[osg-users] osgTerrain and osgDEM...

2008-05-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Hello,

 

I'm new to OSG and I'm looking at the osgTerrain nodekit for terrain
rendering. My question is, is how is this used with Virtual Planet builder
(osgdem) for rendering terrain? Is VPB osgdem used to construct the terrain
database and then osgTerrain used to traverse the terrain in OSG? Is there a
Wiki available on how to use osgTerrain?

 

I've looked at the osgTerrain example packaged with OSG but I can't get my
head around how it is used.

 

Any input would be most appreciated.

 

-Shayne



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Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks much for the info. I will forge ahead with VPB using the --terrain
option and see where things go from there.

On a related note, I'm seeing an error when I run through the osgdem step
guide for building a terrain database.

After I run the command:

osgdem --xx 10 --yy 10 -t ps_texture_16k.tif \ 
--xx 10 --yy 10 -d ps_height_16k.tif \ 
-l 8 -v 0.1 -o puget.ive -a pegout.osga

I get the following error messages:

ERROR 1: ps_height_16k.tif: No space to read TIFF directory
ERROR 1: TIFFReadDirectory: Failed to read directory at offset 537067676

Any idea why I'm getting these errors? I've followed the instructions to the
letter...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, May 23, 2008 2:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgTerrain and osgDEM...

Hi Shayne,

osgTerrain functionality has evolve alot of the last six months, so
not much is documented about it yet.  VirtualPlanetBuilder has an
option for building databases using standard nodes like
osg::MatrixTransform/osg::Geode/osg::Geometry (which is the original
and still default option) and now the ability to create
osgTerrain::TerrainTile based terrain - you access this via the
--terrain option.

When you use VPB to generate databases you just load the topmost tile
of the database and the viewer and supporting classes will work out
what to NodeKits to load and what threads to start up, you won't
actually need to know the details about the what form the database
itself takes, whether its a convetional geometry based database or a
osgTerrain one.

There are advatanges with a osgTerrain based database though - they
are much faster to generate in VPB, they create small tiles for a
given resolution, the sample density of tiles can be altered at
runtime.  The osgmultitexturecontrol example provides an example of
controlling sample density by decorating the loaded database with
osgTerrain::Terrain node and
controlling its parameters.

Robert.

On Thu, May 22, 2008 at 10:40 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 Hello,



 I'm new to OSG and I'm looking at the osgTerrain nodekit for terrain
 rendering. My question is, is how is this used with Virtual Planet builder
 (osgdem) for rendering terrain? Is VPB osgdem used to construct the
terrain
 database and then osgTerrain used to traverse the terrain in OSG? Is there
a
 Wiki available on how to use osgTerrain?



 I've looked at the osgTerrain example packaged with OSG but I can't get my
 head around how it is used.



 Any input would be most appreciated.



 -Shayne

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Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I ran gdalinfo on ps_height_16k.tif and I get the following:

ERROR 1: ps_height_16k.tif: No space to read TIFF directory
ERROR 1: TIFFReadDirectory: Failed to read directory at offset 537067676
Driver: GTiff/GeoTIFF
Files: ps_height_16k.tif
Size is 16385, 16385
Coordinate System is `'
Image Structure Metadata:
INTERLEAVED=BAND
Corner Coorinates:
Upper Left ( 0.0, 0.0)
Lower Left ( 0.0, 16385.0)
Upper Right(16385.0, 0.0)
Lower Right(16385.0, 16385.0)
Center (8192.5, 8192.5)
Band 1 Block=16385x1 Type=UInt16, ColorInterp=Gray

Any input on this?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, May 23, 2008 9:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgTerrain and osgDEM...

Its a a GDAL error.  Try gdalinfo of the problem file.

On Fri, May 23, 2008 at 4:11 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 Robert,

 Thanks much for the info. I will forge ahead with VPB using the --terrain
 option and see where things go from there.

 On a related note, I'm seeing an error when I run through the osgdem step
 guide for building a terrain database.

 After I run the command:

 osgdem --xx 10 --yy 10 -t ps_texture_16k.tif \
 --xx 10 --yy 10 -d ps_height_16k.tif \
 -l 8 -v 0.1 -o puget.ive -a pegout.osga

 I get the following error messages:

 ERROR 1: ps_height_16k.tif: No space to read TIFF directory
 ERROR 1: TIFFReadDirectory: Failed to read directory at offset 537067676

 Any idea why I'm getting these errors? I've followed the instructions to
the
 letter...

 -Shayne

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert
 Osfield
 Sent: Friday, May 23, 2008 2:05 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgTerrain and osgDEM...

 Hi Shayne,

 osgTerrain functionality has evolve alot of the last six months, so
 not much is documented about it yet.  VirtualPlanetBuilder has an
 option for building databases using standard nodes like
 osg::MatrixTransform/osg::Geode/osg::Geometry (which is the original
 and still default option) and now the ability to create
 osgTerrain::TerrainTile based terrain - you access this via the
 --terrain option.

 When you use VPB to generate databases you just load the topmost tile
 of the database and the viewer and supporting classes will work out
 what to NodeKits to load and what threads to start up, you won't
 actually need to know the details about the what form the database
 itself takes, whether its a convetional geometry based database or a
 osgTerrain one.

 There are advatanges with a osgTerrain based database though - they
 are much faster to generate in VPB, they create small tiles for a
 given resolution, the sample density of tiles can be altered at
 runtime.  The osgmultitexturecontrol example provides an example of
 controlling sample density by decorating the loaded database with
 osgTerrain::Terrain node and
 controlling its parameters.

 Robert.

 On Thu, May 22, 2008 at 10:40 PM, Tueller,  Shayne R Civ USAF AFMC 519
 SMXS/MXDEC [EMAIL PROTECTED] wrote:
 Hello,



 I'm new to OSG and I'm looking at the osgTerrain nodekit for terrain
 rendering. My question is, is how is this used with Virtual Planet
builder
 (osgdem) for rendering terrain? Is VPB osgdem used to construct the
 terrain
 database and then osgTerrain used to traverse the terrain in OSG? Is
there
 a
 Wiki available on how to use osgTerrain?



 I've looked at the osgTerrain example packaged with OSG but I can't get
my
 head around how it is used.



 Any input would be most appreciated.



 -Shayne

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[osg-users] DTED file format...

2008-05-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Does anyone know if VPB supports the reading of the DTED file format (i.e.
*.dt1 files) for generating terrain databases? Do they need to be converted
over to some sort of raster format before VPB can use them?



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[osg-users] osgDEM usage...

2008-05-29 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I've made an attempt in generating a database using my own height field and
texture per the instructions located at
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.

 

So far, I have not had any luck in getting the height field to display
correctly. The texture is present just fine but the terrain is either
completely flat or is uncorrelated with the texture. This is the command I'm
issuing to generate the terrain.

 

osgdem --xx 90 --yy 90 -t n39_texture.tif --xx 90 --yy 90 -d n39_height_.tif
-l 4 -v 0.1 -o myterrain.ive -a myterrain.osga

The height field tif file comes from a 1 degree by 1 degree of DTED that is
3 arc second level 1, hence the reason for my spacing of 90 meters. If I
increase the -v option scaling factor from 0.1 to 50, the terrain height
shows up but it is totally uncorrelated with the texture.

 

If anyone has any input on what I'm doing wrong or missing, it would be most
appreciated if you could point it out.

 

-Shayne



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Re: [osg-users] osgDEM usage...

2008-06-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

The files were originally PNG files that I converted per the instructions on
the wiki to the .tif format. Whether or not that makes them GeoTiffs I don't
know. How can I convert the files to GeoTiffs?

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, May 30, 2008 2:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgDEM usage...

Hi Shayne,

The wiki instructions was written in the very early days of the
development of osgdem, and is awaiting a rewrite.  Today I wouldn't
recommend using --xx definition of the coordinate system, you are
better off using geospatial imagery/dems.  Are you files GeoTiff's?
If so then dispense with the --xx command lines and just use:

osgdem -t n39_texture.tif -d n39_height_.tif -l 4 -o myterrain/myterrain.ive

The coordinates will sourced entirely from the .tif files, there will
also be no need to tangle with the -v vertical scaling command line
parameter.  The VPB version of osgdem also will created nested
directories for you hence the myterrain/ directory above.  Also
temporarily archive support has been removed.

Robert.


On Thu, May 29, 2008 at 11:46 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 All,



 I've made an attempt in generating a database using my own height field
and
 texture per the instructions located at
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.



 So far, I have not had any luck in getting the height field to display
 correctly. The texture is present just fine but the terrain is either
 completely flat or is uncorrelated with the texture. This is the command
I'm
 issuing to generate the terrain.



 osgdem --xx 90 --yy 90 -t n39_texture.tif --xx 90 --yy 90 -d
n39_height_.tif
 -l 4 -v 0.1 -o myterrain.ive -a myterrain.osga

 The height field tif file comes from a 1 degree by 1 degree of DTED that
is
 3 arc second level 1, hence the reason for my spacing of 90 meters. If I
 increase the -v option scaling factor from 0.1 to 50, the terrain height
 shows up but it is totally uncorrelated with the texture.



 If anyone has any input on what I'm doing wrong or missing, it would be
most
 appreciated if you could point it out.



 -Shayne

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Re: [osg-users] osgDEM usage...

2008-06-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks to all who have replied to my inquiries thus far regarding osgdem
usage. Your input is much appreciated. 

I will take what's been suggested and make some more progress. I'm sure I'll
have more questions...

Regards,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ümit uzun
Sent: Monday, June 02, 2008 2:18 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgDEM usage...


Hi Shayne;

I think You should use image which has a georeferenced data. So if you
download images from osgdem wiki instroductions, it is normally getting
wrong results. I will fix the osgdem wiki page in a few days. The
instructions belongs for previous version of osgdem.

If you want to create terrain database with hight relief, first of all you
should an image which has a georeferenced data ( for example you can
download geospatial images from http://seamless.usgs.gov/ and dem files from
http://geoengine.nga.mil/geospatial/SW_TOOLS/NIMAMUSE/webinter/rast_roam.htm
l ) or you have to learn using gdal ( http://www.gdal.org/ ), especially
gdal_vrt ( http://www.gdal.org/gdal_vrttut.html ) to make add georeference
data to any image. 

For example you downloaded x.tif and its releated y.dem data from given web
pages. Then you can use this command;

osgdem -t x.tif -d y.dem -v 5.0 -so builde.source -o
database/sample_terrain.ive
osgdem -s build.source -l 4

Then you should have an terrain with height relief. This can be a bit
complex but you should search about osgdem from mail-list (
http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user/ ) and always
try to use georeferenced images.

Good Luck;


ÜMİT UZUN


 Date: Mon, 2 Jun 2008 19:54:25 +0100
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] osgDEM usage...
 
 Hi Shayne,
 
 On Mon, Jun 2, 2008 at 5:20 PM, Tueller,  Shayne R Civ USAF AFMC 519
 SMXS/MXDEC  wrote:
 The files were originally PNG files that I converted per the instructions
on
 the wiki to the .tif format. Whether or not that makes them GeoTiffs I
don't
 know. How can I convert the files to GeoTiffs?
 
 If you want to do any geospatial work then you really need to
 familiarise yourself with tools like gdal, they have plenty of docs an
 links on their project website.  VirtualPlanetBuilder uses GDAL
 internally, so what you learn about gdal also will help you understand
 about what VPB can handle.
 
 Robert.
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Re: [osg-users] osgDEM usage...

2008-06-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert (or anyone else),

Can you enlighten me on the --TERRAIN, --LOD, and --PagedLOD options in
osgdem?

What are the benefits or drawbacks for using these? Which is the best
combination to use for performance, quality, etc.?

Thanks,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, June 02, 2008 12:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgDEM usage...

Hi Shayne,

On Mon, Jun 2, 2008 at 5:20 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 The files were originally PNG files that I converted per the instructions
on
 the wiki to the .tif format. Whether or not that makes them GeoTiffs I
don't
 know. How can I convert the files to GeoTiffs?

If you want to do any geospatial work then you really need to
familiarise yourself with tools like gdal, they have plenty of docs an
links on their project website.  VirtualPlanetBuilder uses GDAL
internally, so what you learn about gdal also will help you understand
about what VPB can handle.

Robert.
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Re: [osg-users] Image - terrain, Simple question

2008-06-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Anders,

I believe osgdem is part of VPB now. When you build VPB, it compiles to
osgdem that can be run from the command line just as in the past.

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Anders
Backman
Sent: Monday, June 09, 2008 6:25 AM
To: OpenSceneGraph Users
Subject: [osg-users] Image - terrain, Simple question

Simple question from someone that hasn't follow the development in
detail for a long while


What is the simplest way of generating a terrain mesh from a 2D image
with heights? Im not looking for paging textures, terrain etc, just
image- mesh.

There use to be the osgDem app that did this, but now you have to
install and build VirtualPlanetBuilder, right?

Is there anyway to do this with osg-only right now?

/Anders

-- 



 Anders Backman Email: [EMAIL PROTECTED]
 HPC2N/VRlab Phone: +46 (0)90-786 9936
 Umea university Cellular: +46 (0)70-392 64 67
 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126
 http://www.cs.umu.se/~andersb
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[osg-users] lighting in osgViewer...

2008-06-10 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This may be a silly question but can anyone enlighten me on what
osgViewer::setLight() does? Does it set the attributes for a global light
source in the scene? I want to change the defaults in the viewer.

 

Thanks in advance

-Shayne



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Re: [osg-users] lighting in osgViewer...

2008-06-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks John. I'll give it a try. 

So I assume that this overrides the osgViewer default light settings?

Thanks again for the help...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Tuesday, June 10, 2008 4:36 PM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] lighting in osgViewer...

Shayne,
 
If you really want to control lighting, you have to use osg::Light and
osg::LightSource. If you look at the code for the example osglight you
will see how those types of lights are set up.
 
Say for instance, you want a constant, non-directional light.
Copy the osglight example, but instead of what they do with the
osg::Light, do:
 
m_Light = new osg::Light();
m_Light-setLightNum( 0 ); // this will override the Look at me, I am the
sun light.
m_Light-setAmbient( osg::Vec4f( 1.0f, 1.0f, 1.0f, 1.0f ) );
m_Light-setDiffuse( osg::Vec4f( 0.0f, 0.0f, 0.0f, 0.0f ) );
 
and you don't  have to worry about where it's located because it has 0
directional lighting.
John Argentieri 
Software Engineer 
GENERAL DYNAMICS 
C4 Systems 
(407) 281-5568 
[EMAIL PROTECTED] 

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From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, June 10, 2008 6:09 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] lighting in osgViewer...



This may be a silly question but can anyone enlighten me on what
osgViewer::setLight() does? Does it set the attributes for a global light
source in the scene? I want to change the defaults in the viewer.

 

Thanks in advance

-Shayne



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[osg-users] osgdem terrain coordinate system...

2008-06-16 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can anyone tell me what coordinate system and what origin is assumed when
osgdem builds a terrain database? I'm feeding geo-referenced files that use
upper left and lower right lat/lon pairs to osgdem, but it's not clear to me
where the origin is for the generated database.

 

Thanks in advance.

-Shayne



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[osg-users] osgdem terrain coordinate system...

2008-06-16 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can anyone tell me what coordinate system and what origin is assumed when
osgdem builds a terrain database? I'm feeding geo-referenced files that use
upper left and lower right lat/lon pairs to osgdem, but it's not clear to me
where the origin is for the generated database.

 

 

 

Thanks in advance.

 

-Shayne

 



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[osg-users] osgdem terrain coordinate system...

2008-06-16 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can anyone tell me what coordinate system and what origin is assumed when
osgdem builds a terrain database? I'm feeding geo-referenced files that use
upper left and lower right lat/lon pairs to osgdem, but it's not clear to me
where the origin is for the generated database.

 

Thanks in advance.

 

-Shayne



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Re: [osg-users] osgdem terrain coordinate system...

2008-06-16 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks for the input. So is the WGS84 the default setting for osgdem? For
more clarification, this is what I'm using to build my database.

osgdem --TERRAIN --PagedLOD -t texture/w113 -d dted/w113 -t texture/w114 -d
dted/w114 -l 4 -o myterrain/myterrain.ive

The texture/w113 and dted/w113 directories contain the geo-referenced
GeoTiff texture and corresponding DTED files to match. The same goes for the
other directories. My resulting archive file contains a mosaic of terrain
spanning from w114 n33 to w112 n40.

When I view the terrain and an airplane model using osgViewer, the model
appears centered at the origin and the terrain is way off in the distance. I
want to move the model so that it is over the terrain. In order to do that,
I need to know where the terrain is relative to the origin.

So, given the information above, is the terrain origin at lat = 0, lon = 0?
If so, does OSG support a lat/long to x/y conversion?

