[osg-users] [vpb] Command line option for inputing X/Y Interval in VPB ??

2017-01-24 Thread Vinoth Rajendran
Hi Community,
   I am generating terrain using VPB from GeoTiff file.. Is there any command 
line option to adjust X/Y interval for HeightField.

I would like to be able to input X/Y interval , so that i get smooth terrain... 
Is it possible... 


Thank you!

Cheers,
Vinoth R

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Re: [osg-users] first attempts with PagedLODs

2017-01-24 Thread David Glenn
Hi,
I assume that you have looked at the virtual Planet builder? That is how I 
learned about how Paged LOD's work. 

If you overlap maps made with VPB, you have to make sure you use the same data 
and even then your going to have some Z fighting that might look odd.


David Glenn
---
D Glenn 3D Computer Graphics Entertainment.
www.dglenn.com

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[osg-users] first attempts with PagedLODs

2017-01-24 Thread Daniel Lazaroff
greetings all,

I've started trying out the DatabasePager with a test model of a small city 
landscape (openflight file) that has been converted into pagedLODs (I'm 
experimenting with load balancing of VRAM usage).
I used the "osgpagedlod.cpp" example to convert and write out the individual 
files (.ive). I'm using OSG 3.2
The individual buildings have discrete LODs and do not have overlapping ranges. 
As I move around the scene using the osgGA::TerrainManipulator, 
they pop in and out of the rendered scene, for a few frames no LOD is 
displayed. (due to the load time from disk of the files most probably)  

Is there something that I can do to alleviate this (tricks or tips)? I could 
try to overlap the ranges, but I read somewhere that this is not suggested.

Thanks for any info. 
Cheers

Daniel

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Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2017-01-24 Thread Robert Osfield
On 24 January 2017 at 16:53, Chris Hanson  wrote:
>   I thought we had checked this a few months ago when I deep-dove into it
> trying to solve this very thing.

I don't recall that we came across any link to godaddy.com at that
point, this only lead I recall we have was the secureserver.net
address that the messages were coming from, but we never had any email
addresses subscribed with secureserver.net so didn't know where to
take it from there.

Robert.
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Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2017-01-24 Thread Chris Hanson
>
> I just checked there is a "supp...@godaddy.com" subscribed but not one
> associated with secureserver,net.
> I have unsubscribed supp...@godaddy.com.
>


  Yay!

  I thought we had checked this a few months ago when I deep-dove into it
trying to solve this very thing.


> The question is who subscribed supp...@godaddy.com?  Do godaddy.com
> have some robot that goes around adding itself to public mailing
> lists?  Someone playing games?  Some kind of scheme to break things?
>

  Also -- if I recall -- doesn't the mailing list use a confirmation step?
How could it have succeeded unless someone at GoDaddy actually followed the
confirm step?

-- 
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Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
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Re: [osg-users] [build] OSG with OpenGL ES 2.0 and Angle

2017-01-24 Thread Alistair Baxter
There are one or two things that need tweaked manually when building for ANGLE 
on Windows, generally just commenting of ifdefing stuff out. I needed to set 
the names of the angle gles libraries linked to by hand in Visual Studio, 
because I couldn't work out how to do that in the cmake configuration.

There are some assumptions in the codebase (unless they've been fixed in recent 
times, it's a while since I tried it) that Windows implies use of wgl. As I 
said in my previous post on the subject ( 
http://forum.openscenegraph.org/viewtopic.php?t=14043= ), you can't 
use the Windows graphicsWindow class, you need to create your OpenGL contexts 
by hand (or, as I did, via Qt) and use GraphicsWindowEmbedded.



From: osg-users [osg-users-boun...@lists.openscenegraph.org] on behalf of 
Andrea Pennarelli [andrea.pere...@edu.unito.it]
Sent: 23 January 2017 16:36
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [build] OSG with OpenGL ES 2.0 and Angle

Hi,

I'm trying to build openscenegraph with OpenGL ES 2.0 and Angle on windows, 
using CMake GUI and Visual Studio 2015. I've setted the CMake variables like 
the page trac.openscenegraph dot org /projects/osg/wiki/Community/OpenGL-ES 
says. I've added the OPENGL_INCLUDE_DIR as explained in the page. I've not 
found the OPENGL_LIBRARY so I added it too. I've setted them to point to the 
Angle's include folder and Angle's libGLESv2.lib and libEGL.lib, but when I 
generate the project Cmake returns an error, and Visual Studio don't compile.
I receive this errors:
'glDepthRangef': identifier not found
'GL_NUM_SHADER_BINARY_FORMATS': undeclared identifier
'GL_SHADER_BINARY_FORMATS': undeclared identifier
'glShaderBinary': identifier not found
'glClearDepthf': identifier not found

I've tried to search other guides to compile in OGL ES 2.0, but I wasn't so 
lucky so I decided to ask in the forum.

