as 
it seems?

I am new to 3d graphics in general but can accept a fairly technical 
description since I've been perusing the source code a while now and understand 
the mathematics of it fairly well.

Thanks,
Josh Sutterfield

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[osg-users] [vpb] Looks like that VPB data can not be properly run on Android.

2014-04-09 Thread Larry Chow
Hi,everyone.
I produced some VPB data on windows and want to emerge it on Samsung 
noteIII.The App which i run the VPB data is OSGAndroidExampleGles2.Now the 
problem is that the only terrain emerge on the phone is which i read from the 
SDCARD.But It never show more details when i zoom in the viewer.I want to 
confirm that whether program know where to query the path of sourcefile on 
Android.Maybe someone encountered tha same problem and know how to fix it.
I would appreciate your early reply. 

Thank you!

Cheers,
ZL

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[osg-users] [vpb] Windows and weird error messages

2014-04-09 Thread Keith Steiger
I needed to get VPB working on Windows (Visual Studio 2010), and I ran into a 
bizarre compiler error that I'm sure you've heard about before:

std::basic_ofstreamchar,struct std::char_traitschar ::`vbase 
destructor'(void) (??_D?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAEXXZ) 
already defined in SpatialProperties.obj

I found, surprisingly enough, that giving vpb::LogFile an empty destructor made 
the error go away.  Would it be possible to add an empty destructor to the 
master copy of the source code?  I can't see how it would hurt other OSes

Keith Steiger
(who doesn't know how Subversion does the equivalent of a pull request)

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[osg-users] [vpb] VPB cannot dispatch task files dynamicly on android

2014-04-09 Thread Larry Chow
Hi,everyone.
I had a project which need emerging VPB data on android.now,i can show the 
Texture of VPB data(through changing the format of images),but i found that the 
terrain showing on the phone which can never dispatch files(the ives) dynamicly 
when i change the angle of view.The phone always shows the file which i read 
from the sdcard.Didn't the VPB know the Path index on the android plateform,or 
some other reasons?
I would be apreciated it if someone can help!

... 


Thank you!

Cheers,
ZL

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[osg-users] [forum] Change the position and rotation angle of the camera

2014-04-09 Thread ying song
Hi,

I draw a box using addDrawable. Then I want to change the position and rotation 
angle of the camera  by:

viewer-getCamera()-setViewMatrix(cameraTranslationMatrix);

But actually it makes no change to the camera. The cube is still in the center 
of the screen after run the scene.

I also tried to update the frame by using the following code, but also failed:

while(!viewer-done()) 
{ 
viewer-getCamera()-setViewMatrixAsLookAt(eye,center,up);
viewer-frame(); 
} 


Would anyone tell me what could I do to move the camera?

Thank you!

Cheers,
Becky

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Re: [osg-users] Why isn't OSG popular and used?

2014-04-09 Thread michael kapelko
Hi.

I was asking the same question some time ago:
http://forum.openscenegraph.org/viewtopic.php?t=10308



2014-04-01 17:34 GMT+07:00 Jaime xatp...@hotmail.com:

 First of all, I wanna to introduce me because it is my first post in the
 forum. Hello everybody :)

 I have been learning and using OSG for 6 months, and I am very surprised
 with it. I think it has a lot of power, specially with the future about
 OpenGL.

 So, I have a question. As I salid in the subject...why is not OSG popular
 and used?? If I look for information, there are not so much. Also, all the
 info is very very old.

 What do you think about it? Do you think that OSG has a potential power
 future, specially with video games?

 Thanks for your answers!

 Cheers,
 Jaime

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Re: [osg-users] osg 3.2.0 rendering problem vs osg 3.1.2

2014-04-09 Thread alexis pierre
Hi,

I saw this issue while reading the forum. I don't use a custom camera. Even if 
I try to call setGlobalDefaults() I still get the same problem.

Here is my code:



Code:

//Creating the viewer
osgViewer::Viewer viewer;

viewer.setUpViewInWindow(200, 200, 800, 600);

osg::ref_ptrKeyboardHandler keyboardEvent(new KeyboardHandler());

viewer.addEventHandler(keyboardEvent.get());

// Camera
osg::ref_ptrosg::Camera camera = viewer.getCamera();

//Tried With or Without this line
camera-getOrCreateStateSet()-setGlobalDefaults();

viewer.setSceneData(root.get());

viewer.realize();

if (!viewer.getCameraManipulator()
 viewer.getCamera()-getAllowEventFocus()) {
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
}

viewer.setReleaseContextAtEndOfFrameHint(false);





Thank you!