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Glenn
Waldron
Sent: Monday, June 16, 2008 10:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgdem terrain coordinate system...

Shayne,
osgdem adopts the coordinate reference system of the first input that you
provide. So if your input is (for example) WGS84, and you are not building a
geocentric database,I believe the terrain will be in a flat Plate Carre
projection (X=Long, Y=Lat) with the origin at lat=0, long=0. If you are
using --geocentric, the origin will be at the center of the earth.

Glenn


On Mon, Jun 16, 2008 at 11:10 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:


Can anyone tell me what coordinate system and what origin is assumed
when osgdem builds a terrain database? I'm feeding geo-referenced files that
use upper left and lower right lat/lon pairs to osgdem, but it's not clear
to me where the origin is for the generated database.

 

Thanks in advance.

-Shayne


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-- 
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 


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Re: [osg-users] osgdem terrain coordinate system...

2008-06-16 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC




ASSUMING your source data is geographic (e.g. WGS84) then you have a
Plate Carre projection and the conversion is simply: X=Lon, Y=Lat. If   it
is not geographic, then you will have to use a library like PROJ.4  to
reproject it.

The elevation source data is raw DTED format which uses WGS84. 

So if I want to reposition my airplane over the terrain, do I use lat/lon
coordinates to do that such as: 

airplaneXform-setPosition(osg::Vec3(-113.0, 33.0, altitude))

?


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Re: [osg-users] using osg::node in glut renderer

2008-06-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Regarding the osgviewerGLUT example, is there any way to make the embedded
window from the GraphicsWindowEmbedded feature smaller in size than the glut
window? 

I bring this up because when I change the extents on the
viewer-setUpViewerAsEmbeddedInWindow() it has no effect. It always uses the
size of the GLUT window from glutInitWindowSize(). 

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 20, 2008 2:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] using osg::node in glut renderer

Hi Mark,

The GraphicsWindowEmbedded feature of osgViewer allows osgviewerGLUT
to just use an existing context, it does realize anything, so can fit
right inside your own code.

More of an issue is keeping OpenGL in sync between the two sets of
rendering - you'll need to protect the OSG rendering from your OpenGL
state changes, and visa versa.  There's been lots written about this
on osg-users so have a look through the archives.

Finally I have to say bolting together two different scene graph side
by side may well be possible, but it's unlikely to provide the great
overall solution, it'll be a hack at best.  The OSG itself has support
for threading, multiple graphics context etc, and as such is very
flexible and scalable, if you're bolting the OSG into an existing
framework you can kiss goodbye to much of what makes the OSG powerful.

Robert.

On Thu, Jun 19, 2008 at 8:39 PM, Mark Henderson [EMAIL PROTECTED]
wrote:
 Hi,

 I have looked at that file, it doesn't really align with what I'm trying
to
 do.  It is still using most of osg, with a very light glut wrapper around
 it.

 I already have a fairly comprehensive system, with its own camera,
 mouse/keyboard handler, scenegraph,  and so forth.  I don't actually want
to
 use the scenegraph part of osg if I can avoid it, as I'm trying to keep
the
 application lightweight.

 I would like to use some parts of osg, like the 3d models and the terrain
 system.  Towards that end, I've been trying to find a way to draw
osg::node
 classes without having an osg::viewer realized


 Thanks for your help,
 -Mark

 On Thu, Jun 19, 2008 at 11:30 AM, Robert Osfield
[EMAIL PROTECTED]
 wrote:

 Hi Mark,

 Please look at the osgviewerGLUT example.

 On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson [EMAIL PROTECTED]
 wrote:
  I want to use the terrain and model systems from OSG, but all of my
  rendering is done in OpenGL and GLUT.  It's not feasible
  to change the entire project to OSG rendering, so I'd like to know if
  there is any way to render osg::node or osg::drawable objects when not
  using osg::viewer and osg::renderer.
 
  The code I'd like to have would look something like this:
 
  glBegin(GL_LINES);
   blah
   blah
  glEnd();
 
  osg::node* tempNode = myDatabase-getModelNodes();
 
  for( int i = 0; i  myDatabase-getModelNodeCount(); i++)
   tempNode[i].draw();
 
  glBegin(GL_LINES);
   blah
   blah
  glEnd();
 
  (The code is a little simplified, since I'm keeping track of
  transformation matrices for each model, but it gets the point across.)
 
  I can't seem to find anything like a draw function.  I can't even
  figure out where in ViewerBase::renderingTraversals() it actually
  renders the nodes.
  ___
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Re: [osg-users] using osg::node in glut renderer

2008-06-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

The setViewport seems to do the trick. Thanks for the help. 

So what do the arguments do that are passed into the
setUpViewerAsEmbeddedInWindow() do? Are they used internally to OSG?

Also you made mention that you need to protect OpenGL rendering from OSG
rendering. Are you suggesting that there's a way of doing this without
having two separate contexts, one for OSG and one for OpenGL? It would be
cool to ditch the overhead of context switching in a GLUT app...

Thanks,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 20, 2008 9:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] using osg::node in glut renderer

Hi Shane,

After the setUpViewerASEmbeddedInWindow try setting the viewer's
Camera's Viewport to the size you wish. ie..

viewer.getCamera()-getViewport()-setViewport(50,50, 200,200);

Robert.

On Fri, Jun 20, 2008 at 4:08 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 Regarding the osgviewerGLUT example, is there any way to make the embedded
 window from the GraphicsWindowEmbedded feature smaller in size than the
glut
 window?

 I bring this up because when I change the extents on the
 viewer-setUpViewerAsEmbeddedInWindow() it has no effect. It always uses
the
 size of the GLUT window from glutInitWindowSize().

 -Shayne

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert
 Osfield
 Sent: Friday, June 20, 2008 2:21 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] using osg::node in glut renderer

 Hi Mark,

 The GraphicsWindowEmbedded feature of osgViewer allows osgviewerGLUT
 to just use an existing context, it does realize anything, so can fit
 right inside your own code.

 More of an issue is keeping OpenGL in sync between the two sets of
 rendering - you'll need to protect the OSG rendering from your OpenGL
 state changes, and visa versa.  There's been lots written about this
 on osg-users so have a look through the archives.

 Finally I have to say bolting together two different scene graph side
 by side may well be possible, but it's unlikely to provide the great
 overall solution, it'll be a hack at best.  The OSG itself has support
 for threading, multiple graphics context etc, and as such is very
 flexible and scalable, if you're bolting the OSG into an existing
 framework you can kiss goodbye to much of what makes the OSG powerful.

 Robert.

 On Thu, Jun 19, 2008 at 8:39 PM, Mark Henderson [EMAIL PROTECTED]
 wrote:
 Hi,

 I have looked at that file, it doesn't really align with what I'm trying
 to
 do.  It is still using most of osg, with a very light glut wrapper around
 it.

 I already have a fairly comprehensive system, with its own camera,
 mouse/keyboard handler, scenegraph,  and so forth.  I don't actually want
 to
 use the scenegraph part of osg if I can avoid it, as I'm trying to keep
 the
 application lightweight.

 I would like to use some parts of osg, like the 3d models and the terrain
 system.  Towards that end, I've been trying to find a way to draw
 osg::node
 classes without having an osg::viewer realized


 Thanks for your help,
 -Mark

 On Thu, Jun 19, 2008 at 11:30 AM, Robert Osfield
 [EMAIL PROTECTED]
 wrote:

 Hi Mark,

 Please look at the osgviewerGLUT example.

 On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson [EMAIL PROTECTED]
 wrote:
  I want to use the terrain and model systems from OSG, but all of my
  rendering is done in OpenGL and GLUT.  It's not feasible
  to change the entire project to OSG rendering, so I'd like to know if
  there is any way to render osg::node or osg::drawable objects when not
  using osg::viewer and osg::renderer.
 
  The code I'd like to have would look something like this:
 
  glBegin(GL_LINES);
   blah
   blah
  glEnd();
 
  osg::node* tempNode = myDatabase-getModelNodes();
 
  for( int i = 0; i  myDatabase-getModelNodeCount(); i++)
   tempNode[i].draw();
 
  glBegin(GL_LINES);
   blah
   blah
  glEnd();
 
  (The code is a little simplified, since I'm keeping track of
  transformation matrices for each model, but it gets the point across.)
 
  I can't seem to find anything like a draw function.  I can't even
  figure out where in ViewerBase::renderingTraversals() it actually
  renders the nodes.
  ___
  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

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Re: [osg-users] using osg::node in glut renderer

2008-06-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thank you!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 20, 2008 10:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] using osg::node in glut renderer

On Fri, Jun 20, 2008 at 4:44 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 So what do the arguments do that are passed into the
 setUpViewerAsEmbeddedInWindow() do? Are they used internally to OSG?

The window position and dimensions are passed in so it can calibrate
the viewport, the projection matrix and event handling.

 Also you made mention that you need to protect OpenGL rendering from OSG
 rendering. Are you suggesting that there's a way of doing this without
 having two separate contexts, one for OSG and one for OpenGL? It would be
 cool to ditch the overhead of context switching in a GLUT app...

glPushAttrib()/glPopAttrib() are you friend here.  You'll need it for
your own code as well as the OSGs, do it at the top level so that each
stage is protected from affect the other.

Robert.
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[osg-users] camera view matrix problems...

2008-06-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I'm attempting to explicitly set the view matrix for a camera in osgViewer.
I'm not using viewer-run() so I'm not using the default camera manipulator.
Here's the code I'm using:

 

osg::Matrixf vm;

vm.setRotate(osg::Quat(0.0, osg::Vec3(0.0, 0.0, 1.0),

   0.0, osg::Vec3(1.0, 0.0,
0.0),

   0.0, osg::Vec3(0.0, 1.0,
0.0)));

vm.setTrans(osg::Vec3f(eyex, eyey, eyez));

viewer-getCamera()-setViewMatrix(vm);

 

I'm expecting to see a view of the terrain that is centered around (eyex,
eyey, eyez) and I see nothing. Can someone tell me what I'm doing wrong in
the code above?

 

Thanks,

-Shayne

 

P.S. When I use the command:

 

viewer-setViewMatrixAsLookAt() 

 

with the same eye point (with lookat and up vectors), I can see the terrain
as expected.



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[osg-users] CmakeSetup problems...

2008-06-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
In order to compile and run osgviewerWX example, I'm trying to build the
VC++ project file using CMakeSetup. I've configured all the wxWidgets paths
to configure, generate, and build but it still won't build the project file.
In fact, CMakeSetup won't build any of the project files for any of the
FLTK, GLUT, MFC, QT, etc., osgviewer examples. All other examples build and
configure just fine.

 

Is there another dependency that I need in CMakeSetup in order to build the
project file for osgviewerWX? 

 

Any help or input would be appreciated.

-Shayne



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[osg-users] transformation question...

2008-12-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I have a transformation question I'm hoping someone can shed some light on.

 

I have a camera that I can explicitly control by specifying a position and
an orientation (using heading, pitch, roll) as input. I would like to define
another view that  uses the same position as the camera but  uses an
orientation (again heading, pitch, and roll) that is RELATIVE to the camera
coordinate frame. In other words, a heading, pitch, and roll of 0.0 for this
other view would yield the same axis coordinate frame as the camera.

 

I've tried several things to get this to work and I've had no success.
Obviously I'm doing something fundamentally wrong.

 

If anyone has any ideas on how I can get this to work, it would be most
appreciated.

 

Thanks,

-Shayne



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[osg-users] discontinuity in texture in VPB...followup

2008-12-10 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
On a follow-up to my previous email, here's some info (via gdalinfo) on one
of my tiles that might be helpful in diagnosing the problem.



Driver: GTiff/GeoTIFF

Files: w111.99_n41.10.tif

Size is 9781, 8011

Coordinate System is:

PROJCS[NAD83 / UTM zone 12N,

GEOGCS[NAD83,

DATUM[North_American_Datum_1983,

SPHEROID[GRS 1980,6378137,298.2572221010002,

AUTHORITY[EPSG,7019]],

AUTHORITY[EPSG,6269]],

PRIMEM[Greenwich,0],

UNIT[degree,0.0174532925199433],

AUTHORITY[EPSG,4269]],

PROJECTION[Transverse_Mercator],

PARAMETER[latitude_of_origin,0],

PARAMETER[central_meridian,-111],

PARAMETER[scale_factor,0.9996],

PARAMETER[false_easting,50],

PARAMETER[false_northing,0],

UNIT[metre,1,

AUTHORITY[EPSG,9001]],

AUTHORITY[EPSG,26912]]

Origin = (416757.000,4552963.220)

Pixel Size = (0.300,-0.300)

Metadata:

  AREA_OR_POINT=Area

  TIFFTAG_SOFTWARE=IMAGINE TIFF Support

Copyright 1991 - 1999 by ERDAS, Inc. All Rights Reserved

@(#)$RCSfile: etif.c $ $Revision: 1.11 $ $Date$

  TIFFTAG_XRESOLUTION=1

  TIFFTAG_YRESOLUTION=1

  TIFFTAG_RESOLUTIONUNIT=1 (unitless)

Image Structure Metadata:

  INTERLEAVE=PIXEL

Corner Coordinates:

Upper Left  (  416757.000, 4552963.200) (111d59'29.91W, 41d 7'25.33N)

Lower Left  (  416757.000, 4550559.900) (111d59'28.74W, 41d 6'7.41N)

Upper Right (  419691.300, 4552963.200) (111d57'24.09W, 41d 7'26.39N)

Lower Right (  419691.300, 4550559.900) (111d57'22.96W, 41d 6'8.47N)

Center  (  418224.150, 4551761.550) (111d58'26.42W, 41d 6'46.90N)

Band 1 Block=9781x1 Type=Byte, ColorInterp=Red

Band 2 Block=9781x1 Type=Byte, ColorInterp=Green

Band 3 Block=9781x1 Type=Byte, ColorInterp=Blue

---

-Shayne

 

 



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Re: [osg-users] discontinuity in texture in VPB...

2008-12-10 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert, 

Thanks for the reply. This problem is ubiquitous with all the tiles that I
use. I can give you any two tiles that are adjacent to each other and it
will manifest the problem. The tiles are too large ~136MB for me to attach
to email.

I can try to send you some smaller image tiles that show the problem if it
would help...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, December 10, 2008 11:28 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] discontinuity in texture in VPB...

HI Shayne,

I looks like the reprojections that GDAL is used for has screwed up.
I've never personally seen such errors.  Are you able to isolate this
problem to a particular tile/source imagery?

Robert.

On Wed, Dec 10, 2008 at 5:14 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 I've built a geocentric database using VBP 0.9.7. The imagery is GeoTiff
 tiles that are NAIP 1 meter UTM and the elevation is DTED level 1. The
 GeoTiffs appear to be reprojected by VPB (I assume using GDAL internally)
 for the geocentric database setting. Things appear to build just fine
 without error but when I view the database in OSG, I see a nasty
 discontinuity across texture tile boundaries. You can clearly see this in
 the airfield picture that is attached. The landing strip does not line up
 across the tile boundary. I've verified that the tiles themselves are
 correct across boundaries before I fed them into VPB. The discontinuity
 appears regardless of the LOD that is being paged in.



 My question is, is this an artifact that I must live with since the
original
 imagery is based in UTM and the reprojection that VPB does (or GDAL)
 introduces inaccuracies when going to a geocentric database? Is there
 something else I can do to eliminate these discontinuities?



 Any input or ideas anyone can suggest to eliminate these discontinuities
in
 the database would be welcome.



 Thanks,

 -Shayne

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Re: [osg-users] Funding

2008-12-10 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
X2!!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Wednesday, December 10, 2008 3:44 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Funding

I'm about to leave on a business trip, so have not read this entire thread.
But I did want to point out two things...

1) Funding does, already, increase the robustness and the feature set of
OSG. Robert, Bob Kuehne, myself, and others are making a
living off of OSG development and in most cases we contribute back the new
features and enhancements.

2a) If people feel compelled to donate, they can do so by ordering an OSG
book from lulu.com or by purchasing OSG merchandise from
http://www.cafepress.com/openscenegraph. Net proceeds from sales go to Bob
Kuehne, Robert Osfield, and myself and help keep us in
business.

2b) For larger scale donations, you can purchase an OSG support plan from
Bob and I (http://blue-newt.com/products/) or from
Robert. I can't comment on Robert's support model, but Bob and I offer
support on any OSG version, complementary copies of our
books, and a specified amount of consultation and development.