The final goal is to compile OSG with Angle to run it on Microsoft's HoloLens.

Thank you!

Cheers,
Andrea

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Re: [osg-users] different result rotating Vec3d for Quat or Matrixd

2017-01-24 Thread Gianni Ambrosio

Trajce Nikolov NICK wrote:
> 
> if you swap the order of the matrix and the vector will you get the same 
> result?
> 

Yes, same result but ...
1) that's pretty counterintuitive: why should I have to change the order to get 
the same result? And unfortunately I guess that's not documented.
2) if I really need to multiply the matrix on the left side then there isn't a 
similar way to get the same transformation with a quaternion since "Vec3d * 
Quat" gives a compile time error.

Regards,
Gianni

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Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2017-01-24 Thread Jan Ciger
On Tue, Jan 24, 2017 at 3:31 PM, Robert Osfield 
wrote:

> The question is who subscribed supp...@godaddy.com?  Do godaddy.com
> have some robot that goes around adding itself to public mailing
> lists?  Someone playing games?  Some kind of scheme to break things?
>


It could have well been even a disgruntled former client - GoDaddy is not
exactly known for the quality of their customer support or good reputation
...

J.
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Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2017-01-24 Thread Robert Osfield
Hi Sebastian,

On 24 January 2017 at 13:53, Sebastian Messerschmidt
 wrote:
> if there is one like: supp...@secureserver.net or supp...@godaddy.com?
>
> Thanks
> "
>
> Since the member list of the mailing-list is not public, Robert needs to
> check if there is some account registered matching the description.

I just checked there is a "supp...@godaddy.com" subscribed but not one
associated with secureserver,net.

I have unsubscribed supp...@godaddy.com.

The question is who subscribed supp...@godaddy.com?  Do godaddy.com
have some robot that goes around adding itself to public mailing
lists?  Someone playing games?  Some kind of scheme to break things?

Robert.
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Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2017-01-24 Thread Jan Ciger
On Tue, Jan 24, 2017 at 2:53 PM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:

>
> Since the member list of the mailing-list is not public, Robert needs to
> check if there is some account registered matching the description.
>
> Cheers
> Sebastian
>
>

Well, considering for how long this is going on already and that the
message is generated for every single post to the list, I would say that
people from secureserver.net or godaddy.com don't really give a flying ..
something about it. Otherwise it would be a 2 minute job to unsubscribe the
offending address from the list for them.

J.
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Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2017-01-24 Thread Sebastian Messerschmidt

Hey,

I just used the abuse form and got this answer from the support:

"
Hi Sebastian,

I’m writing you in regards to the abuse report below that you submitted 
to us.


We’ve had a similar issue with another mailing list and it was caused 
because someone subscribed our ticketing email address to that mailing 
list. Would you be able to check the email addresses on your mailing 
list and see if there is one like: supp...@secureserver.net or 
supp...@godaddy.com?


Thanks
"

Since the member list of the mailing-list is not public, Robert needs to 
check if there is some account registered matching the description.


Cheers
Sebastian



Hey guys,

Digging deeper into this issue, I found in the mail header:

X-Report-Abuse: You can also report abuse here:
 
https://sable.madmimi.com/abuse/new?id=64170.233867.1.89772119f10a5f14edc461729ba36bd9

So I went to that URL and filled out the abuse form, this is what I filled in:

"Unsolicited email is being sent to every mailing list subscriber of the 
osg-users mailing list  whenever they make a post.

It appears as if a certain user has subscribed to the mailing list with a customer 
service mail address that creates new incident IDs for every mail received. Please 
block this user from your service."