Cheers,
alexis

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Re: [osg-users] osg 3.2.0 rendering problem vs osg 3.1.2

2014-04-09 Thread michael kapelko
Hi.
I was getting similar result when I was using custom camera. The revision
that introduced the change in SVN was 13604 (July 2 2013), version 3.1.9 or
3.1.10.
If these versions don't break rendering for you, you should simply hunt the
necessary revision in SVN. That's what I did.


2014-04-09 18:43 GMT+07:00 alexis pierre osgfo...@tevs.eu:

 Hi,

 I saw this issue while reading the forum. I don't use a custom camera.
 Even if I try to call setGlobalDefaults() I still get the same problem.

 Here is my code:



 Code:

 //Creating the viewer
 osgViewer::Viewer viewer;

 viewer.setUpViewInWindow(200, 200, 800, 600);

 osg::ref_ptrKeyboardHandler keyboardEvent(new KeyboardHandler());

 viewer.addEventHandler(keyboardEvent.get());

 // Camera
 osg::ref_ptrosg::Camera camera = viewer.getCamera();

 //Tried With or Without this line
 camera-getOrCreateStateSet()-setGlobalDefaults();

 viewer.setSceneData(root.get());

 viewer.realize();

 if (!viewer.getCameraManipulator()
  viewer.getCamera()-getAllowEventFocus()) {
 viewer.setCameraManipulator(new
 osgGA::TrackballManipulator());
 }

 viewer.setReleaseContextAtEndOfFrameHint(false);





 Thank you!

 Cheers,
 alexis

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Re: [osg-users] Why isn't OSG popular and used?

2014-04-09 Thread Jan Ciger
On Tue, Apr 1, 2014 at 12:34 PM, Jaime xatp...@hotmail.com wrote:


 So, I have a question. As I salid in the subject...why is not OSG popular
 and used??


I think it depends a lot on the definition of popular and used. OSG can
be found as a part of many professional visualization and simulations
systems, driving big installations. It maybe just isn't as visible, because
it is only one of many parts such installation uses. Also, these are
usually not mass-market projects with millions in marketing and advertising
budgets, so you are not likely to be aware of them unless you are directly
involved, even though the price of such installation can exceed the
development budget of an AAA game title several times ...

If you are looking at game development, this has been answered before - OSG
is not a game engine and while it can be used to build one (e.g. the
Delta3D engine or the Worldviz Vizard toolkit), it is not something people
looking for an integrated engine like Unity or Unreal will typically want
to do. A typical game has a shelf life of 6-12 months, spending months
building your own engine on top of OSG with such rapid turnover is not
likely going to be worth the investment for most people. Also, dedicated
game engines usually come with artwork production pipelines and such - OSG
doesn't have that. While it is not horribly complicated, it is a
significant time investment which pays off only long term. With
Unreal or Unity you get these things as part of the package.

On the other hand, if you need flexibility, because you must adapt to
things like driving a head-mounted display or a full motion flight
simulator, CAVE and such you will want OSG. Many of these things are either
very complicated or outright impossible to do with a typical game engine.

Ogre3D has been mentioned by others, however, Ogre isn't really in the same
ballpark as the big commercial engines like Unreal or even Unity. The
documentation is poor (collecting random code snippets buried in their
forums is not proper documentation, IMO), the tools are basic at best, the
engine itself is fairly dated, with the OpenGL renderer being outright
horrible.



 If I look for information, there are not so much. Also, all the info is
 very very old.


I think the http://www.openscenegraph.com/ has all the documentation you
may ever want and it is fairly current, even if it is old. OSG has a pretty
stable design and most of the core concepts haven't really changed in
years. Some of my old code from 2002-2003 still works even with the current
OSG, perhaps with minor fixes - 10 years later.



 What do you think about it? Do you think that OSG has a potential power
 future, specially with video games?


I think that depends on the game developers. OSG has the bits you would
want to build a very good game engine, but it isn't one out of the box. On
the other hand, if you need a solid foundation that you can rely on and
where you are sure that your middle-ware vendor will not pull the rug from
under you in the long term by a sudden license change, royalties hike or
even discontinuation of the product you are depending on, OSG could be hard
to beat.