So, in essence, the OSG team already exists. Lack of funding doesn't seem
to be the issue so much as lack of experienced
developers. To that end, I intend to hire two interns and train them in OSG
over the next few months, funded by one of my clients. I
imagine many on this list would be able to take on OSG dev contracts as
well; you are free to join our ranks.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sukender
Sent: Tuesday, December 09, 2008 2:46 PM
To: OpenSceneGraph Users
Subject: [osg-users] Funding

Hi all, hi Robert,

As requested (and as expected), I start another thread about funding /
hiring employees / an OSG staff.
(Reference:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-
December/020389.html )

Before I start answering Robert, I'd like to say building up an OSG team
sounds *very* interesting for *all* OSG users since it
would increase the quality and the power on various aspects, and increase
the visibility, and finaly making OSG the unavoidable
reference library for scene graph (and more).
(Note: by visibility, I mean working on a marketing / advertisment
aspect) I really trust OSG, especially knowing that it's
actively developped/supported and that there is a strong community around
it.
The problem is: how can a team be set up? Thread is opened.


 It would nice if we could raise the money for a team, but I don't 
 think one could do it out of donations.  We are talking about need to 
 raise $USD 50k to 100k a year to bring on dedicated staff, I can't 
 image us pulling in this type of donation each year.

That's true. But maybe donations could be a begining? I'm thinking about
donations because it can bring the starter point of
something bigger. And maybe a part-time job to help you could do it at
first?
I'll send another mail about donations: I'll make a kind of poll to try to
know how much money the community can bring to the
project. That would be interesting and give you some clues about the fact
that building a team is possible or not from donations.


 For fixed such
 salary costs you need a regular income to pay it, which points to a 
 subscriptions model.
 
 Support contracts would fit the requirement of regular income [...]

Well, I'm not really in favor of a subscriptions model, but it depends on
how it is made.
A very important point for me is that the community must *not* be weakened:
I strongly disagree to kidnap the whole community and
say hello folks! It's time to pay!, even if that happens elsewhere.
However, there can be subscriptions and support contracts that don't weaken
the community. I don't have much ideas at this moment,
but that could be things like:
- Subscriptions to an IM/voice support.
- Consulting/expertise (well, as you already do I suppose).
- On-demand tailor-made binaries generation.
- On-demand tailor-made OSG extensions/customisations.
- [Put your ideas here].
All of these require a team to work. So I guess that it will not be possible
before step 2 or 3 of an OSG development plan.
Again, that points to step 1: donations. Creating a team surely requires
to be done step by step.


 What is more practical is leveraging a bit of time from a number of 
 different osg users.  This is effectively what we do right now, 
 although not always as effectively and consistently as is desirable

As I said before, the community is a (the?) great value of OSG. But maybe
these generous volunteers have to be managed a bit by
another volunteer? I mean a kind of admin that only tries to follow what has
to be done, what is done, who does it... and so on. I
guess this would not take much time. Maybe I can help on that point if you
wish, since I'm not an OSG expert and thus not able to
help 

Re: [osg-users] discontinuity in texture in VPB...

2008-12-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks for the help. I will try these suggestions to further investigate
this problem...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Wednesday, December 10, 2008 11:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] discontinuity in texture in VPB...

Hi,

I'd also suggest what Christophe said. Do the projection of some tiles 
manually before VPB is run. I normally use something like:

gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear $name 
../reprojected/$newname

Then load the tiles into something like QGIS (http://www.qgis.org/) to 
see if they line up.

jp

christophe loustaunau wrote:
 Hi Shayne,
 
 Maybe you could reproject your imagery to a geographic projection with 
 gdal (gdal_translate) and see if you have the same artifact.
 You will know if it's a VPB or a gdal reprojection problem.
 
 On Wed, Dec 10, 2008 at 6:14 PM, Tueller, Shayne R Civ USAF AFMC 519 
 SMXS/MXDEC [EMAIL PROTECTED] 
 mailto:[EMAIL PROTECTED] wrote:
 
 I've built a geocentric database using VBP 0.9.7. http://0.9.7.
 The imagery is GeoTiff tiles that are NAIP 1 meter UTM and the
 elevation is DTED level 1. The GeoTiffs appear to be reprojected by
 VPB (I assume using GDAL internally) for the geocentric database
 setting. Things appear to build just fine without error but when I
 view the database in OSG, I see a nasty discontinuity across texture
 tile boundaries. You can clearly see this in the airfield picture
 that is attached. The landing strip does not line up across the tile
 boundary. I've verified that the tiles themselves are correct across
 boundaries before I fed them into VPB. The discontinuity appears
 regardless of the LOD that is being paged in.
 
  
 
 My question is, is this an artifact that I must live with since the
 original imagery is based in UTM and the reprojection that VPB does
 (or GDAL) introduces inaccuracies when going to a geocentric
 database? Is there something else I can do to eliminate these
 discontinuities?
 
  
 
 Any input or ideas anyone can suggest to eliminate these
 discontinuities in the database would be welcome.
 
  
 
 Thanks,
 
 -Shayne
 
 
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Re: [osg-users] discontinuity in texture in VPB...

2008-12-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Umit,

I didn't think that the --geocentric and --TERRAIN options were mutually
exclusive. At any rate, I removed the --TERRAIN option and the problem still
exists.

Thanks for the suggestion...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: Friday, December 12, 2008 12:02 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] discontinuity in texture in VPB...

Hi Tueller,

Do you want geocentric or terrain database? As I know you should use one
option in the command line. --Terrain or --geocentric

Try use only one option again. HTH
Regards.


2008/12/12 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil


All,

I finally have two small Geotiff tiles (1m resolution) that I've
experimented with to examine this problem. I run them through VPB
and they
first get reprojected (via GDAL I presume) into temporary files. I
then load
the two temporary reprojected files into OpenEV for examination and
they
still appear to line up as they did before being reprojected. That
would
seem to suggest that the problem isn't with the reprojection step
(or what
GDAL is doing).

Once VPB installs them into the database, they do NOT line up as I
have
shown in my previous email with the screen capture. This would
suggest that
VPB is doing something that is shifting them off so they don't
align.

I've attached the two GeoTiff tiles if anyone wants to reproduce
this
problem.

Using VPB, I'm issuing the command:

osgdem --TERRAIN --PagedLOD --geocentric -t hillsmall -l 8 -o
hillsmall.ive

The hillsmall directory contains the two tiles. Interestingly,
when I
remove the --geocentric flag from the above command, things look
fine for
a flat database and the tiles align (which isn't surprising). It's
almost as
if the spheroid between the tiles and what VPB is using are not
matched.

Any ideas on what's going on?


-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
J.P.
Delport
Sent: Wednesday, December 10, 2008 11:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] discontinuity in texture in VPB...

Hi,

I'd also suggest what Christophe said. Do the projection of some
tiles
manually before VPB is run. I normally use something like:

gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear $name
../reprojected/$newname

Then load the tiles into something like QGIS (http://www.qgis.org/)
to
see if they line up.

jp

christophe loustaunau wrote:
 Hi Shayne,

 Maybe you could reproject your imagery to a geographic projection
with
 gdal (gdal_translate) and see if you have the same artifact.
 You will know if it's a VPB or a gdal reprojection problem.

 On Wed, Dec 10, 2008 at 6:14 PM, Tueller, Shayne R Civ USAF AFMC
519
 SMXS/MXDEC shayne.tuel...@hill.af.mil
 mailto:shayne.tuel...@hill.af.mil wrote:

 I've built a geocentric database using VBP 0.9.7.
http://0.9.7.
 The imagery is GeoTiff tiles that are NAIP 1 meter UTM and the
 elevation is DTED level 1. The GeoTiffs appear to be
reprojected by
 VPB (I assume using GDAL internally) for the geocentric
database
 setting. Things appear to build just fine without error but
when I
 view the database in OSG, I see a nasty discontinuity across
texture
 tile boundaries. You can clearly see this in the airfield
picture
 that is attached. The landing strip does not line up across
the tile
 boundary. I've verified that the tiles themselves are correct
across
 boundaries before I fed them into VPB. The discontinuity
appears
 regardless of the LOD that is being paged in.



 My question is, is this an artifact that I must live with
since the
 original imagery is based in UTM and the reprojection that VPB
does
 (or GDAL) introduces inaccuracies when going to a geocentric
 database? Is there something else I can do to eliminate these
 discontinuities?



 Any input or ideas anyone can suggest to eliminate these
 discontinuities in the database would be welcome.



 Thanks,

 -Shayne

Re: [osg-users] discontinuity in texture in VPB...

2008-12-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Christophe,

That is good news! Thanks for finding that and thanks for your help. 

I suspect that VPB intended to use the reprojected data but is failing to do
so for some reason. I will debug it to find out why it is ignoring the
reprojected files and submit a fix unless someone else that is more familiar
with the VPB code knows where to look to fix the problem.

Thanks again!

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of christophe
loustaunau
Sent: Friday, December 12, 2008 1:18 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] discontinuity in texture in VPB...

Hi,

I have test your data and there is strange things.
If I use this command line :
osgdem --terrain --geocentric -t hillsmall -o hillsmall.ive
osgdem reproject the two Geotiff and create two temporary files. But it
seems not to use it, as in the output database
 the tiles no not line up.

But if you put these two temporary files into the directory /hillsmall and
run again osgdem with the same command line
osgdem --terrain --geocentric -t hillsmall -o hillsmall.ive
The output database is ok, everything lines up ! (see the sceenshot).

I think osgdem do not use the temporary files, but I don't know why. Maybe
you could debug it.
Anyway, you could reproject you files and then everything will work fine !

Hope this help.

Regards.


On Fri, Dec 12, 2008 at 7:46 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


All,

I finally have two small Geotiff tiles (1m resolution) that I've
experimented with to examine this problem. I run them through VPB
and they
first get reprojected (via GDAL I presume) into temporary files. I
then load
the two temporary reprojected files into OpenEV for examination and
they
still appear to line up as they did before being reprojected. That
would
seem to suggest that the problem isn't with the reprojection step
(or what
GDAL is doing).

Once VPB installs them into the database, they do NOT line up as I
have
shown in my previous email with the screen capture. This would
suggest that
VPB is doing something that is shifting them off so they don't
align.

I've attached the two GeoTiff tiles if anyone wants to reproduce
this
problem.

Using VPB, I'm issuing the command:

osgdem --TERRAIN --PagedLOD --geocentric -t hillsmall -l 8 -o
hillsmall.ive

The hillsmall directory contains the two tiles. Interestingly,
when I
remove the --geocentric flag from the above command, things look
fine for
a flat database and the tiles align (which isn't surprising). It's
almost as
if the spheroid between the tiles and what VPB is using are not
matched.

Any ideas on what's going on?


-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
J.P.
Delport
Sent: Wednesday, December 10, 2008 11:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] discontinuity in texture in VPB...


Hi,

I'd also suggest what Christophe said. Do the projection of some
tiles
manually before VPB is run. I normally use something like:

gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear $name
../reprojected/$newname

Then load the tiles into something like QGIS (http://www.qgis.org/)
to
see if they line up.

jp

christophe loustaunau wrote:
 Hi Shayne,

 Maybe you could reproject your imagery to a geographic projection
with
 gdal (gdal_translate) and see if you have the same artifact.
 You will know if it's a VPB or a gdal reprojection problem.

 On Wed, Dec 10, 2008 at 6:14 PM, Tueller, Shayne R Civ USAF AFMC
519
 SMXS/MXDEC shayne.tuel...@hill.af.mil
 mailto:shayne.tuel...@hill.af.mil wrote:

 I've built a geocentric database using VBP 0.9.7.
http://0.9.7.
 The imagery is GeoTiff tiles that are NAIP 1 meter UTM and the
 elevation is DTED level 1. The GeoTiffs appear to be
reprojected by
 VPB (I assume using GDAL internally) for the geocentric
database
 setting. Things appear to build just fine without error but
when I
 view the database in OSG, I see a nasty discontinuity across
texture
 tile boundaries. You can clearly see this in the airfield
picture
 that is attached. The landing strip does not line up across
the tile
 boundary. I've verified that the tiles themselves are correct
across
 boundaries before I

Re: [osg-users] discontinuity in texture in VPB...

2008-12-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks Glenn. That will help narrow it down. It is curious that --LOD works
and --PagedLOD doesn't. 

Anyway, every little bit helps...

-Shayne



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Friday, December 12, 2008 3:14 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] discontinuity in texture in VPB...

Shayne,

I just ran your test and reproduced the problem. BUT: when I changed
--PagedLOD to --LOD, it came out correctly. Hope that helps you track it
down..


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791



On Fri, Dec 12, 2008 at 1:46 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


All,

I finally have two small Geotiff tiles (1m resolution) that I've
experimented with to examine this problem. I run them through VPB
and they
first get reprojected (via GDAL I presume) into temporary files. I
then load
the two temporary reprojected files into OpenEV for examination and
they
still appear to line up as they did before being reprojected. That
would
seem to suggest that the problem isn't with the reprojection step
(or what
GDAL is doing).

Once VPB installs them into the database, they do NOT line up as I
have
shown in my previous email with the screen capture. This would
suggest that
VPB is doing something that is shifting them off so they don't
align.

I've attached the two GeoTiff tiles if anyone wants to reproduce
this
problem.

Using VPB, I'm issuing the command:

osgdem --TERRAIN --PagedLOD --geocentric -t hillsmall -l 8 -o
hillsmall.ive

The hillsmall directory contains the two tiles. Interestingly,
when I
remove the --geocentric flag from the above command, things look
fine for
a flat database and the tiles align (which isn't surprising). It's
almost as
if the spheroid between the tiles and what VPB is using are not
matched.

Any ideas on what's going on?


-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
J.P.
Delport
Sent: Wednesday, December 10, 2008 11:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] discontinuity in texture in VPB...


Hi,

I'd also suggest what Christophe said. Do the projection of some
tiles
manually before VPB is run. I normally use something like:

gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear $name
../reprojected/$newname

Then load the tiles into something like QGIS (http://www.qgis.org/)
to
see if they line up.

jp

christophe loustaunau wrote:
 Hi Shayne,

 Maybe you could reproject your imagery to a geographic projection
with
 gdal (gdal_translate) and see if you have the same artifact.
 You will know if it's a VPB or a gdal reprojection problem.

 On Wed, Dec 10, 2008 at 6:14 PM, Tueller, Shayne R Civ USAF AFMC
519
 SMXS/MXDEC shayne.tuel...@hill.af.mil
 mailto:shayne.tuel...@hill.af.mil wrote:

 I've built a geocentric database using VBP 0.9.7.
http://0.9.7.
 The imagery is GeoTiff tiles that are NAIP 1 meter UTM and the
 elevation is DTED level 1. The GeoTiffs appear to be
reprojected by
 VPB (I assume using GDAL internally) for the geocentric
database
 setting. Things appear to build just fine without error but
when I
 view the database in OSG, I see a nasty discontinuity across
texture
 tile boundaries. You can clearly see this in the airfield
picture
 that is attached. The landing strip does not line up across
the tile
 boundary. I've verified that the tiles themselves are correct
across
 boundaries before I fed them into VPB. The discontinuity
appears
 regardless of the LOD that is being paged in.



 My question is, is this an artifact that I must live with
since the
 original imagery is based in UTM and the reprojection that VPB
does
 (or GDAL) introduces inaccuracies when going to a geocentric
 database? Is there something else I can do to eliminate these
 discontinuities?



 Any input or ideas anyone can suggest to eliminate these
 discontinuities in the database would be welcome.



 Thanks,

 -Shayne

[osg-users] another VPB question...

2008-12-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Occasionally I get the following warning when I'm building a database using
VPB:

 

Warning 1: PackBitsDecode:Discarding 52 bytes to avoid buffer overrun

 

Does anyone know what this pertains to or why it is happening?

 

Thanks,

-Shayne 



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Re: [osg-users] another VPB question...

2008-12-19 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks Robert. I'll give the GDAL folks a shout to see what they have to
say...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, December 19, 2008 2:27 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] another VPB question...

HI Shayne,

This isn't a error message that I've written so it must be some that
GDAL is emitting.  As to why I cannot say.  Perhaps the GDAL community
might be familiar with it.

Robert.

On Thu, Dec 18, 2008 at 9:58 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 Occasionally I get the following warning when I'm building a database
using
 VPB:



 Warning 1: PackBitsDecode:Discarding 52 bytes to avoid buffer overrun



 Does anyone know what this pertains to or why it is happening?



 Thanks,

 -Shayne

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Re: [osg-users] vpb - strange tile corner artifacts

2008-12-19 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Guys,

Is this fix able to be rolled into older versions of VPB? I'm using 0.9.7...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
Delport
Sent: Friday, December 19, 2008 2:35 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] vpb - strange tile corner artifacts

Hi,

good, I've also tested the fix with vpb HEAD and it seems OK. Busy 
testing on a larger database and if it works I'll submit the fix.

jp

christophe loustaunau wrote:
 Hi,
 
 I have no bug with r932 and your file.
 It seems to be good !
 