There's another form when you google for "secureserver.net abuse", here: 
https://supportcenter.secureserver.net/AbuseReport/Index , so I filled that one out as 
well.

Please everyone who receive this mail fill out the form as well. Hopefully 
that'll make it stop.

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Re: [osg-users] bug: osgText doesn't work on MacOSX GL4.x with VAO

2017-01-24 Thread Sebastian Messerschmidt



Hi Remo

Hi Sebastian

I'm wondering if you have a running osgText on MacOSX Core Profile. Your 
shader-code is not compatible with it. I've written a partial working version 
of this shader. I also found that the Glyph Texture is created with red. But i 
think something is wrong with the texturecoordinates. I don't see any glyph.
I'm not using MacOSX, but I'm running on core profile under Windows and 
the shader seems to work for osgText there.



Code:
uniform sampler2D glyphTexture;
in vec2 texCoord;
out vec4 color;
void main()
{
  color = vertexColor * texture(glyphTexture, texCoord).r;
}


Basically the font should be white and modulated by the vertex color. I 
would have to dive into the implementation to see, why your information 
is in the red-channel. It might very well be, that the osgText is using 
GL_RED or something else which I can access via the .a swizzle in my 
driver.







I'm not sure the code of "Text::drawForegroundText" can work with VAO (It's 
required on MacOSX)
I'm not sure if the VAO path is used on my side. So I can't help you 
with this one.


Cheers
Sebastian


Here you find a draw dump from MacOSX:

[Image: http://forum.openscenegraph.org/files/dump_202.png ]

Cheers,
Remo[/img]

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Re: [osg-users] different result rotating Vec3d for Quat or Matrixd

2017-01-24 Thread Trajce Nikolov NICK
Hi,

> osg::Vec3d localEyeOffset2 = rotationMatrix * eyeOffset;

if you swap the order of the matrix and the vector will you get the same
result?

On Tue, Jan 24, 2017 at 11:25 AM, Gianni Ambrosio 
wrote:

> Hi,
> may be this is a newbie question but I would like to understand the reason
> of this behaviour.
>
> I have to calculate the coordinate of a 3D point wrt a different
> coordinate reference. The new coordinate reference is simply rotated wrt
> the first one. I tried two different implementations with different results.
>
> osg::Vec3d eyeOffset(0.0, 0.0, 300.0);
> osg::Quat rotation(osg::DegreesToRadians(0.0), osg::Z_AXIS,
> osg::DegreesToRadians(0.0),  osg::Y_AXIS, osg::DegreesToRadians(45.0),
> osg::X_AXIS);
> osg::Vec3d localEyeOffset = rotation * eyeOffset;
> osg::Matrixd rotationMatrix(rotation);
> osg::Vec3d localEyeOffset2 = rotationMatrix * eyeOffset;
>
> I expected to have the same result for localEyeOffset and localEyeOffset2,
> while this is what I get:
> localEyeOffset is (0.0, -212.132, 212.132)
> localEyeOffset2 is (0.0, 212.132, 212.132)
>
> Can you explain me why?
>
> Regards,
> Gianni
>
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>
>
>
>
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[osg-users] different result rotating Vec3d for Quat or Matrixd

2017-01-24 Thread Gianni Ambrosio
Hi,
may be this is a newbie question but I would like to understand the reason of 
this behaviour.

I have to calculate the coordinate of a 3D point wrt a different coordinate 
reference. The new coordinate reference is simply rotated wrt the first one. I 
tried two different implementations with different results.

osg::Vec3d eyeOffset(0.0, 0.0, 300.0);
osg::Quat rotation(osg::DegreesToRadians(0.0), osg::Z_AXIS, 
osg::DegreesToRadians(0.0),  osg::Y_AXIS, osg::DegreesToRadians(45.0), 
osg::X_AXIS);
osg::Vec3d localEyeOffset = rotation * eyeOffset;
osg::Matrixd rotationMatrix(rotation);
osg::Vec3d localEyeOffset2 = rotationMatrix * eyeOffset;

I expected to have the same result for localEyeOffset and localEyeOffset2, 
while this is what I get:
localEyeOffset is (0.0, -212.132, 212.132)
localEyeOffset2 is (0.0, 212.132, 212.132)

Can you explain me why?

Regards,
Gianni

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