Regards,

Jan
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[osg-users] Camera callbacks

2014-04-09 Thread PCJohn
Hi,

I very like the capability of osg::Node to register any number of update, 
event and cull callbacks. This allows for a nice modular approach with each 
module registering callbacks for anything they wish without disturbing others.

I came to a problem that Camera can register just one Initial-,Pre-,Post-, and 
Final-DrawCallback. Surely, I can register my own callback container that 
would call all my registered callback. But that is not compatible with OSG-
registered Callbacks, for instance OcclusionQueryNode would overwrite my 
callback container. Could we possibly make the similar approach for the camera 
as for osg::Node? I can volunteer to make the first iteration for osg-
submissions, if the community and Robert thinks that it is a good idea.


My idea for implementation would be to append
ref_ptrDrawCallback _nestedCallback into the Camera::DrawCallback structure, 
append Camera::add*Callback() and Camera::remove*Callback()
and make Camera::callCallbacks(DrawCallback *cb) with a parameter giving 
pointer to the first DrawCallback of Initial-,Pre-,Post-, and Final-
DrawCallback list.
An alternative would be to let the user call nested callbacks from 
DrawCallback::operator(), but as we would always want (probably) to call all 
the callbacks and never stop in the middle of the work, I personally like the 
first approach more and it is more compatibility-friendly, as users will not 
need to modify their existing callbacks to get the new multi-callback 
capability. But I am ok with any approach.


Do you think it is a good idea?
John

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[osg-users] [osgCompute] osgCompute Questions [or... osgCompute vs. roll my own CUDA in OSG]

2014-04-09 Thread Conan Doyle
Hi,


I need to render a scene to a texture, then process the texture via a
CUDA kernel, then render resulting texture to quad. I see that the
osgRTTDemo in osgCompute seems to do what I need, but I am wondering if
I really need/want to use invest in using osgCompute rather than
implement my own. I am not certain I want to tie my project to another
3rd party project and I also have concerns about osgCompute:

A) Does it supports the latest CUDA (v6RC and eventually 6 production)
and does it suppport some of the newer features found in 6 such as
unified memory.
B) Is osgCompute currently maintained and if so will it continue to be
maintained.

CD 

...


Thank you!

Cheers,
Conan

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[osg-users] How to modify projection matrix from (own) CameraManipulator directly

2014-04-09 Thread Martin Siggel
Hi,

we'd like to implement our own camera manipulator class in order to have
more control of the projection matrix.

What we want to implement is e.g. a zooming function in othografic
projection.
This can only be done by adjusting the FOV of the ortho frustum.

Also, we would like to implement a Grab panning, where a object maintains
under the cursor, while panning the scene (as known from several 2D
programs). Here again, the projection matrix has to be known inside the
camera manipulator in order to sync mouse movements with the appropriate
movements in world coordinates.

What we don't know, how to implement this correctly, since the projection
matrix is updated somewhere automatically by the values of the Manipulator
(position, look-at, up-direction ...)

Do you have some advice?

Cheery,
Martin
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Re: [osg-users] Odd Font/Text issue

2014-04-09 Thread Josh Hamell
An update to the issue since it was first posted.  Sorry, I couldn't edit the 
post while pending for approval.

The strangest thing happened when I started to change the text of those initial 
labels; the displaying osgText instances later loaded only showed characters 
which has already been rendered/loaded/displayed by that first set.  

If I artificially set one osgText instance with all letters a-z, capitals, 
numbers, and symbols, any subsequent osgText drawables I add to the scene show 
up perfectly.  

Thanks,
Josh

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Re: [osg-users] Camera callbacks

2014-04-09 Thread Robert Osfield
Hi John,

Original Node callbacks didn't support multiple callbacks, but I
worked out that I could add the functionality relatively
non-intrusively by nesting callbacks. The key advantage with nesting
is that it enables a callback retain data on the stack within the
local scope of the callback - which makes things easy to implement and
gives you thread safety for free, and enables the callback to take
complete controlling traversal.

Providing similar support for Camera::DrawCallbacks would be possible,
there isn't the same imperative for controlling traversal, but it'd
keep the public Camera API simple - it's complicated enough as it is
so am reluctant to add further API to it.  The alternative would be to
add a list of callbacks, but as you said this would break
compatibility.

Robert.