 On Fri, Dec 19, 2008 at 10:05 AM, J.P. Delport jpdelp...@csir.co.za 
 mailto:jpdelp...@csir.co.za wrote:
 
 Hi,
 
 
 christophe loustaunau wrote:
 
  You're near the bug ! :-)
 
 Looking at the log, i see that in destination.cpp ,the function  :
 void DestinationTile::equalizeCorner(Position position)
 
 have been change. It may be here.
 
 
 Yes, this was my first place to look too.
 
 I think I found the error, getImageSet(layerNum) was called on the
 wrong DestinationTile.
 
 Could you try this file with r932 and see if you get OK results, I
 want to double check before I see if the fix works with vpb HEAD.
 
 jp
 
 
 -- 
 This message is subject to the CSIR's copyright terms and
 conditions, e-mail legal notice, and implemented Open Document
 Format (ODF) standard. The full disclaimer details can be found at
 http://www.csir.co.za/disclaimer.html.
 
 This message has been scanned for viruses and dangerous content by
 MailScanner, and is believed to be clean.  MailScanner thanks
 Transtec Computers for their support.
 
 
 ___
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 osg-users@lists.openscenegraph.org
 mailto:osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 
 -- 
 Christophe Loustaunau.
 
 
 
 
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Re: [osg-users] vpb - strange tile corner artifacts

2008-12-19 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Ok I misunderstood. I thought you were referring to earlier versions of VPB
that manifested the artifact. 0.9.7 seems just fine.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
Delport
Sent: Friday, December 19, 2008 8:56 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] vpb - strange tile corner artifacts

Hi Shayne,

no, the fix is for a problem that was introduced after 0.9.7.

The problem came with r932 and from the vpb trac site 0.9.7 was r904.

Do you have problems with 0.9.7?

regards
jp

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 Guys,
 
 Is this fix able to be rolled into older versions of VPB? I'm using
0.9.7...
 
 -Shayne
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
 Delport
 Sent: Friday, December 19, 2008 2:35 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] vpb - strange tile corner artifacts
 
 Hi,
 
 good, I've also tested the fix with vpb HEAD and it seems OK. Busy 
 testing on a larger database and if it works I'll submit the fix.
 
 jp
 
 christophe loustaunau wrote:
 Hi,

 I have no bug with r932 and your file.
 It seems to be good !

 On Fri, Dec 19, 2008 at 10:05 AM, J.P. Delport jpdelp...@csir.co.za 
 mailto:jpdelp...@csir.co.za wrote:

 Hi,


 christophe loustaunau wrote:

  You're near the bug ! :-)

 Looking at the log, i see that in destination.cpp ,the function
:
 void DestinationTile::equalizeCorner(Position position)

 have been change. It may be here.


 Yes, this was my first place to look too.

 I think I found the error, getImageSet(layerNum) was called on the
 wrong DestinationTile.

 Could you try this file with r932 and see if you get OK results, I
 want to double check before I see if the fix works with vpb HEAD.

 jp


 -- 
 This message is subject to the CSIR's copyright terms and
 conditions, e-mail legal notice, and implemented Open Document
 Format (ODF) standard. The full disclaimer details can be found at
 http://www.csir.co.za/disclaimer.html.

 This message has been scanned for viruses and dangerous content by
 MailScanner, and is believed to be clean.  MailScanner thanks
 Transtec Computers for their support.


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 -- 
 Christophe Loustaunau.


 

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[osg-users] overriding keyboard events in osgViewer::View...

2009-01-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

This may be a stupid and/or trivial question but here goes.

 

Is there a way to override the default keyboard event handlers when using an
osgViewer::View class? For example, if I create a viewer and then press the
l (lowercase L) key, it causes my rendered scene to enable and disable
lighting. I want a different behavior when I press this key and other keys.

 

Thanks,

-Shayne



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Re: [osg-users] overriding keyboard events in osgViewer::View...

2009-01-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thank you Robert. That helps a lot...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, January 07, 2009 4:55 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] overriding keyboard events in osgViewer::View...

Hi Shayne,

There are no default event handlers in osgViewer save for the escape
sets done facility that you can turn off via
viewer.setKeyEventSetsDone(0);

From your email it looks like you must be manually adding the
osgGA::StateSetManipulator, and if you still want this functionality
but want to customize the keys ysed just use the its setKeyEvent*()
methods:

void setKeyEventToggleBackfaceCulling(int key) {
_keyEventToggleBackfaceCulling = key; }

void setKeyEventToggleLighting(int key) {
_keyEventToggleLighting = key; }

void setKeyEventToggleTexturing(int key) {
_keyEventToggleTexturing = key; }

void setKeyEventCyclePolygonMode(int key) {
_keyEventCyclePolygonMode = key; }

Robert.

On Wed, Jan 7, 2009 at 12:25 AM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 This may be a stupid and/or trivial question but here goes.



 Is there a way to override the default keyboard event handlers when using
an
 osgViewer::View class? For example, if I create a viewer and then press
the
 l (lowercase L) key, it causes my rendered scene to enable and disable
 lighting. I want a different behavior when I press this key and other
keys.



 Thanks,

 -Shayne

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[osg-users] Head mounted display for OSG...

2009-01-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can anyone give me an update on the maturity of the head mounted display
support in OSG? Is it a work in progress? What is its capability? Any input
or details would be appreciated.

 

Also does anyone have a particular recommendation for a Head-mounted display
brand or hardware that works well with OSG?

 

Thanks,

-Shayne



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Re: [osg-users] Head mounted display for OSG...

2009-01-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
David,

Thanks for that feedback. This will help out...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David
Spilling
Sent: Wednesday, January 07, 2009 3:16 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Head mounted display for OSG...

Shayne,

We use these (http://www.vuzix.com/iwear/products_vr920.html)
experimentally, because they are cheap, and slightly surprisingly support
quad buffer stereo, which means they more or less work with OSG (on Nvidia
Quadro's, at least) straight out of the box. 

Unfortunately, most of our in-house OSG apps hijack the camera in one way or
another and assume that they are not being run stereo, so all goes a bit
awry. Work in progress...

David




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[osg-users] altitude terrain shading...

2009-01-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a requirement to do some altitude shading (coloring) to a terrain
database based off a referenced altitude. In other words, I would like to
shade the terrain to be green below a given altitude and then shade it brown
at or above the given altitude. The reference altitude basically represents
the horizontal plane that intersects the terrain database. Any terrain below
the plane is shaded green and any terrain above the plane is shaded brown.

 

My question is, is there any support in OSG that will allow me to do
something like this? My terrain is a database built with VPB.

 

Any input would be most appreciated.

-Shayne



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Re: [osg-users] altitude terrain shading...

2009-01-15 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks to everyone that responded to my inquiry. I'll try the TexGen
approach first and then do a shader at a later time...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, January 15, 2009 1:58 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altitude terrain shading...

Hi Shayne,

The standard way to do this would be to use a Texture1D for the colour
banding and TexGenNode to compute the tex coords for you.  See the
osgtexture1D example.

Robert.

On Wed, Jan 14, 2009 at 10:42 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I have a requirement to do some altitude shading (coloring) to a terrain
 database based off a referenced altitude. In other words, I would like to
 shade the terrain to be green below a given altitude and then shade it
brown
 at or above the given altitude. The reference altitude basically
represents
 the horizontal plane that intersects the terrain database. Any terrain
below
 the plane is shaded green and any terrain above the plane is shaded brown.



 My question is, is there any support in OSG that will allow me to do
 something like this? My terrain is a database built with VPB.



 Any input would be most appreciated.

 -Shayne

 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] altitude terrain shading...

2009-01-15 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks Gordon. Good points for using a shader. Are there any performance
hits with doing this at a pixel level? I wouldn't think so since the shader
is pretty thin...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson,
Gordon
Sent: Thursday, January 15, 2009 9:07 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altitude terrain shading...

With the Shader approach you still typically use a 1d texture, but can
have good control of what color a pixel gets and you can place palettes
in the texture etc.. Works well  


Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Thursday, January 15, 2009 11:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altitude terrain shading...

Thanks to everyone that responded to my inquiry. I'll try the TexGen
approach first and then do a shader at a later time...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, January 15, 2009 1:58 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altitude terrain shading...

Hi Shayne,

The standard way to do this would be to use a Texture1D for the colour
banding and TexGenNode to compute the tex coords for you.  See the
osgtexture1D example.

Robert.

On Wed, Jan 14, 2009 at 10:42 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I have a requirement to do some altitude shading (coloring) to a 
 terrain database based off a referenced altitude. In other words, I 
 would like to shade the terrain to be green below a given altitude and

 then shade it
brown
 at or above the given altitude. The reference altitude basically
represents
 the horizontal plane that intersects the terrain database. Any terrain
below
 the plane is shaded green and any terrain above the plane is shaded
brown.



 My question is, is there any support in OSG that will allow me to do 
 something like this? My terrain is a database built with VPB.



 Any input would be most appreciated.

 -Shayne

 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
 org


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Re: [osg-users] altitude terrain shading...

2009-01-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Gerwin,

Thanks for the input. I will code a shader up to see how it looks. Your work
sounds very interesting indeed...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gerwin de
Haan
Sent: Saturday, January 17, 2009 8:02 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altitude terrain shading...

Dear Shayne,

Recently I used a vertex+fragment shader to do color-coding of
altitude of a terrain model in OSG. I don't have exact measurements,
but I did not experience (nor expected) noticeable performance issues.
In this typical case I used a simple in-shader colormapping (like
going from blue-to-yellow), but a 1D texture lookup gives you more
flexibility in coloring (as Gordon mentions, I see now).

To get your z-value in the fragment shader, you would typically use a
varying float my_attitude in both shaders, fill it in the vertex
shader :my_attitude=glVertex.z, and use it in the fragment shader,
e.g. gl_FragColor = vec4(my_attitude,my_attitude,my_attitude,1.0). I
here consider the z to be normalized between [0..1], and generate a
color from black to white through grey.

I did experience some unpleasant side-effects in VPB-generated
terrains in POLYGONAL mode: the lower LOD levels have bigger rough
polys that pop in and out. With regular textures (e.g. aerial
photographs) you barely notice popping, but with artificial coloring
you really emphasize this and polygon ridges tend to stand out. Not
too much you could do about that, other than having extra/other data
besides the POLYGONAL terrain.

 I am now using a custom point-cloud terrain generated from LiDAR
data, which solves some of these coloring issues but has other
problems. To give you an idea of the colormapping effect using the
same shader on this data (shameless plug alert), see
http://graphics.tudelft.nl/~gerwin/media/3dtopo/Screenshot_pointcloud.png

good luck,
Gerwin

On Thu, Jan 15, 2009 at 5:42 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Thanks Gordon. Good points for using a shader. Are there any performance
 hits with doing this at a pixel level? I wouldn't think so since the
shader
 is pretty thin...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tomlinson,
 Gordon
 Sent: Thursday, January 15, 2009 9:07 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] altitude terrain shading...

 With the Shader approach you still typically use a 1d texture, but can
 have good control of what color a pixel gets and you can place palettes
 in the texture etc.. Works well


 Gordon

 __
 Gordon Tomlinson

 Product Manager 3D
 Email  : gtomlinson @ overwatch.textron.com
 __
 (C): (+1) 571-265-2612
 (W): (+1) 703-437-7651

 Self defence is not a function of learning tricks
 but is a function of how quickly and intensely one
 can arouse one's instinct for survival
 - Master Tambo Tetsura



 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 Sent: Thursday, January 15, 2009 11:04 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] altitude terrain shading...

 Thanks to everyone that responded to my inquiry. I'll try the TexGen
 approach first and then do a shader at a later time...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: Thursday, January 15, 2009 1:58 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] altitude terrain shading...

 Hi Shayne,

 The standard way to do this would be to use a Texture1D for the colour
 banding and TexGenNode to compute the tex coords for you.  See the
 osgtexture1D example.

 Robert.

 On Wed, Jan 14, 2009 at 10:42 PM, Tueller,  Shayne R Civ USAF AFMC 519
 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I have a requirement to do some altitude shading (coloring) to a
 terrain database based off a referenced altitude. In other words, I
 would like to shade the terrain to be green below a given altitude and

 then shade it
 brown
 at or above the given altitude. The reference altitude basically
 represents
 the horizontal plane that intersects the terrain database. Any terrain
 below
 the plane is shaded green and any terrain above the plane is shaded
 brown.



 My question is, is there any support in OSG that will allow me to do
 something like this? My terrain is a database built with VPB.



 Any input would be most appreciated.

 -Shayne

 ___
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 osg-users@lists.openscenegraph.org
 http

Re: [osg-users] osgEarth - terrain on demand

2009-01-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Glenn,

It looks like a great product. I look forward to exploring this in more
detail...

Great job...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Thursday, January 22, 2009 6:20 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgEarth - terrain on demand

Announcing osgEarth, a new open source toolkit that enables on-demand
terrain generation in OpenSceneGraph applications.

osgEarth brings web-based geospatial visualization to OSG. It it built on
the osgTerrain library, and operates in a manner similar to the technology
that underlies products like NASA WorldWind, Google Earth, or Microsoft
Virtual Earth.

With osgEarth you can generate a terrain model at run-time by connecting to
a wide variety of imagery and elevation data sources, including WMS, TMS,
Google maps, TIFF files, and more. Or extend it by writing your own driver.

osgEarth is LGPL. Visit the wiki to download it and give it a try!

http://osgearth.org 



Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791



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Re: [osg-users] About OpenGL materials

2009-02-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This may be a naive comment but couldn't you leverage something similar to
glColorMaterial() to accomplish the task? 

Just a thought...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Wednesday, February 04, 2009 3:43 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] About OpenGL materials

Hi Gordon,

(sorry, sent before I had finished typing...)

 No Lighting = No Material 

Hmmm, and any way to make it so that lighting has no effect (even though 
it's on) for a given object? I thought about putting a 1x1 texture with 
in GL_DECAL mode, but then I would need a texture for each color I want 
in my models (since it would even override the material color) right?

What I'm getting at is I'm very flexible as to how I get the color onto 
my model, as long as it isn't through the vertex colors since that 
overrides the scribe/outline effect's color.

 You probably could do this with in a shader but you would have to
replicate the full fixed pipeline calculation of lighting,materials,
textures , fogs etc ( which you have to do anyway  )

I already have shaders for most of the fixed pipeline (what I need) but 
these can be disabled by the user, and whatever I'm trying to display 
would need to look the same both with shaders on and off... So I need a 
solution that works for the fixed pipeline too.

I'll try to think about another way...

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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[osg-users] Composite viewer vs. Viewer

2009-02-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Can anyone tell me if the composite viewer uses the same threading
models/schemes as the regular viewer? Also does the regular viewer have any
advantages over the composite viewer in terms of rendering performance when
using multiple cameras?

 

The latter question may be a bit too vague so please accept my apologies if
it is. 

 

Thanks,

-Shayne



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Re: [osg-users] Composite viewer vs. Viewer

2009-02-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thank you!!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, February 12, 2009 12:46 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Composite viewer vs. Viewer

Hi Shayne,

osgViewer::Viewer and osgViewer::CompositeViewer both use the same
threading and rendering code, found in the common base class
osgViewer::ViewerBase's renderingTraversals() method.

This means that is pretty well no difference in threading models
supported, nor performance, nor how they handle multiple cameras.
The difference is all in the high level interfaces to the viewers,
each targets a different class of viewer usage.

Robert.


On Thu, Feb 12, 2009 at 7:30 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 Can anyone tell me if the composite viewer uses the same threading
 models/schemes as the regular viewer? Also does the regular viewer have
any
 advantages over the composite viewer in terms of rendering performance
when
 using multiple cameras?



 The latter question may be a bit too vague so please accept my apologies
if
 it is.



 Thanks,

 -Shayne

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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Microsoft's mantra from the get go has been to kill OpenGL. Much to their
dismay and despite their bully tactics, OpenGL is still here...and growing.
I know in the IG world, most IG vendors (Rockwell-Collins, Quantum,
Aechelon, etc.) out there are using OpenGL and most are using Windows as the
OS. The only IG vendor I'm aware of that is using D3D on Windows is MetaVR. 

D3D has a stranglehold on the gaming market but that is really all they
have. Most professional apps outside of this realm are using OpenGL.

I refuse to drink the Microsoft Kool-Aid and I believe OpenGL will not
only continue to persist but it will flourish. If anything, OpenGL should
exist so that developers don't have to crawl to Microsoft to do their 3D
graphics apps. 

Thanks goodness that OpenGL is cross-platform and D3D is not. 

-S

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Tuesday, February 24, 2009 10:45 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

Hi Paul,

 Hm. Perhaps this is an appropriate time for me to unveil my discussion 
 forum, in which I have a blog stating my own opinions of OpenGL versus
D3D:
 http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2 

Nice post, I agree. That Tom's Hardware article was buying into 
Microsoft's misinformation, but you present the facts. But regarding MS 
dropping D3D, don't hold your breath :-)

I've got your message board bookmarked. :-)

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 Agreed, but we can still complain that OpenGL isn't moving forward fast
enough for us, right?