On 9 April 2014 14:10, PCJohn pec...@fit.vutbr.cz wrote:
 Hi,

 I very like the capability of osg::Node to register any number of update,
 event and cull callbacks. This allows for a nice modular approach with each
 module registering callbacks for anything they wish without disturbing others.

 I came to a problem that Camera can register just one Initial-,Pre-,Post-, and
 Final-DrawCallback. Surely, I can register my own callback container that
 would call all my registered callback. But that is not compatible with OSG-
 registered Callbacks, for instance OcclusionQueryNode would overwrite my
 callback container. Could we possibly make the similar approach for the camera
 as for osg::Node? I can volunteer to make the first iteration for osg-
 submissions, if the community and Robert thinks that it is a good idea.


 My idea for implementation would be to append
 ref_ptrDrawCallback _nestedCallback into the Camera::DrawCallback structure,
 append Camera::add*Callback() and Camera::remove*Callback()
 and make Camera::callCallbacks(DrawCallback *cb) with a parameter giving
 pointer to the first DrawCallback of Initial-,Pre-,Post-, and Final-
 DrawCallback list.
 An alternative would be to let the user call nested callbacks from
 DrawCallback::operator(), but as we would always want (probably) to call all
 the callbacks and never stop in the middle of the work, I personally like the
 first approach more and it is more compatibility-friendly, as users will not
 need to modify their existing callbacks to get the new multi-callback
 capability. But I am ok with any approach.


 Do you think it is a good idea?
 John

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Re: [osg-users] Odd Font/Text issue

2014-04-09 Thread Robert Osfield
HI Josh,

The behaviour sounds pretty odd, the osgText library has been in
existence for quite a while and mostly just works without problems.
The biggest variable is likely to be the OpenGL driver, in particular
some OpenGL drivers haven't implemented texture subloading correctly,
I guess there is chance this is the issue with your system.

What hardware/OS/drivers are you using?  Do examples like osgtext work fine?

If have other hardware/OS/drivers available I would suggest testing on
these to see if it give your any more understanding of the way the
problem manifests itself.

Robert.

Robert.

On 9 April 2014 15:45, Josh Hamell jham...@sift.net wrote:
 An update to the issue since it was first posted.  Sorry, I couldn't edit the 
 post while pending for approval.

 The strangest thing happened when I started to change the text of those 
 initial labels; the displaying osgText instances later loaded only showed 
 characters which has already been rendered/loaded/displayed by that first set.

 If I artificially set one osgText instance with all letters a-z, capitals, 
 numbers, and symbols, any subsequent osgText drawables I add to the scene 
 show up perfectly.

 Thanks,
 Josh

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Re: [osg-users] OSG Android App works on phones, but not on tablets

2014-04-09 Thread Martin Siggel
Hi David,

we played around with android quite successfully. We could even run OSG on
the emulator, even if everyone says that it doesn't work. Most of the
problems come up, when creating the egl surface. Each device is different
and supports different configurations of depth and stencil buffer. So you
might play around with these 16 and 8 values in your code. Try to use

  mview.Init(false, 0, 0)

as a first step.

Also have a look into the NDK GLES examples where they show, how to debug
the EGL configuration.

Cheers,

Martin
Am 09.04.2014 13:22 schrieb David city...@live.com:

 Hi,

 I was trying the OsgAndroid's buillt-in  application OsgSimple, it worked
 great on the Android phones, but the same apk file does hangs up on the
 tablet devices.

 Debugging into it shows that the program hangs at below code line:
 mViewer = new Viewer(this);

 Does any one know how to solve this? Or did you encounter same issue or
 have any suggestions? Thanks.


 Cheers,
 David

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[osg-users] How to change content in HUD camera dynamically

2014-04-09 Thread Petr Svoboda
Hi,

I'm a bit stucked on one general problem.

I have a HUD camera with which I draw some text from time to time on a screen.
Just like Font-Text-Geode-Camera.

How to change that content in Geode? ( Content = just some text.. )
I tried removeChildren(current Geode) and then addChild( new Geode) but it 
often ends up with segmentation fault.
What is the best way to do it?  Using switch is not an option, because that 
text I want to render is pretty random.

Thank you!

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Re: [osg-users] How to change content in HUD camera dynamically

2014-04-09 Thread Josh Hamell
Hi,

First, make sure the mutable elements of your scene are assigned DYNAMIC 
variance.  Even once your thread of control has returned from the frame() call 
(if that is how you are running this), background threads from traversals may 
still be ongoing.  If you set an element to DYNAMIC, it knows to complete the 
update and event traversals for that node before returning from the frame() 
call.