Absolutely...given the rate that the hardware is evolving in terms of
capability and programmability.

Now, where's my GLSL IDE...:)




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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Outside of the gaming industry, I think it's safe to say that most
professional graphics apps are using OGL. Practically everything from
visualization software in the oil industry to the image generator industry
is using OSG and/or OGL in their applications. It shouldn't be a problem in
getting these folks to step up in OGL's defense. 

Our particular shop is porting over to using OSG because it uses OpenGL and
not D3D. That was a big factor in our decision.

-S

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, February 25, 2009 2:00 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

Hi Paul,

On Wed, Feb 25, 2009 at 8:42 PM, Paul Martz pma...@skew-matrix.com wrote:
 What specific ideas do you have for supporting OpenGL? The ARB has a
 marketing subgroup that might be interested in hearing about our desire to
 help out. Just off the top of my head, I imagine some kind of press
release
 from the OpenSceneGraph community, perhaps signed/endorsed by several of
 us here on the list, which might get some visibility on opengl.org and
 khronos.org, maybe some other places as well.

I don't have any strong ideas, it's just a sense that perhaps we
should get our act together an as one instigate a campaign of support
for OpenGL and hold the hardware vendors toes to the fire a little was
well ;-)

We have lots of big companies that use the OSG, these are the types of
groups to step up and say OpenGL is real important.  Big open source
projects could step up as well.   I'm not marketing person, so not
well equipped to come up with snappy campaign or who to smooze to get
them to sign up.  Coordinate with ARB would be OK, but personally I'd
want it to be a message from the community of OpenGL users rather than
a marketing campain for the ARB/vendors.

Robert.
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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I agree with what is said here. From my experience, generalization and high
performance end up being mutually exclusive. Eventually you have to
surrender to one to obtain the other...

-S

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger
Sent: Wednesday, February 25, 2009 3:04 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

Sukender wrote:
 Hi Robert,
 
 Well yes, I forgot about XBox... So yes, the wrapper may be a
 solution. However, I'd like to insist on the fact that we should
 attract D3D devs by telling them that we're going towards an API
 agnostic scene graph, and them see with them what we may/should do
 about D3D support.
 

Honestly, I wouldn't care too much about platforms like XBox - it is
here for a year or two more and the next XBox is likely to be very
different.

However the OSG devs will have invested lot of time into the D3D
infrastructure that will be obsolete when the new XBox is out. Then
what? Chase the moving target again? What for? To be competing with
things like the Source engine or others that do not care about OpenGL
and can be tightly optimized for D3D?

If you want to develop Windows/XBox games using OSG, be my guest, but we
should not try to target every possible rendering API which is there. I
prefer a tool that does one thing and does it well to a jack of all
trades that does everything but nothing well.

I think OSG only stands to lose by fragmentation of the development
resources if Direct 3D was to be supported, and for very little gain.

Regards,

Jan
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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 This seems mostly to be a pretty pragmatic bunch of people, so I'm fairly
confident
 that if D3D support doesn't materialize, it is for technical rather than
 religious reasons.

 Thanks,
 Cory

One technical feature I can think of is that OGL is cross platform, running
on everything from supercomputers to hand-held devices. D3D is a NO-OP in
this regard. That alone should rule out D3D as far as OSG is concerned.

It's probably the main reason that OGL has survived up to this point despite
Microsoft's efforts to kill it off. Don't underestimate the applications out
there that are using OGL...that don't run on Windows...or that run on both
Windows and something else...

For the record (and a disclaimer), my comments here are simply my opinion.
Obviously I'm not biased...;^)

It's not my intention here to fan any flames of discontent. I just like
adding my .02...well...maybe my .05...:)


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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 It works on Windows *and* XBox 360!

Hmmm...is that really cross-platform since the embedded OS on Xbox 360
really has its roots in Windows 2000? While the Xbox 360 is technically a
different platform, it still has Microsoft all over it. I guess if one
drinks the Microsoft Kool-Aid, then I'll concede their so-called
cross-platform claim.

In the context (no pun intended) I was thinking of, cross-platform means
different hardware AND different OS...that doesn't have Microsoft's
fingerprints all over it...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Thursday, February 26, 2009 5:36 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 One technical feature I can think of is that OGL is cross platform,
running
 on everything from supercomputers to hand-held devices. D3D is a NO-OP in
 this regard. That alone should rule out D3D as far as OSG is concerned.
   


That's not true at all!  D3D is cross-platform! 

It works on Windows *and* XBox 360!

(I've actually seen Microsoft call this cross-platform in the 
developer docs.  Seriously.)

--J
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Re: [osg-users] second newbie question reiterated withdrawLi(UNCLASSIFIED)

2009-03-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Are you rendering with lighting enabled or disabled? 

I notice that along with setting the color array, you are setting a normal
array in your code below. Normally (no pun intended) you supply a normal
array if lighting is enabled...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Konkle,
Daniel T AMRDEC/Dynetics
Sent: Thursday, March 12, 2009 10:40 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] second newbie question reiterated
withdrawLi(UNCLASSIFIED)

Classification:  UNCLASSIFIED 
Caveats: NONE

If i remove the matrix transform that performs the rotation for the the
right triangle, i get the correct color on my triangle.

i don't understand why.  help.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
 boun...@lists.openscenegraph.org] On Behalf Of Konkle, Daniel T
 AMRDEC/Dynetics
 Sent: Thursday, March 12, 2009 11:35 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] second newbie question reiterated
 withdrawLin(UNCLASSIFIED)
 
 Classification:  UNCLASSIFIED
 Caveats: NONE
 
 I thought that this code in drawLines sets the color.
 
 The strange thing is that the first triangle that I draw is the wrong
 color and the second triangle is the correct color and they are both
 drawn from the same geode.
 
 i'm totally confused.
 
  // pass the created vertex array to the points geometry object.
  linesGeom-setVertexArray(vertices);
 
  // set the colors as before, plus using the above
  osg::Vec4Array* colors = new osg::Vec4Array;
  colors-push_back(osg::Vec4( colorVec[colorIndex][0],
  colorVec[colorIndex][1],
  colorVec[colorIndex][2], colorVec[colorIndex][3]));
 
  linesGeom-setColorArray(colors);
  linesGeom-setColorBinding(osg::Geometry::BIND_OVERALL);
 
 
 
  -Original Message-
  From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
  boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon
  Sent: Thursday, March 12, 2009 11:11 AM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] second newbie question reiterated
  withdrawLine(UNCLASSIFIED)
 
  You do not show how you set the color and material on the triangles
  If this is not specified then you will pickup what ever the last
 color
  and/or material that was used by Opengl
 
 
  Gordon
  Product Manager 3d
  __
  Gordon Tomlinson
  Email  : gtomlinson @ overwatch.textron.com
  __
 
 
  -Original Message-
  From: osg-users-boun...@lists.openscenegraph.org
  [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
  Konkle,
  Daniel T AMRDEC/Dynetics
  Sent: Thursday, March 12, 2009 12:04 PM
  To: OpenSceneGraph Users
  Subject: [osg-users] second newbie question reiterated with
  drawLine(UNCLASSIFIED)
 
  Classification:  UNCLASSIFIED
  Caveats: NONE
 
 
  Any insight would be welcome.
 
  So I'm drawing several triangles on my scene.
 
  here is the code that draws the first 2.
 
  I'm reusing the first same geode.
 
  The strange thing is that the 'right triangle' is a different color
  (black)
  than the 'left triangle' (light green)
 
  I'm actually drawing 2 others and they are black too.
 
  I need them to be green.
 
  Can anyone tell me what I'm doing wrong?  It makes no sense to me.
 
  Danny
 
 
   osg::Vec3Array* tri = new osg::Vec3Array;
   tri-push_back(osg::Vec3(0.0f, -0.1f, depth));
  tri-push_back(osg::Vec3(0.1f, 0.0f, depth));
  tri-push_back(osg::Vec3(0.0f, 0.1f, depth));
 
   osg::ref_ptrosg::Geode triangle = new osg::Geode();
  triangle-addDrawable( drawLines( tri, 0 ) );
 
   // right triangle
  {
 
 osg::ref_ptrosg::MatrixTransform translate = new
  osg::MatrixTransform;
 osg::Matrix tran_mat = osg::Matrix::translate(
 hud_aspect,0.0f,
  0.0f );
 translate-setMatrix( tran_mat );
 
 osg::ref_ptrosg::MatrixTransform rotate = new
  osg::MatrixTransform;
 osg::Matrix rot_mat = osg::Matrix::rotate( M_PI, 0.0f, 0.0f,
  1.0f);
 rotate-setMatrix( rot_mat );
 
 camera-addChild(translate.get());
 translate-addChild( rotate.get() );
 rotate-addChild( triangle.get() );;
  }
 
  // left triangle
  {
 osg::Matrix m;
 osg::ref_ptrosg::MatrixTransform mt = new
  osg::MatrixTransform;
 m.makeTranslate( -hud_aspect, 0.0f, 0.0f );
 mt-setMatrix( m );
 camera-addChild(mt.get());
 mt-addChild( triangle.get() );.
  }
 
 
  // create LINES
  osg::Geometry * drawLines( osg::Vec3Array * vertices, int colorIndex
 )
  {
  // create Geometry object to store all the vertices and lines
  primitive.
  osg::Geometry* linesGeom = new osg::Geometry();
 
  // pass the created vertex array to the points geometry object.
  

Re: [osg-users] second newbie question reiterated withdrawLi(UNCLASSIFIED)

2009-03-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Another thought...if you do have lighting enabled, your lighting normals on
the black triangle could be facing the opposite direction from the light
source which might explain the black color. It might also explain why when
you fiddle with the matrix transform, the triangle color shows up (i.e. the
triangle is oriented towards the light source)...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Konkle,
Daniel T AMRDEC/Dynetics
Sent: Thursday, March 12, 2009 10:40 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] second newbie question reiterated
withdrawLi(UNCLASSIFIED)

Classification:  UNCLASSIFIED 
Caveats: NONE

If i remove the matrix transform that performs the rotation for the the
right triangle, i get the correct color on my triangle.

i don't understand why.  help.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
 boun...@lists.openscenegraph.org] On Behalf Of Konkle, Daniel T
 AMRDEC/Dynetics
 Sent: Thursday, March 12, 2009 11:35 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] second newbie question reiterated
 withdrawLin(UNCLASSIFIED)
 
 Classification:  UNCLASSIFIED
 Caveats: NONE
 
 I thought that this code in drawLines sets the color.
 
 The strange thing is that the first triangle that I draw is the wrong
 color and the second triangle is the correct color and they are both
 drawn from the same geode.
 
 i'm totally confused.
 
  // pass the created vertex array to the points geometry object.
  linesGeom-setVertexArray(vertices);
 
  // set the colors as before, plus using the above
  osg::Vec4Array* colors = new osg::Vec4Array;
  colors-push_back(osg::Vec4( colorVec[colorIndex][0],
  colorVec[colorIndex][1],
  colorVec[colorIndex][2], colorVec[colorIndex][3]));
 
  linesGeom-setColorArray(colors);
  linesGeom-setColorBinding(osg::Geometry::BIND_OVERALL);
 
 
 
  -Original Message-
  From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
  boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon
  Sent: Thursday, March 12, 2009 11:11 AM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] second newbie question reiterated
  withdrawLine(UNCLASSIFIED)
 
  You do not show how you set the color and material on the triangles
  If this is not specified then you will pickup what ever the last
 color
  and/or material that was used by Opengl
 
 
  Gordon
  Product Manager 3d
  __
  Gordon Tomlinson
  Email  : gtomlinson @ overwatch.textron.com
  __
 
 
  -Original Message-
  From: osg-users-boun...@lists.openscenegraph.org
  [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
  Konkle,
  Daniel T AMRDEC/Dynetics
  Sent: Thursday, March 12, 2009 12:04 PM
  To: OpenSceneGraph Users
  Subject: [osg-users] second newbie question reiterated with
  drawLine(UNCLASSIFIED)
 
  Classification:  UNCLASSIFIED
  Caveats: NONE
 
 
  Any insight would be welcome.
 
  So I'm drawing several triangles on my scene.
 
  here is the code that draws the first 2.
 
  I'm reusing the first same geode.
 
  The strange thing is that the 'right triangle' is a different color
  (black)
  than the 'left triangle' (light green)
 
  I'm actually drawing 2 others and they are black too.
 
  I need them to be green.
 
  Can anyone tell me what I'm doing wrong?  It makes no sense to me.
 
  Danny
 
 
   osg::Vec3Array* tri = new osg::Vec3Array;
   tri-push_back(osg::Vec3(0.0f, -0.1f, depth));
  tri-push_back(osg::Vec3(0.1f, 0.0f, depth));
  tri-push_back(osg::Vec3(0.0f, 0.1f, depth));
 
   osg::ref_ptrosg::Geode triangle = new osg::Geode();
  triangle-addDrawable( drawLines( tri, 0 ) );
 
   // right triangle
  {
 
 osg::ref_ptrosg::MatrixTransform translate = new
  osg::MatrixTransform;
 osg::Matrix tran_mat = osg::Matrix::translate(
 hud_aspect,0.0f,
  0.0f );
 translate-setMatrix( tran_mat );
 
 osg::ref_ptrosg::MatrixTransform rotate = new
  osg::MatrixTransform;
 osg::Matrix rot_mat = osg::Matrix::rotate( M_PI, 0.0f, 0.0f,
  1.0f);
 rotate-setMatrix( rot_mat );
 
 camera-addChild(translate.get());
 translate-addChild( rotate.get() );
 rotate-addChild( triangle.get() );;
  }
 
  // left triangle
  {
 osg::Matrix m;
 osg::ref_ptrosg::MatrixTransform mt = new
  osg::MatrixTransform;
 m.makeTranslate( -hud_aspect, 0.0f, 0.0f );
 mt-setMatrix( m );
 camera-addChild(mt.get());
 mt-addChild( triangle.get() );.
  }
 
 
  // create LINES
  osg::Geometry * drawLines( osg::Vec3Array * vertices, int colorIndex
 )
  {
  // create Geometry object to store all the vertices and lines
  primitive.
  osg::Geometry* 

Re: [osg-users] Insert custom Open GL code

2009-03-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If your OGL code is sharing the same render context as OSG, you need to
wrapper the OGL code with a push and pop of the state. The push would be:

glPushAttrib(GL_ALL_ATTRIB_BITS);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_TEXTURE);
glPushMatrix();

And the pop would be:

glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();

I do my OGL rendering in a PostDrawCallback for a symbology overlay.

Hope this helps...
-Shayne



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Claudio
Arduino
Sent: Monday, March 23, 2009 4:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Insert custom Open GL code

Hi,
i Need to insert custom OpenGl code like this:

glBegin(GL_TRIANGLE_STRIP);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(0,0,0);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(2000,2000,0);
glVertex3i(0, 2000,0);
glEnd();
glFlush();

i have tried to insert this code in osgCallback code:

struct DrawableUpdateCallback : public osg::Drawable::UpdateCallback {
virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
{
std::coutDrawable update callback drawablestd::endl;
  glBegin(GL_TRIANGLE_STRIP);

 glColor3f(1.0, 0.0, 1.0);
  glVertex3i(0,0,50);
glColor3f(1.0, 0.0, 1.0);
   glVertex3i(2,2,50);
   glVertex3i(0, 2,50);
glEnd();
glFlush();
}
};

the code is executed but the triangles don't appear to the screen...
i am a newbie in OpenGl

please help me...:-)

thanks



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Re: [osg-users] Safely loading paged databases at runtime

2009-03-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Jason,

That is what I was going to say as well. I've been bitten by the smart
pointer/ref_ptr issue more times than I care to admit...;^)

Glad you got it figured out...
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Beverage
Sent: Monday, March 23, 2009 11:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Safely loading paged databases at runtime

Hi Robert,

Ha, I was just getting ready to reply to you saying I've found the issue:)

That was exactly it, switching over to using using a ref_ptr within the
ReaderWriterOSGEarth plugin for the cached TileBuilder objects seems to have
fixed my issue.

Thanks!

Jason


2009/3/23 Robert Osfield robert.osfi...@gmail.com


Hi Jason,

Normally the DatabasePager works on loaded scene graph that are
entirely independent from the main scene graph and these subgraphs are only
merged with the main scene graph when the main frame loop calls the update
on the DatabasePager to merge any new tiles, remove expired ones.  The
update is down thread safe, with locking happening for all the appropriate
places.  If the place that the node is being attached is already unref'd
from the scene graph then the subgraph should just be safely discarded.

In the case of osgEarth do you have a pointers to global/parental
structures in the plugins that would break the normal scene graph
encapsulation that the database normally has?  If there is such a reference
then it might be best to take a reference to this global/parent strucutre
during the running of the plugin to prevent it going out of scope before the
end of the call to the plugin.

Robert.


2009/3/23 Jason Beverage jasonbever...@gmail.com


Hi Robert,

I've been working with loading and unloading different
osgEarth files at runtime (such as from a File | Open menu) using OSG and
have found that I need to take special care to make sure that the
DatabasePager is not working on a loaded node before removing it and
replacing it with a different scene.  This isn't a big deal and essentially
consists of telling the database pager to not accept any new requests,
clearing any pending requests and waiting for the pager to complete by
checking the getRequestsInProgress.

I've found that if I simply replace the main earth file's
node with a new one while the DatabasePager is working, my application will
crash.  Is this the intended behavior or have I found a potential issue?

Thanks!

Jason


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Re: [osg-users] discontinuity in texture in VPB...

2009-03-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the update. You do great work...:)

I'll test here in the near future...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, March 24, 2009 11:47 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] discontinuity in texture in VPB...

Hi All,

I've been looking into the problems reported by Shayne right at the start of
this thread, and with a little help from Christophe's patch have pinpointed
the problem and resolved it by re-ordering the reprojection and destination
graph building to avoid the reproject from invalidating the internal quad
map that vpb::DataSet maintains internally.  This re-ordering solves the bug
without having to do an costly (in time) patching of the quadMap and is more
straight forward code was so will be easier to maintain thatn Christophe's
patch too.

In testing I also found that the svn/trunk version of GDAL's multi-threading
warp operation was generating black output images, so I've made use of the
single threaded version the default which fixes the black texture problem.

Could users who've seen this problem with VPB database check out the
svn/trunk version of VPB and see how you get on.

Cheers,
Robert



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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, March 25, 2009 2:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

With OpenGL you can migrate steadily from one rev to the next, an
application written back in 1992 is still runable today, if you your
application lives any period of time - like successful software does then
longivity is good thing.

Robert,

Are you implying that the current D3D is not backwards compatible with
previous versions? I believe that a current D3D application can query
earlier versions of the D3D interface through COM. A D3D 3.0 application can
still run under D3D 10.0 as I understand it...

-Shayne






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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

In what way has D3D screwed the existing user base with each new release?
I'm not trying to argue your point, I just want to understand where you're
coming from here.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, March 25, 2009 8:31 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OpenGL 3.1 at GDC

 YES :)))
 
 but robert, thanks for your arguments! i will use them there. ;)
 
 best regards to all and other arguments are welcome too!

I agree with Robert's sentiment. In many ways, D3D has chosen the easy way
out -- supporting only one platform, and screwing the existing user base
with each new release. This is the easy way to develop an API. Running cross
platform, continuing to evolve and remain relevant, and not screwing
existing users is a much harder task, but OpenGL has a proven track record
of success in all these areas.

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

In answer to your question, the answer is no, it can't.

I appreciate what OpenGL can do in terms of its extensions but that isn't
what my response was in reference to. I was asking Robert if he was implying
that D3D is not backwards compatible in his earlier comment...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, March 25, 2009 9:20 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Does that D3D 3.0 app get access to any new features?

OpenGL 3.1 adds new ARB extensions to OpenGL 2.1, so that old OpenGL apps
(even OpenGL 1.0 apps) running on an OpenGL 2.1 implementation can access
new features analogous to those found in OpenGL 3.1.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, March 25, 2009 9:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC


Are you implying that the current D3D is not backwards compatible with
previous versions? I believe that a current D3D application can query
earlier versions of the D3D interface through COM. A D3D 3.0 application can
still run under D3D 10.0 as I understand it...

-Shayne





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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the clarification. I think this discussion is good for all
involved when it comes to understanding the differences between D3D and
OpenGL.

For the record, I'm not an advocate of D3D or Microsoft. Far from it in
fact...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, March 25, 2009 9:23 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Hi Shayne,


2009/3/25 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil


Are you implying that the current D3D is not backwards compatible
with
previous versions? I believe that a current D3D application can
query
earlier versions of the D3D interface through COM. A D3D 3.0
application can
still run under D3D 10.0 as I understand it...



The problem is not the the old D3D versions API aren't available, but the
fact that the jump between versions is discrete.  If you want D3D 10.0
functionality you have to use D3D 10, you can't just use one part of D3D 10
and keep the rest of your app building against D3D 9.  You can't get access
to D3D features unless you are on Vista. 

This a very different situation to that of OpenGL based apps that like the
OSG have been able to evolve bit by bit as few hardware + API features were
exposed in OpenGL.

If you are trying to maintain an application for a long period then handling
widely different hardware and OS combinations is key.  The D3D model really
doesn't help you at all.  The D3D model only suits making an app for
specific era, once that era is gone the app just stays in that era unless
you retool in a significant way.  For a game that is developed and sells for
a couple of years it might be able to come and go in just one era, but for
most applications this isn't the case.

Interestingly for open source games that take many years to write and evolve
over time their lifetime is potentially far longer than commericial games,
so open source games have more similar needs to API evolution and
portability that conventional long lived graphis applications have.

Robert.





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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul, Alberto, and Robert,

Thanks for the feedback. Good stuff and details that outline the differences
between the two APIs...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, March 25, 2009 9:57 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OpenGL 3.1 at GDC

My point is that the DX3 and DX10 APIs are not compatible. The fact that the
DX system allows apps to request DX3-only runtime on a DX10-capable
implementation implies support but does not imply compatibility.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

I, for one, appreciate you speaking out and keeping us informed...

I look forward to more information and insight that you may be able to share
with the rest of us regarding OpenGL...and D3D...;^)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, March 25, 2009 11:05 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OpenGL 3.1 at GDC

I realize that by speaking out, I'm running the risk of looking just as
closed-minded, opinionated, and foolish as we view the D3D community. If I'm
ever _way_ off base, please call me on it. I'd rather be quiet than somehow
do OpenGL a disservice.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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Re: [osg-users] VPB and how it generates terrain

2008-07-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
There's an article entitled On-the-sphere block-based 3D terrain rendering
using a wavelet-encoded terrain database for SVS by Greg Baxes and Tim
Linger of TerraMetrics Inc. The article gives a high level view of their
algorithm which I believe is the one or similar to the one used in Earth
viewers like Google Earth and NASA World Wind for terrain rendering on a
sphere...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Wednesday, July 02, 2008 8:12 AM
To: OpenSceneGraph Users
Subject: [osg-users] VPB and how it generates terrain

Hello Robert,

We currently have a student doing a masters project at our company, and 
his job will be to improve the terrain algorithms in the Vortex toolkit 
(both for physical simulation and graphical representation). One aspect 
is generating terrain from a height field, which is what VPB does. 
Unfortunately, since we need to support dynamic terrain/height fields, 
and since we also need to do collision detection against it, we cannot 
use VPB directly and will have to re-do much of the work that is already 
in VPB.

I was wondering if you had any pointers to what strategies are used to 
generate the terrain. Any articles/papers? Both the actual geometry 
generation and the LOD strategies are of interest. The code is available 
for study but we're really looking for some high-level overviews of how 
it does its work and why those given tradeoffs were chosen.

Any information you provide would be helpful. Thanks in advance,

J-S
-- 
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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[osg-users] cessnafire.osg...

2008-07-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I have a simple/silly question regarding cessnafire.osg. 

 

I can load this into a node and display it without trouble, however, when I
apply a MatrixTransform to the node, the geometry is changed but the
fire/smoke animation doesn't follow the geometry. I'm assuming that the
fire/smoke is modeled using osgParticle.

 

My question is, is what do I need to do to have fire/smoke undergo the same
transformation as the geometry so that it moves with the airplane? Do I need
to use the Texture matrix?

 

Any help here would be welcome.

 

Thanks,

-Shayne



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Re: [osg-users] cessnafire.osg...

2008-07-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks for the link. While I appreciate the info, it doesn't really address
my original question about transforming the particle emitter that is defined
in the cessnafire.osg file. After reading the cessnafire.osg file into a
node, I add this node to a MatrixTransform but only the geometry is
affected. The fire/smoke part is NOT affected by the transform whatsoever.

Anyone else caring to chime in on this? Perhaps it can't be done...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ???
Sent: Thursday, July 03, 2008 8:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] cessnafire.osg...

 I’m assuming that the fire/smoke is modeled using osgParticle…
 
  I think so! You can take a look
http://faculty.nps.edu/jasullivan/osgtutorials/osgParticle.htm
 
 
 

在2008-07-04 07:10:57,Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED] 写道:


I have a simple/silly question regarding cessnafire.osg. 

 

I can load this into a node and display it without trouble, however,
when I apply a MatrixTransform to the node, the geometry is changed but the
fire/smoke animation doesn’t follow the geometry. I’m assuming that the
fire/smoke is modeled using osgParticle…

 

My question is, is what do I need to do to have fire/smoke undergo
the same transformation as the geometry so that it moves with the airplane?
Do I need to use the Texture matrix?

 

Any help here would be welcome…

 

Thanks,

-Shayne





网易首款免费3D网游“天下2”,6月6日激情公测 http://tx2.163.com/fab.html 


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Re: [osg-users] cessnafire.osg...

2008-07-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I've attempted to look at the archives but have been unsuccessful in finding
anything that will help. Perhaps I'm searching for the wrong thing.

I've seen examples of transforming particles explicitly but I haven't found
anything that gives an example on how to transform particles that are
implicitly defined in an osg file like the cessnafire.osg example. I read
this file into a node and then what? How do I get at the particle part to
transform it?

I did look at the osgparticleeffect.cpp file and it's still unclear on how I
would transform particles that are implicitly defined in the cessnafire.osg
file. The osg files in the osgparticleeffect code that are read in appear to
be geometry and image only so this really doesn't help in answering my
question.

-Shayne



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, July 07, 2008 10:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] cessnafire.osg...

Hi Shayne,

Have a look through the archives on this topic, much of the
discussions goes way back.

Also have a look at the osgparticleeffects code block, it has a code
path that handles moving models and particles systems.

Robert.

2008/7/7 Tueller,  Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED]:
 Thanks for the link. While I appreciate the info, it doesn't really
address
 my original question about transforming the particle emitter that is
defined
 in the cessnafire.osg file. After reading the cessnafire.osg file into a
 node, I add this node to a MatrixTransform but only the geometry is
 affected. The fire/smoke part is NOT affected by the transform whatsoever.

 Anyone else caring to chime in on this? Perhaps it can't be done...

 -Shayne

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of ???
 Sent: Thursday, July 03, 2008 8:09 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] cessnafire.osg...

  I'm assuming that the fire/smoke is modeled using osgParticle…

  I think so! You can take a look
 http://faculty.nps.edu/jasullivan/osgtutorials/osgParticle.htm




 在2008-07-04 07:10:57,Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 [EMAIL PROTECTED] 写道:


I have a simple/silly question regarding cessnafire.osg.



I can load this into a node and display it without trouble,
however,
 when I apply a MatrixTransform to the node, the geometry is changed but
the
 fire/smoke animation doesn't follow the geometry. I'm assuming that the
 fire/smoke is modeled using osgParticle…



My question is, is what do I need to do to have fire/smoke undergo
 the same transformation as the geometry so that it moves with the
airplane?
 Do I need to use the Texture matrix?



Any help here would be welcome…



Thanks,

-Shayne



 

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Re: [osg-users] cessnafire.osg...

2008-07-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert, 

I understand that you have to move the particle system out in the world
space and make it local to the moving model, but how do you get at the
particle system inside the file in the first place? That, to me, is the big
question. If I read between the lines in your response, I get the impression
that it can't be done and that I must define my own particle system
explicitly. 

If it is possible to isolate the particle system out of the cessnafire.osg
file, I would like to see a code snippet that does this...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, July 07, 2008 11:49 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] cessnafire.osg...

Hi Shayne,

You'll can't put a self contained particle system with file and then
load it and transform it around the world and expect it to
automagicaly work as you want.  What you have to do to move the
particle system out in the world space, and have the emiter local to
the moving object.

Robert.

2008/7/7 Tueller,  Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED]:
 Robert,

 I've attempted to look at the archives but have been unsuccessful in
finding
 anything that will help. Perhaps I'm searching for the wrong thing.

 I've seen examples of transforming particles explicitly but I haven't
found
 anything that gives an example on how to transform particles that are
 implicitly defined in an osg file like the cessnafire.osg example. I read
 this file into a node and then what? How do I get at the particle part to
 transform it?

 I did look at the osgparticleeffect.cpp file and it's still unclear on how
I
 would transform particles that are implicitly defined in the
cessnafire.osg
 file. The osg files in the osgparticleeffect code that are read in appear
to
 be geometry and image only so this really doesn't help in answering my
 question.

 -Shayne



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert
 Osfield
 Sent: Monday, July 07, 2008 10:04 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] cessnafire.osg...

 Hi Shayne,

 Have a look through the archives on this topic, much of the
 discussions goes way back.

 Also have a look at the osgparticleeffects code block, it has a code
 path that handles moving models and particles systems.

 Robert.

 2008/7/7 Tueller,  Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 [EMAIL PROTECTED]:
 Thanks for the link. While I appreciate the info, it doesn't really
 address
 my original question about transforming the particle emitter that is
 defined
 in the cessnafire.osg file. After reading the cessnafire.osg file into a
 node, I add this node to a MatrixTransform but only the geometry is
 affected. The fire/smoke part is NOT affected by the transform
whatsoever.

 Anyone else caring to chime in on this? Perhaps it can't be done...

 -Shayne

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of ???
 Sent: Thursday, July 03, 2008 8:09 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] cessnafire.osg...

  I'm assuming that the fire/smoke is modeled using osgParticle…

  I think so! You can take a look
 http://faculty.nps.edu/jasullivan/osgtutorials/osgParticle.htm




 在2008-07-04 07:10:57,Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 [EMAIL PROTECTED] 写道:


I have a simple/silly question regarding cessnafire.osg.



I can load this into a node and display it without trouble,
 however,
 when I apply a MatrixTransform to the node, the geometry is changed but
 the
 fire/smoke animation doesn't follow the geometry. I'm assuming that the
 fire/smoke is modeled using osgParticle…



My question is, is what do I need to do to have fire/smoke undergo
 the same transformation as the geometry so that it moves with the
 airplane?
 Do I need to use the Texture matrix?



Any help here would be welcome…



Thanks,

-Shayne



 

 网易首款免费3D网游天下2,6月6日激情公测 http://tx2.163.com/fab.html

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
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[osg-users] sky model tracking the camera...

2008-07-29 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Hello,

 

I would like to have my sky model track the camera position so that as the
camera moves, the sky model moves with it. To do this, would I add the sky
model transform as a child of the cameraNode? Does anyone have any code
snippets that may demonstrate how I might do this?

 

Thanks in advance.

-Shayne



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Re: [osg-users] sky model tracking the camera...

2008-07-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Viggo,

Thanks much...:)

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Viggo Løvli
Sent: Tuesday, July 29, 2008 11:56 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] sky model tracking the camera...

Hi Shayne,
 
Add your sky node where-ever you want it in your scene-graph (not as child
of camera). Override the sky's transform node's traverse function and do
something like this:
 
void yourNode::traverse( osg::NodeVisitor nv ) {
switch( nv.getVisitorType() )
{
case osg::NodeVisitor::CULL_VISITOR:
setPosition( nv.getEyePoint() );
break;
}
}
 
Your node will be set to the camera position on each cull-traverse. It will
therefore work properly nomatter how many camera or render passes you add to
your scene.
 
Hope it helps,
Viggo






Date: Tue, 29 Jul 2008 18:14:25 -0600
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] sky model tracking the camera...




Hello,

 

I would like to have my sky model track the camera position so that as the
camera moves, the sky model moves with it. To do this, would I add the sky
model transform as a child of the cameraNode? Does anyone have any code
snippets that may demonstrate how I might do this?

 

Thanks in advance…

-Shayne




Få Hotmail du også. Windows Live Hotmail nå med 5000 MB gratis
lagringsplass.
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Re: [osg-users] sky model tracking the camera...

2008-07-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
David,

Thanks for your help as well...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Spilling
Sent: Wednesday, July 30, 2008 1:31 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] sky model tracking the camera...

Look in the osghandglide example for MoveEarthySkyWithEyePointTransform;
you will need to add the z-coordinate transform as well (currently 0.0 in
the code).

David




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[osg-users] moving models...

2008-08-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This is probably a silly and simple question, but does anyone have an
example of how to move a model explicitly without using a canned animation?
Most of the examples I've seen, update the position in an animation using
UpdateCallback. 

 

I have a position update coming from another process outside the scenegraph
that I need to feed into the model to update its position. Do I need to use
an UpdateCallback or a NodeVisitor approach?

 

Any help would be most appreciated.