And after applying the above, if all you are doing is changing the osgText, why 
not use setText() instead of adding/removing the Geode?

Thanks,
Josh

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Re: [osg-users] Odd Font/Text issue

2014-04-09 Thread Josh Hamell
Hi Robert,

Thank you for your response.

I've used OSG a few different projects now, and I agree, this is bizarre.

We're using homogeneous, fairly locked down machines.  All are:
OS: Win 8.1 Pro 64
Card: Quadro K5100M

It seems I can hack it by initially setting a text drawable which contains 
*every* character (or at least the limited ASCII set for now), then setting it 
back to empty, before adding it to the scene graph.  I'm yet unsure whether the 
sufficient piece is to add this for *just* the first drawable, or apply this 
for all added text drawables.  I'll continue to debug.

Running OSG as part of OsgEarth, if that makes a difference.  Our first pass 
was to add raw osg::Geometry, Transforms, Text, Image etc to the scenegraph 
before looking at what the OsgEarth-specific Features/Symbols/Annotations 
offered.

I've tried it both by having the text nodes share the same font instance, or 
each explicitly loading their own (same font name).  Seems to make no 
difference.

Thanks,
Josh

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Re: [osg-users] How to change content in HUD camera dynamically

2014-04-09 Thread Petr Svoboda

jhamell wrote:
 Hi,
 
 First, make sure the mutable elements of your scene are assigned DYNAMIC 
 variance.  Even once your thread of control has returned from the frame() 
 call (if that is how you are running this), background threads from 
 traversals may still be ongoing.  If you set an element to DYNAMIC, it knows 
 to complete the update and event traversals for that node before returning 
 from the frame() call.
 
 And after applying the above, if all you are doing is changing the osgText, 
 why not use setText() instead of adding/removing the Geode?
 
 Thanks,
 Josh


Thank tou so much!

I dont know how could I overlooked setText()...

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Re: [osg-users] OSG Android App works on phones, but not on tablets

2014-04-09 Thread Rafa Gaitan
Hi Martin and David,

Are you talking about osgAndroid's project on gitorious or the examples
inside osg source code?

If it's the osgAndroid project I haven't reviewed the project for some time
since I'm pretty busy on other projects (osg related but for desktop) but
if do you find a better approach for initialize the EGL context, I'd be
glad to merge the changes :).

Cheers,
Rafa.



2014-04-09 19:07 GMT+02:00 Martin Siggel martinsiggel+...@gmail.com:

 Hi David,

 we played around with android quite successfully. We could even run OSG on
 the emulator, even if everyone says that it doesn't work. Most of the
 problems come up, when creating the egl surface. Each device is different
 and supports different configurations of depth and stencil buffer. So you
 might play around with these 16 and 8 values in your code. Try to use

   mview.Init(false, 0, 0)

 as a first step.

 Also have a look into the NDK GLES examples where they show, how to debug
 the EGL configuration.

 Cheers,

 Martin
 Am 09.04.2014 13:22 schrieb David city...@live.com:

 Hi,

 I was trying the OsgAndroid's buillt-in  application OsgSimple, it worked
 great on the Android phones, but the same apk file does hangs up on the
 tablet devices.

 Debugging into it shows that the program hangs at below code line:
 mViewer = new Viewer(this);

 Does any one know how to solve this? Or did you encounter same issue or
 have any suggestions? Thanks.


 Cheers,
 David

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Re: [osg-users] Camera callbacks

2014-04-09 Thread PCJohn
Hi Robert,

 Providing similar support for Camera::DrawCallbacks would be possible,
 there isn't the same imperative for controlling traversal, but it'd
 keep the public Camera API simple - it's complicated enough as it is
 so am reluctant to add further API to it.

Sorry, I am not native English. By the last sentence do you mean that the 
multiple Camera::DrawCallback support must be as simple as possible or that 
you would prefer to not put it into the API?

I am not pushing the things, but it seems that shadow classes are already not 
compatible with OcclusionQueryNode as they both register pre and post draw 
callbacks. And a programmer might want to make his own callbacks for profiling 
reasons, start various OpenGL queries, resize his own custom RenderBuffers used 
for HDR rendering whenever screen window resizes, etc.

My idea was:

struct OSG_EXPORT DrawCallback : virtual public Object
{
DrawCallback() {}
DrawCallback(const DrawCallback,const CopyOp) {}
META_Object(osg, DrawCallback);
virtual void operator () (osg::RenderInfo renderInfo) const;
virtual void operator () (const osg::Camera /*camera*/) const {}

ref_ptrDrawCallback _nestedCallback;
};

inline void addPreDrawCallback(DrawCallback* dc)
{
if (dc != NULL) {
dc-_nestedCallback = _preDrawCallback;
_preDrawCallback = dc;
}
}

inline void removePreDrawCallback(DrawCallback* dc)
{
if (dc != NULL) {
if (dc == _preDrawCallback)
_preDrawCallback = _preDrawCallback-_nestedCallback;
else
{
DrawCallback *c = _preDrawCallback;
while (c) {
if (c-_nestedCallback==dc) {
c-_nestedCallback = c-_nestedCallback-
_nestedCallback;
dc-_nestedCallback = NULL;
return;
}
}
}
}
}

Not sure if it is enough thread-safe. If you think that Initial-,Pre-,Post-,
and Final-DrawCallback functionality has too many methods,
we can make like see bellow, while possibly deprecating some of the current 
methods.

enum DrawCallbackEnum { INITIALIZE_DRAW_CALLBACK = 0,
PRE_DRAW_CALLBACK = 1,
POST_DRAW_CALLBACK = 2,
FINALIZE_DRAW_CALLBACK = 3 };

inline void addPreDrawCallback(DrawCallbackEnum which, DrawCallback* dc)
{
 if( which  4 ) {
 ref_ptrDrawCallback c = _drawCallbacks[which];
 
}
inline void removePreDrawCallback(DrawCallbackEnum which, DrawCallback* 
dc)
{  }

ref_ptrDrawCallback   _drawCallbacks[4]; // this replaces four variables


John



On Wednesday 09 of April 2014 16:16:31 Robert Osfield wrote:
 Hi John,
 
 Original Node callbacks didn't support multiple callbacks, but I
 worked out that I could add the functionality relatively
 non-intrusively by nesting callbacks. The key advantage with nesting
 is that it enables a callback retain data on the stack within the
 local scope of the callback - which makes things easy to implement and
 gives you thread safety for free, and enables the callback to take
 complete controlling traversal.
 
 Providing similar support for Camera::DrawCallbacks would be possible,
 there isn't the same imperative for controlling traversal, but it'd
 keep the public Camera API simple - it's complicated enough as it is
 so am reluctant to add further API to it.  The alternative would be to
 add a list of callbacks, but as you said this would break
 compatibility.
 
 Robert.
 
 On 9 April 2014 14:10, PCJohn pec...@fit.vutbr.cz wrote:
  Hi,
  
  I very like the capability of osg::Node to register any number of update,
  event and cull callbacks. This allows for a nice modular approach with
  each
  module registering callbacks for anything they wish without disturbing
  others.
  
  I came to a problem that Camera can register just one Initial-,Pre-,Post-,
  and Final-DrawCallback. Surely, I can register my own callback
  container that would call all my registered callback. But that is not
  compatible with OSG- registered Callbacks, for instance
  OcclusionQueryNode would overwrite my callback container. Could we
  possibly make the similar approach for the camera as for osg::Node? I can
  volunteer to make the first iteration for osg- submissions, if the
  community and Robert thinks that it is a good idea.
  
  
  My idea for implementation would be to append
  ref_ptrDrawCallback _nestedCallback into the Camera::DrawCallback
  structure, append Camera::add*Callback() and Camera::remove*Callback()
  and make Camera::callCallbacks(DrawCallback *cb) with a parameter giving
  pointer to the first DrawCallback of 

Re: [osg-users] How to modify projection matrix from (own) CameraManipulator directly

2014-04-09 Thread Rafa Gaitan
Hi Martin,

There's a couple of ideas that come to my mind:

1) In the GUIEventHandler, the signature of the handle method is:

handle (const GUIEventAdapter ea, GUIActionAdapter aa, osg::Object *,
osg::NodeVisitor *)

the aa is usually a osgViewer::View, where you can get the camera in
your manipulator doing something like this:

osgViewer::View* v = dynamic_castosgViewer::View*(aa);
if(v) {
   osg::Camera *camera = v-getCamera();
   camera-getProjectionMatrixAsOrtho(...);
   // compute new planes using your current zoom level
   camera-setProjectionMatrixAsOrtho(...);
}

2) Set the viewer's camera to your manipulator in the initialization and
use it in a similar way as the previous solution. Something like this:

MyZoomManipulator* zoomManipulator = new
MyZoomManipulator(viewer.getCamera());
viewer.setCameraManipulator(zoomManipulator);
...