 

Thanks,

-Shayne



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Re: [osg-users] moving models...

2008-08-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Here's my code snippet...

...
while (!viewer-done())
{
if (model_update_needed)
mt-setMatrix(osg::Matrix::rotate(osg::inDegrees(heading),
0.0, 0.0, 1.0) *
  osg::Matrix::translate(modelx, modely,
modelz));
...
viewer-frame();
}

In the code above, if I have just a translate, the model moves just fine as
position changes. Once I multiply by a rotation for a heading change, the
model disappears.

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gordon
Tomlinson
Sent: Monday, August 04, 2008 5:18 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] moving models...

Providing the code you use to set the translation and rotations may help
folks see what may be wrong



__
Gordon Tomlinson 

[EMAIL PROTECTED]
IM: [EMAIL PROTECTED]
www.vis-sim.com www.gordontomlinson.com 
__

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Monday, August 04, 2008 7:13 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] moving models...

Ok, I updated the transform node as given below for position changes and
this seems to work. However, when I add an orientation update (i.e. multiply
the translation by a rotation) my model disappears completely. Any idea on
what's going on with that? 

Thanks,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of su hu
Sent: Saturday, August 02, 2008 3:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] moving models...

Shayne,
 
In my application, a global buffer is used to input data to osg thread from
other thread.
 
I used the method as same as Todd told you. setMatrix() is used to update
the matrix of that MatrixTransform node.
 
 
...
 
osg::ref_ptrosg::group root;
osg::ref_ptrosg::MatrixTransform MotionMatrix;
osg::ref_ptrosg::node MotionModelFile;   //your motion
model
 
...
root-addchild(MotionMatrix);
 
MotionMatrix-addchild(MotionModelFile);
 
...

 while((!Viewer.done)
 {
...
 
if(Update is Needed)
//position is changed or other
 MotionMatrix--setMatrix(osg::Matrix::translate(Pos));  //your
position data 
 
...
   Viewer.frame();
 
...
}
 
 
 
 
su hu

 
2008/8/2, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED]: 

This is probably a silly and simple question, but does anyone have
an example of how to move a model explicitly without using a canned
animation? Most of the examples I've seen, update the position in an
animation using UpdateCallback. 

 

I have a position update coming from another process outside the
scenegraph that I need to feed into the model to update its position. Do I
need to use an UpdateCallback or a NodeVisitor approach?

 

Any help would be most appreciated.

 

Thanks,

-Shayne


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[osg-users] osgdem and UTM terrain tiles...

2008-08-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Using the GDAL tools, I've built a mosaic of terrain tiles that I'm
stitching together using osgdem to create a terrain database. Each terrain
tile uses a UTM mapping that is reprojected from a lat/long mapping.
Unfortunately when I do the reprojection for each tile, the terrain tile
gets slightly shifted so that when I stitch them all together using osgdem,
I have discontinuities at each tile boundary in the finished terrain
database.

 

My question is, is there a way to avoid this nasty artifact using either
GDAL or osgdem? Perhaps I need to resort to another tool to massage the data
before handing it over to osgdem?

 

Thanks for any input in advance.

-Shayne



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Re: [osg-users] light Callback

2008-08-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Vincent,

Have your tried deriving your class LightMoveCallback from osg::NodeCallback
instead of osg::StateAttribute::Callback to see if the callback gets called?

Just a thought...
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vincent
Bourdier
Sent: Thursday, August 07, 2008 8:56 AM
To: osg
Subject: [osg-users] light Callback

Hi,

I just need to move a light, and for that I try to use a callback.
So I implement a simple class lightMoveCallback : public
osg::StateAttribute::Callback 

with virtual void operator()(osg::StateAttribute* ss, osg::NodeVisitor* nv);

but the callback is never called...

I use : 
light-setUpdateCallback(new lightMoveCallback())  

thanks for help,

Regards,
Vincent.



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Re: [osg-users] osgdem and UTM terrain tiles...

2008-08-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Jason,

Perhaps you could elaborate on the gdal_merge tool? That doesn't appear to
be in my set of GDAL tools. Is this something new in GDAL? I'm using version
1.51 on Windows...

Regards,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Coposky
Sent: Wednesday, August 06, 2008 8:01 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgdem and UTM terrain tiles...


have you tried using gdal_merge.py to stitch them together
initially and then submit the final image to osgdem to 
create the terrain database?  if the discontinuities exist
in the final image, there may be some discrepancies in the
original data.

--- On Wed, 8/6/08, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED] wrote:

 From: Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED]
 Subject: [osg-users] osgdem and UTM terrain tiles...
 To: osg-users@lists.openscenegraph.org
 Date: Wednesday, August 6, 2008, 6:31 PM
 Using the GDAL tools, I've built a mosaic of terrain
 tiles that I'm
 stitching together using osgdem to create a terrain
 database. Each terrain
 tile uses a UTM mapping that is reprojected from a lat/long
 mapping.
 Unfortunately when I do the reprojection for each tile, the
 terrain tile
 gets slightly shifted so that when I stitch them all
 together using osgdem,
 I have discontinuities at each tile boundary in the
 finished terrain
 database.
 
  
 
 My question is, is there a way to avoid this nasty artifact
 using either
 GDAL or osgdem? Perhaps I need to resort to another tool to
 massage the data
 before handing it over to osgdem?
 
  
 
 Thanks for any input in advance.
 
 -Shayne
 
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Re: [osg-users] VPB for osg 2.4

2008-08-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Ralf,

I'm using VPB 0.9.7 with OSG 2.4 on Windows XP SP2. Other than the
performance issues Robert pointed out on Windows, I'm having good success. 

An example command I'm using is:

osgdem --TERRAIN --PagedLOD --geocentric -t texture/w113 -d dted/w113 -l 8
-o terrain/terraintiles.ive

Hope this helps...
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ralf
Stokholm
Sent: Tuesday, August 12, 2008 1:54 PM
To: OpenSceneGraph Users
Subject: [osg-users] VPB for osg 2.4

Hi All
 
Anyone having succes with a specific version of VPB for osg 2.4?
 
Im building on windowsXP using vpbmaster and it seams to start out fine but
then stops loading the processors and uses a huge amount of memmory. It
dosent really seam to stop again.
 
Brgs.
 
Ralf Stokholm
 
Arenalogic


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[osg-users] osgdem performance...

2008-08-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I would like to get some feedback from users that might be rendering OSG
terrain built with osgdem on Windows XP. Based on previous discussions, I
understand that the terrain rendering on Windows does not have as good of
performance as on Linux, however, I'm seeing abysmal frame rates when I'm
rendering terrain on Windows. The paging performance is horrible. Perhaps
it's the way I'm constructing my terrain or the setup in my OSG app.I'm not
sure.

 

While I don't understand the algorithm that is being used for OSG terrain, I
would expect it to perform as good or somewhat close to other Windows based
earth viewers such as NASA's WorldWind which seems to run just fine on
Windows with large databases.

 

For the record, here's the osgdem command I'm using to build the terrain.

 

osgdem -TERRAIN -PagedLOD -geocentric -t dted -d texture -l  10 -o
terrain/wasatch_utm.ive

 

Any input on the matter would be appreciated.

-Shayne



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[osg-users] terrain generation question...

2008-08-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Hello,

 

Using osgdem, I would like to create a simple terrain tile that always
displays the highest level of detail for both elevation and texture (no
paging, or LOD changes going on) no matter at what distance I view the
terrain. Does any know the flag to do this in the osgdem command? Right now
when I generate the terrain segment, it's always being display at the lowest
level of detail.

 

Thanks in advance,

-Shayne



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Re: [osg-users] terrain generation question...

2008-08-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,
Thanks for the info. My terrain and image segment is quite simple so it
shouldn't crash if I up the tile sizes. I'll try your suggestions...

Thanks again,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, August 28, 2008 10:23 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] terrain generation question...

Hi Shayne,

The main point about VirtualPlanetBuilder/osgdem is generation of
paged databases, which are fully LOD'd, it's not at all designed for
build small single tiles of terrain.

You could build a single chunk of terrain if you upped the
tile-image-size and tile-terrain-size from their defaults of 256 and
64 repsectively.  Use --tile-image-size value and --tile-terrain-size.
 If you app crashes and burns because you've exceeded what the
graphics hardware can handle then please don't write in complain of a
bug - its a case of garbage settings in gagbage out.

Robert.

On Thu, Aug 28, 2008 at 5:13 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 Hello,



 Using osgdem, I would like to create a simple terrain tile that always
 displays the highest level of detail for both elevation and texture (no
 paging, or LOD changes going on) no matter at what distance I view the
 terrain. Does any know the flag to do this in the osgdem command? Right
now
 when I generate the terrain segment, it's always being display at the
lowest
 level of detail.



 Thanks in advance,

 -Shayne

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Re: [osg-users] Camera control and view matrix

2008-09-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I believe it's just a simple matter of commenting the manipulator out where
you call viewer-setCameraManipulator(). That's what I do when I want
explicit control of the camera via my own view matrix...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Renan
Mendes
Sent: Thursday, September 18, 2008 11:39 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Camera control and view matrix

Hi, Robert.

You've said:

As for examples of manage the view matrix, there should be examples in the
archives, but in the end it all boils down to not using a CameraManipulator
and instead calling on each frame:

 viewer.getCamera()-setViewMatrix(viewMatrix);

How do I stop using the default camera manipulator, that I believe is
TrackballManipulator? Thanks.

Renan M Z Mendes


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[osg-users] VPB and multiple ive files...

2008-10-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This may be a silly question but I was wondering if VPB supports stitching
multiple ive files or databases together? In other words, can I build two
separate ive files with VPB and then merge them together? I would like to
build a whole earth model in one ive file and then merge in another ive file
that has a high resolution inset so that the two are tied together.

 

If this inquiry doesn't make sense or is incomplete, please accept my
apologies.

 

Thanks for the help in advance.

-Shayne



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Re: [osg-users] VPB and multiple ive files...

2008-10-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Ralf,

I did try your suggested approach but VPB crashes with an exception. I'm
assuming that I've reached the limits of VPB and that it can't handle the
high resolution database (all 1 meter texture with level 1 DTED over a 2
degree by 2 degree region) along with building the --whole-globe option. If
I do them separately, things seem to work fine. That's why I was wondering
if I can build them separately and then merge them together. Eventually I
would like to have several high res insets that I can merge in and out as
need be rather than have one huge database...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ralf
Stokholm
Sent: Wednesday, October 08, 2008 3:14 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB and multiple ive files...

Hi Shayne
 
From what I understand about your question, this is what VPB is build for,
but in stead of chreating two ive*s you would simply feed the data to VPB
and ass for a whole world output. 
 
VPB will then automatically handle merging your high resolution area into
the whole globe terrain.
 
Not sure if this was what you asked for 
 
Brgs.
 
Ralf


2008/10/8 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED]


This may be a silly question but I was wondering if VPB supports
stitching multiple ive files or databases together? In other words, can I
build two separate ive files with VPB and then merge them together? I would
like to build a whole earth model in one ive file and then merge in another
ive file that has a high resolution inset so that the two are tied
together.

 

If this inquiry doesn't make sense or is incomplete, please accept
my apologies.

 

Thanks for the help in advance.

-Shayne


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Re: [osg-users] VPB and multiple ive files...

2008-10-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks...:)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ralf
Stokholm
Sent: Thursday, October 09, 2008 12:17 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB and multiple ive files...

vpbmaster is basically a server for osgdem. You can call it with the exact
same commandline you use to call osgdem, it will then schedule all the
builds and in addition use all the processors on your system for the build.
 
It will not currently build osga databases but if my experiences hold you
wont be able to generate a 30 gig osga anyway.
 
my command line

vpbmaster -t input_vrt -d input_dem -l 14 --TERRAIN --max-anisotropy 8.0 -o
F:\dk_dem2\dk_dem.ive
 
-Ralf
 
2008/10/9 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED]


I'm using 0.9.7 on Window XP SP 2. I'm using the command osgdem.
What is VPB
master?

The database size is about 30gig...


-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Ralf
Stokholm

Sent: Wednesday, October 08, 2008 3:40 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB and multiple ive files...

Shayne

What version of VPB are you using?

I have succesfully build a database using two different input
datasets one
overall covering app 15x10 deg around denmark to give some area in
the
surroundings. This is very low res. And the 40 cm orthofoto covering
all of
denmark.

I found that it will fail on winxp 32 if I tryed it with older
versions of
VPB.

I could not create a osga archive larger than 4 Gig. and for non
archived
.ive output the limit was around 10 Gig.

Moving to a newer version of VPB and using VPB master I succeded in
building
the above mentioned database which is around 500Gig. As im typing
this my PC
is 25 hours into a build of the same data with added 10m dem for
hight.
still 12 hours to go :-)

My experience is that preprojection the inputdata is a good thing.

Hope this helps.

Brgs.

Ralf

2008/10/8 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED]


   Ralf,

   I did try your suggested approach but VPB crashes with an
exception.
I'm
   assuming that I've reached the limits of VPB and that it
can't
handle the
   high resolution database (all 1 meter texture with level 1
DTED over
a 2
   degree by 2 degree region) along with building the
--whole-globe
option. If
   I do them separately, things seem to work fine. That's why I
was
wondering
   if I can build them separately and then merge them together.
Eventually I
   would like to have several high res insets that I can merge
in and
out as
   need be rather than have one huge database...

   -Shayne


   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf
Of
Ralf
   Stokholm
   Sent: Wednesday, October 08, 2008 3:14 PM
   To: OpenSceneGraph Users
   Subject: Re: [osg-users] VPB and multiple ive files...

   Hi Shayne

   From what I understand about your question, this is what VPB
is
build for,
   but in stead of chreating two ive*s you would simply feed the
data
to VPB
   and ass for a whole world output.

   VPB will then automatically handle merging your high
resolution area
into
   the whole globe terrain.

   Not sure if this was what you asked for

   Brgs.

   Ralf


   2008/10/8 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
   [EMAIL PROTECTED]


  This may be a silly question but I was wondering if
VPB
supports
   stitching multiple ive files or databases together? In other
words,
can I
   build two separate ive files with VPB and then merge them
together?
I would
   like to build a whole earth model in one ive file and then
merge in
another
   ive file that has a high resolution inset so that the two are
tied
   together.



  If this inquiry doesn't make sense or is incomplete,
please
accept
   my apologies.



  Thanks

Re: [osg-users] Viewer vs. Composite Viewer

2008-10-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
It's simple to convert over. Look at the osgcompositeviewer example to see
what needs to be done. I've been using just osgViewer::Viewer and I changed
over to using the composite viewer with no problems or difficulty. One's
just a subset of the other so I would probably just start out with a
CompositeViewer and then add one view...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ed
Sent: Tuesday, October 28, 2008 2:42 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Viewer vs. Composite Viewer

After reading osgViewer::Viewer vs osgViewer::CompositeViewer, I think 
I might need to use CompositeViewer at some point in the future of my 
project, but not at the outset.  Should I begin with the 
CompositeViewer, or make the necessary mods later?  How difficult is it 
to change from Viewer to CompositeViewer later?

Ed

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[osg-users] shaders in OSG...

2008-11-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Hello,

 

Is there a light weight way to turn off shaders in OSG without unloading
the vertex and fragment shaders from the shader program? 

 

My application needs to switch back and forth from the shader pipeline to
the fixed pipeline and vice versa during runtime. This can be done at the
OpenGL level by calling the function glUseProgramObject() to make the quick
switch. Is there an equivalent in OpenSceneGraph?

 

Thanks in advance,

-Shayne



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Re: [osg-users] shaders in OSG...

2008-11-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Mike,

Thanks for the reply. There was an exchange on this subject back on August
28 in the archives. I tried all the suggested solutions to the problem to no
avail. I have tried binding to an empty program as you suggest by using
the call ss-SetAttributesAndModes(new osg::Program()) which does indeed
turn off the shader (back to fixed functionality). But when I attempt to
switch back to the shader with another call to
ss-SetAttributesAndModes(MyShaderProgram), it crashes my OpenSceneGraph
app.

I've tried the other suggestions such as removing the shaders from the
program and then adding them back on for enable/disable and also the call
ss-RemoveAttribute(MyShaderProgram) which have also caused a crash on the
ensuing call ss-SetAttributesAndModes(MyShaderProgram). The only mechanism
that has worked cleanly for me is if I create two programs, one that is
empty and one that has my vertex/fragment shaders attached. When I call each
programs apply method to switch the shaders off and on, this seems to
work. I'm not sure if this the correct way to do it though.

I've also noticed that there is no clean way of switching between multiple
programs attached to a single object during runtime. At least I haven't
found a way to get it to work in OSG. In OpenGL, I've always been able to
have multiple programs that I can swap in and out via the call to
glUseProgram() with the appropriate program handle (including the call
glUseProgram(0) to switch to the fixed pipe). I don't see an equivalent
mechanism in OpenSceneGraph to achieve the same functionality.