I hope it helps

Regards,
Rafa.



2014-04-09 16:41 GMT+02:00 Martin Siggel martinsiggel+...@gmail.com:

 Hi,

 we'd like to implement our own camera manipulator class in order to have
 more control of the projection matrix.

 What we want to implement is e.g. a zooming function in othografic
 projection.
 This can only be done by adjusting the FOV of the ortho frustum.

 Also, we would like to implement a Grab panning, where a object
 maintains under the cursor, while panning the scene (as known from several
 2D programs). Here again, the projection matrix has to be known inside the
 camera manipulator in order to sync mouse movements with the appropriate
 movements in world coordinates.

 What we don't know, how to implement this correctly, since the projection
 matrix is updated somewhere automatically by the values of the Manipulator
 (position, look-at, up-direction ...)

 Do you have some advice?

 Cheery,
 Martin



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Re: [osg-users] OSG Android App works on phones, but not on tablets

2014-04-09 Thread David
Thanks, Martin! Will have a try!


Martin Siggel wrote:
 Hi David,
 
 we played around with android quite successfully. We could even run OSG on 
 the emulator, even if everyone says that it doesn't work. Most of the 
 problems come up, when creating the egl surface. Each device is different and 
 supports different configurations of depth and stencil buffer. So you might 
 play around with these 16 and 8 values in your code. Try to use 
 
   mview.Init(false, 0, 0) 
 
 as a first step. 
 Also have a look into the NDK GLES examples where they show, how to debug the 
 EGL configuration.
 
 Cheers, 
 Martin Am 09.04.2014 13:22 schrieb David  ():
   Hi,
  
  I was trying the OsgAndroid's buillt-in  application OsgSimple, it worked 
  great on the Android phones, but the same apk file does hangs up on the 
  tablet devices.
  
  Debugging into it shows that the program hangs at below code line:
  mViewer = new Viewer(this);
  
  Does any one know how to solve this? Or did you encounter same issue or 
  have any suggestions? Thanks.
  
  
  Cheers,
  David
  
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Re: [osg-users] OSG Android App works on phones, but not on tablets

2014-04-09 Thread David
Hi Rafael,

I tried the osgAndroid library on gitorious, as well as the examples 
osgAndroidExampleGLES1 in the osg source code. Both apps does not run on the 
Samsung Galaxy Tab.



Rafa Gaitan wrote:
 Hi Martin and David,
 
 Are you talking about osgAndroid's project on gitorious or the examples 
 inside osg source code?
 
 
 If it's the osgAndroid project I haven't reviewed the project for some time 
 since I'm pretty busy on other projects (osg related but for desktop) but if 
 do you find a better approach for initialize the EGL context, I'd be glad to 
 merge the changes :).
 
 
 Cheers,
 Rafa.
  
 
 
 
 2014-04-09 19:07 GMT+02:00 Martin Siggel martinsiggel+ (martinsiggel+):
 
  
  Hi David,
  
  we played around with android quite successfully. We could even run OSG on 
  the emulator, even if everyone says that it doesn't work. Most of the 
  problems come up, when creating the egl surface. Each device is different 
  and supports different configurations of depth and stencil buffer. So you 
  might play around with these 16 and 8 values in your code. Try to use 
  
    mview.Init(false, 0, 0) 
  
  as a first step. 
  Also have a look into the NDK GLES examples where they show, how to debug 
  the EGL configuration.
  
  Cheers, 
  Martin Am 09.04.2014 13:22 schrieb David  ():
 Hi,
   
   I was trying the OsgAndroid's buillt-in  application OsgSimple, it worked 
   great on the Android phones, but the same apk file does hangs up on the 
   tablet devices.
   
   Debugging into it shows that the program hangs at below code line:
   mViewer = new Viewer(this);
   
   Does any one know how to solve this? Or did you encounter same issue or 
   have any suggestions? Thanks.
   
   
   Cheers,
   David
   
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   http://forum.openscenegraph.org/viewtopic.php?p=58679#58679 
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