If you or anyone else can enlighten me, it would be most appreciated...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Sent: Thursday, November 13, 2008 11:33 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] shaders in OSG...

The only way to turn off a glProgram in GL is glUseProgram(0), there
is no glEnable/glDisable.

In OSG you do that by creating an empty osg::Program, one with no
osg::Shaders attached.  Just attach that empty osg::Program where you
want to revert to fixed-function.  Further details in
http://mew.cx/osg_glsl_july2005.pdf

cheers
-- mew



On Wed, Nov 12, 2008 at 2:55 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 Hello,



 Is there a light weight way to turn off shaders in OSG without unloading
 the vertex and fragment shaders from the shader program?



 My application needs to switch back and forth from the shader pipeline to
 the fixed pipeline and vice versa during runtime. This can be done at the
 OpenGL level by calling the function glUseProgramObject() to make the
quick
 switch. Is there an equivalent in OpenSceneGraph?



 Thanks in advance,

 -Shayne

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Re: [osg-users] shaders in OSG...

2008-11-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thrall,
Bryan
Sent: Friday, November 14, 2008 10:10 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] shaders in OSG...


Do these crashes go away if you run OSG single-threaded? It sounds like
you might be changing the scenegraph at a point where it isn't safe to
do so. In general, it is safe to change the scenegraph from an update
callback, but otherwise you could have problems. Also, if you are making
changes to a StateSet, you should mark it as DYNAMIC. See also below.

I have not tried running OSG single threaded. I have tried the changes both
before I call osgviewer.run() and in an update callback after the render
loop is going. Both have caused crashes.

I have not tried marking the StateSet as DYNAMIC unless that is the default
setting. I will look into this.


See osg::Switch; you could create two child nodes, one with an empty
Program, the other with the shaders. Have them both make the actual
scenegraph their child; then you can use the Switch to determine whether
the fixed pipeline is used or not.

Thanks for this suggestion. I will look into this further...

-Shayne

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike
 Weiblen
 Sent: Thursday, November 13, 2008 11:33 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] shaders in OSG...
 
 The only way to turn off a glProgram in GL is glUseProgram(0), there
 is no glEnable/glDisable.
 
 In OSG you do that by creating an empty osg::Program, one with no
 osg::Shaders attached.  Just attach that empty osg::Program where you
 want to revert to fixed-function.  Further details in
 http://mew.cx/osg_glsl_july2005.pdf
 
 cheers
 -- mew
 
 
 
 On Wed, Nov 12, 2008 at 2:55 PM, Tueller,  Shayne R Civ USAF AFMC 519
 SMXS/MXDEC [EMAIL PROTECTED] wrote:
 Hello,
 
 
 
 Is there a light weight way to turn off shaders in OSG without
unloading
 the vertex and fragment shaders from the shader program?
 
 
 
 My application needs to switch back and forth from the shader
pipeline to
 the fixed pipeline and vice versa during runtime. This can be done at
the
 OpenGL level by calling the function glUseProgramObject() to make the
quick
 switch. Is there an equivalent in OpenSceneGraph?
 
 
 
 Thanks in advance,
 
 -Shayne
 
 ___
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 osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g



-- 
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FlightSafety International
[EMAIL PROTECTED]
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Re: [osg-users] shaders in OSG...

2008-11-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Here's my code snippet...

// shader code done at setup time
tgpProgram = new osg::Program();
tgpState = tgp.view-getCamera()-getOrCreateStateSet();
tgpVertexObject = new osg::Shader(osg::Shader::VERTEX);
tgpFLIRFragmentObject = new osg::Shader(osg::Shader::FRAGMENT);
tgpProgram-addShader(tgpFLIRFragmentObject);
tgpProgram-addShader(tgpVertexObject);
loadShaderSource(tgpVertexObject, shaders\\texture.vert);
loadShaderSource(tgpFLIRFragmentObject, shaders\\flirwh_texture.frag);
tgpState-setAttributesAndModes(tgpProgram, osg::StateAttribute::ON);

emptyProgram = new osg::Program();
.
.
.
// callback hit at runtime
struct TGPPostDrawCallback : public osg::Camera::DrawCallback
{
TGPPostDrawCallback(){}
virtual void operator () (const osg::Camera camera) const
{
// turn shader off
tgpState-setAttributeAndModes(emptyProgram);
RenderTGPOverlay();

// turn shaders back on? This line crashes the app with an
access violation!
tgpState-setAttributesAndModes(tgpProgram,
osg::StateAttributes::ON); 
}
}

On the above callback, I've also tried removing the attributes, adding and
removing the shaders from the program, and nothing has worked.

If I modify the above callback with the following instead, then it works...

struct TGPPostDrawCallback : public osg::Camera::DrawCallback
{
TGPPostDrawCallback(){}
virtual void operator () (const osg::Camera camera) const
{
// turn shaders off

emptyProgram-apply(*(tgp.view-getCamera()-getGraphicsContext()-getState(
;
RenderTGPOverlay();
// turn shaders back on

tgpProgram-apply(*(tgp.view-getCamera()-getGraphicsContext()-getState())
));
}
}

I would just like to see a code snippet that cleanly allows switching
between multiple shaders or turning shaders on and off for a given object. I
know I can do this easily in OpenGL. OSG is proving to be otherwise.

Any ideas on what I'm doing wrong or what I'm missing? 

I'm all ears...
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Sent: Friday, November 14, 2008 10:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] shaders in OSG...

hmm, I was unaware of crash bugs in Program switching.  If you could
create a simple repro, I'd be interested.
-- mew


On Fri, Nov 14, 2008 at 9:48 AM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 Mike,

 Thanks for the reply. There was an exchange on this subject back on August
 28 in the archives. I tried all the suggested solutions to the problem to
no
 avail. I have tried binding to an empty program as you suggest by using
 the call ss-SetAttributesAndModes(new osg::Program()) which does indeed
 turn off the shader (back to fixed functionality). But when I attempt to
 switch back to the shader with another call to
 ss-SetAttributesAndModes(MyShaderProgram), it crashes my OpenSceneGraph
 app.

 I've tried the other suggestions such as removing the shaders from the
 program and then adding them back on for enable/disable and also the call
 ss-RemoveAttribute(MyShaderProgram) which have also caused a crash on the
 ensuing call ss-SetAttributesAndModes(MyShaderProgram). The only
mechanism
 that has worked cleanly for me is if I create two programs, one that is
 empty and one that has my vertex/fragment shaders attached. When I call
each
 programs apply method to switch the shaders off and on, this seems to
 work. I'm not sure if this the correct way to do it though.

 I've also noticed that there is no clean way of switching between multiple
 programs attached to a single object during runtime. At least I haven't
 found a way to get it to work in OSG. In OpenGL, I've always been able to
 have multiple programs that I can swap in and out via the call to
 glUseProgram() with the appropriate program handle (including the call
 glUseProgram(0) to switch to the fixed pipe). I don't see an equivalent
 mechanism in OpenSceneGraph to achieve the same functionality.

 If you or anyone else can enlighten me, it would be most appreciated...

 -Shayne

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike
 Weiblen
 Sent: Thursday, November 13, 2008 11:33 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] shaders in OSG...

 The only way to turn off a glProgram in GL is glUseProgram(0), there
 is no glEnable/glDisable.

 In OSG you do that by creating an empty osg::Program, one with no
 osg::Shaders attached.  Just attach that empty osg::Program where you
 want to revert to fixed-function.  Further details in
 http://mew.cx/osg_glsl_july2005.pdf

 cheers
 -- mew



 On Wed, Nov 12, 2008 at 2:55 PM, Tueller,  Shayne R Civ USAF AFMC 519
 SMXS/MXDEC [EMAIL PROTECTED] wrote:
 Hello,



 Is there a light weight way to turn off shaders in OSG without
unloading
 the vertex

Re: [osg-users] shaders in OSG...

2008-11-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
J-S, 

At this point, anything will help. I believe I'm using a ref pointer but I
will double check. I tried following the paradigm outlined in the osgshaders
example which seems to be newing the same way I'm doing below (i.e. new
osg::Program).

The reason for the postdraw callback is that I'm rendering OGL symbology on
top of an OSG view. I don't want the shader to be on when I render the
symbology. Perhaps I need to turn shaders off in an update callback before
the post drawback is hit.?.?

FYI, the OSG and OGL are sharing the same render context but I'm pushing and
popping state appropriately...

On the complete program, it's a little difficult to include everything since
my email machine is different from my development machine. If it's needed, I
could try to include the whole program as an attachment...

What's your pleasure?

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Friday, November 14, 2008 12:41 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] shaders in OSG...

Hi Shayne,

 // shader code done at setup time
 tgpProgram = new osg::Program();

...

 emptyProgram = new osg::Program();

First, I don't know if you meant not to put the type here, but I hope 
you're storing these in ref_ptrosg::Program. Otherwise, you create the 
program (refCount = 0), then you attach the program to some node 
(refCount = 1), then detach it (refCount=0, the program is deleted) and 
thus you're using a dangling pointer the next time you try to attach it 
to a node.

Second, you're running the code in a draw callback, and not an update 
callback. You need to run it in an update callback. The draw traversal 
(even the end of the draw traversal) is not a safe place to be modifying 
the scene graph.

Can you send us a complete program that shows the problem? It's much 
easier that way around.

Hope this helps,

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] shaders in OSG...

2008-11-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
J-S,

It turned out that I was NOT using ref_ptr. I made the correction and it no
longer crashes...:).

I also moved my shader switch to the UpdateCallback and things work just
great once I synchronized the OGL rendering.

Problems solved. THANK YOU!

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Friday, November 14, 2008 1:08 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] shaders in OSG...

Hi Shayne,

 At this point, anything will help. I believe I'm using a ref pointer but I
 will double check. I tried following the paradigm outlined in the
osgshaders
 example which seems to be newing the same way I'm doing below (i.e. new
 osg::Program).

As long as you're using ref_ptr, that's fine. It's just a common gotcha...

 The reason for the postdraw callback is that I'm rendering OGL symbology
on
 top of an OSG view. I don't want the shader to be on when I render the
 symbology. Perhaps I need to turn shaders off in an update callback before
 the post drawback is hit.?.?

Yes. You can always use some way to synchronize so that the OGL stuff 
doesn't render until the update callback has run.

 On the complete program, it's a little difficult to include everything
since
 my email machine is different from my development machine. If it's needed,
I
 could try to include the whole program as an attachment...

I don't mean the whole program (in fact, we'd prefer not the whole 
program). Just modify a small example to demonstrate the problem (even 
with a trivial shader, say that turns everything red).

So for example, modify 
OpenSceneGraph/applications/osgviewer/osgviewer.cpp, apply a shader to 
the loaded file, and then remove and re-add the shader in the same way 
as you do in your app. If this reproduces the problem, send it here.

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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[osg-users] extracting heading, pitch, roll from rotation matrix...

2008-11-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Is there any method or class in OSG that extracts heading, pitch, and roll
angles from a rotation matrix?

 

I've searched and haven't seen anything. I just want to make sure there
isn't anything out there before I embark on writing my own.

 

Thanks in advance,

-Shayne



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Re: [osg-users] [vpb] Can I build a round earth with DEM?

2009-11-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Yes you can by using the -d option followed by the terrain file in VPB.
VPB will stitch in the terrain (if it's geospecific) into the ellipsoid...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lv Qing
Sent: Wednesday, October 28, 2009 9:40 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] Can I build a round earth with DEM?

Hi,

... 
 
I have created an earth model with VPB ( an ellipsoid with earth texture) by
the instruction post in
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.
(osgdem --bluemarble-west -t land_shallow_topo_west.tif --bluemarble-east -t
land_shallow_topo_east.tif -l 8 -o earth.ive -a earth.osga)  

Can I just add some small area of DEM in the suface  of this round earth?



Thank you!

Cheers,
Lv

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[osg-users] picture in picture...

2009-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

This is probably a silly question but what's the best way to do a picture
in picture using CompositeViewer?

 

Right now I have multiple views added to my viewer and I want to have
control as to which one gets rendered on top of the others in the main
viewer window.

 

Thanx,

-Shayne



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Re: [osg-users] How can I create a osgViewer windowed?

2009-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
view-setUpViewInWindow()...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ricardo
Ruiz
Sent: Tuesday, November 24, 2009 4:32 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How can I create a osgViewer windowed?

Hi all!

osgViewer starts always in full screen mode. How can I tell it I would like
a window or windowed app?

Thanks a lot.

--
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Re: [osg-users] How can I create a osgViewer windowed?

2009-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sorry...I had suggested doing it programmatically...:(

If you do osgviewer --help-all, I'm sure it will show you how to do it
from the command line...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, November 24, 2009 4:35 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How can I create a osgViewer windowed?

view-setUpViewInWindow()...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ricardo
Ruiz
Sent: Tuesday, November 24, 2009 4:32 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How can I create a osgViewer windowed?

Hi all!

osgViewer starts always in full screen mode. How can I tell it I would like
a window or windowed app?

Thanks a lot.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20302#20302





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Re: [osg-users] picture in picture...

2009-11-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert and Simon,

Thanks! That did the trick...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, November 25, 2009 3:26 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] picture in picture...

Hi Shayne,

On Tue, Nov 24, 2009 at 11:31 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 This is probably a silly question but what's the best way to do a picture
 in picture using CompositeViewer?

 Right now I have multiple views added to my viewer and I want to have
 control as to which one gets rendered on top of the others in the main
 viewer window.

This is the right way to tackle it.  To control the rendering order
you can use the camera-setRenderOrder(..) method.  If you don't set
this an leave all the camera's at their default of 0 then these
cameras will be rendered in the order you added them.

Robert.
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[osg-users] Need advice for performance tweaks

2009-11-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a need to run my OSG app on some marginal hardware (single CPU with

a GeForce 4800 for example) while still maintaining some decent frame rates

(around 30fps). I want to use the same terrain database (built with VPB with
the

-terrain option) if possible.

I've used the setSampleRatio() method in the osgTerrain class and culling

backfaces to thin out the geometry with some success but I'm still not where

I need to be. As a result, I'm wanting to optimize a bit more if possible.

Does anyone have any suggestions for particular settings in the

databasepager or pagedLOD that I could try to achieve better performance? 

I'm willing to sacrifice database fidelity to maintain decent frame rates if

I must.

 

Thanks for any suggestions in advance.

Shayne

 



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Re: [osg-users] Need advice for performance tweaks

2009-11-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the quick reply. I haven't played with the LOD scale so I'll
explore that. I also like your suggestion of some sort of adaptive setting. 

Is there a way to query the frame time of the previous frame?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, November 27, 2009 11:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Need advice for performance tweaks

Hi Shayne,

You can use the osgTerrain::Terrain::setSampleRatio(float) to cut down
geometry complexity alone, and use osg::Camera::setLODScale(float) to
make the selection of LOD's more aggressive.

One thing you could do is implement an adaptive setting of
LODScale/SampleRatio by looking at the frame time of the previous
frame and it is looks close to breaking frame change the ratio's to
reduce the overhead, this way you might be able to get away with
better visuals when the hardware can cope such as looking downwards,
and only go for low high res visuals when you are looking at a shallow
angle to the horizontal when lots of tiles will be in view.

Robert.

On Fri, Nov 27, 2009 at 6:00 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I have a need to run my OSG app on some marginal hardware (single CPU
with

 a GeForce 4800 for example) while still maintaining some decent frame
rates

 (around 30fps). I want to use the same terrain database (built with VPB
with
 the

 -terrain option) if possible.

 I've used the setSampleRatio() method in the osgTerrain class and culling

 backfaces to thin out the geometry with some success but I'm still not
where

 I need to be. As a result, I'm wanting to optimize a bit more if possible.

 Does anyone have any suggestions for particular settings in the

 databasepager or pagedLOD that I could try to achieve better performance?

 I'm willing to sacrifice database fidelity to maintain decent frame rates
if

 I must.



 Thanks for any suggestions in advance.

 Shayne



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[osg-users] VPB question...

2009-12-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can anyone tell me what version of VirtualPlanetBuilder is stable with OSG
2.8.2? 

 

I'm upgrading to OSG 2.8.2 and I want to make sure to get the right version
of VPB that works with this.

 

Thanks,

-Shayne



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Re: [osg-users] VPB question...

2009-12-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks guys for the info...much appreciated.
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Tuesday, December 01, 2009 11:10 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB question...

Alejandro Aguilar Sierra wrote:
 Yeah. Chris, excuse me for the rush to correct it, I should have waited.

  You were right. Better to make sure someone isn't giving out bogus
information. I knew I
was wrong right after I hit send. ;)

 Regards.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon
AlphaPixel.com
PixelSense Landsat processing now available!
http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. -
Xen
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