Re: [osg-users] depth and stencil buffers in multi-pass rtt

2011-01-10 Thread Brian R Hill
jp, thanks for responding. i haven't tried this before so my initial concern was that this was the correct approach. i'm assuming from your response that it should work but that i'm missing some detail. i'll start digging deeper to see if i can figure out what i'm doing wrong. clear masks rtt

Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Brian R Hill
Just try this and see how it works: geometry-setNormalBinding(osg::Geometry::BIND_PER_VERTEX); Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this

Re: [osg-users] Issue with normal vectors

2010-08-25 Thread Brian R Hill
Try BIND_PER_VERTEX Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless

Re: [osg-users] Would someone be willing to help me diagnose a performance issue?

2009-11-10 Thread Brian R Hill
At the highest level: Update - cpu processing your application is performing Cull - cpu processing performed by osg in traversing the scene graph and packaging drawing state Draw - cpu processing for sending drawing state to gpu and gpu processing of the drawing state If Update stage is large,

Re: [osg-users] Loading mesh without textures

2009-10-15 Thread Brian R Hill
Just loop it through osgconv to strip the textures out. osgconv original_file_with_textures.ive new_file_no_textures.osg osgconv new_file_no_textures.osg new_file_no_textures.ive Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly

[osg-users] Rendering Optimizations Not Working

2009-09-24 Thread Brian R Hill
Folks, I'm rendering a scene with 3 different objects instanced 500 times each. When I run it in osgviewer is achieves 1000 hz, when I run it in a simple osgViewer::Viewer based app it runs at 1000 hz, when I run it in a more complex osgViewer::Viewer based app it runs at 30 hz. All the

Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread Brian R Hill
Have you looked into streaming meshes? I've only looked at them briefly, but they look somewhat related. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content,

Re: [osg-users] Paging strategies for road tiles

2009-08-26 Thread Brian R Hill
Hi Bjorn, It looks like the problem is your tiles are larger than 2000 m radius. Try setting the range to the tile radius, or some multiple (1.5 * radius, 2.0 * radius). Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us

Re: [osg-users] How to read big openscenegraph files?

2009-08-25 Thread Brian R Hill
Use the source attached to this link. It should do what you want. http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in

Re: [osg-users] How to read big openscenegraph files?

2009-08-25 Thread Brian R Hill
25, 2009 at 11:28 PM, Brian R Hill bhil...@csc.com wrote: Use the source attached to this link. It should do what you want. http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html Brian This is a PRIVATE message. If you are not the intended recipient, please

Re: [osg-users] Turning off main osgViewer camera

2009-08-11 Thread Brian R Hill
Try setting the main camera node mask to 0 when you don't want it to render and 0x when you do. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content,

Re: [osg-users] Infinite Grid in OSG

2009-08-07 Thread Brian R Hill
Andrew, You could implement it as an ortho projection (look at HUD examples) and draw text and lines as geometry based on current scale and position. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the

Re: [osg-users] Infinite Grid in OSG

2009-08-07 Thread Brian R Hill
Andrew, I would recommend converting your glBegin/glEnd code to use native osg drawing constructs (geode,geometry,primitives,...). Check out the osggeometry example. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by

[osg-users] Offscreen Rendering - clamping problem

2009-08-05 Thread Brian R Hill
Folks, I'm doing offscreen rendering using fbos with attached images. I'm also using the postdrawcallback to do additional processing. Currently the image/texture copy occurs before the postdrawcallback resulting in the image/texture not having the postdraw effects. Is there a reason why the

[osg-users] RenderStage::draw order of copyTexture and PostDrawCallback

2009-08-05 Thread Brian R Hill
Sorry about the multiple posts/wrong subjects. Another copy/paste artifact. Folks, I'm doing offscreen rendering using fbos with attached images. I'm also using the postdrawcallback to do additional processing. Currently the image/texture copy occurs before the postdrawcallback resulting in the

Re: [osg-users] Offscreen Rendering - clamping problem

2009-08-05 Thread Brian R Hill
@lists.openscenegraph.org From: Brian R Hill/DEF/c...@csc Sent by: osg-users-boun...@lists.openscenegraph.org Date: 08/04/2009 06:02PM Subject: [osg-users] Offscreen Rendering - clamping problem Folks, Sorry for another post on this subject. I just can't figure out how to disable the clamping of the output

Re: [osg-users] RenderStage::draw order of copyTexture and PostDrawCallback

2009-08-05 Thread Brian R Hill
...@lists.openscenegraph.org Date: 08/05/2009 02:17PM Subject: Re: [osg-users] RenderStage::draw order of copyTexture and PostDrawCallback Hi Brian, Brian R Hill wrote: Sorry about the multiple posts/wrong subjects. Another copy/paste artifact. Folks, I'm doing offscreen rendering using fbos with attached images

Re: [osg-users] RenderStage::draw order of copyTexture and PostDrawCallback

2009-08-05 Thread Brian R Hill
: Re: [osg-users] RenderStage::draw order ofcopyTexture and PostDrawCallback Hi, Brian R Hill wrote: Hi JP, I'm using a 3rd party library to do filtering on the rendered image. They do all their magic using opengl in a function call from the postdrawcallback. Here's what it currently

Re: [osg-users] RenderStage::draw order of copyTexture and PostDrawCallback

2009-08-05 Thread Brian R Hill
...@lists.openscenegraph.org Date: 08/05/2009 03:53PM Subject: Re: [osg-users] RenderStage::draw order ofcopyTexture and PostDrawCallback Hi, Brian R Hill wrote: Hi JP, I was trying to determine if the current order (copy image, then call postdraw) was deliberate for specific reasons

[osg-users] Offscreen Rendering - clamping problem

2009-08-04 Thread Brian R Hill
Folks, Sorry for another post on this subject. I just can't figure out how to disable the clamping of the output. I'm want to render offscreen without a window with 32 bit floats. Attached is the sample code I'm working with, it's based on the osgscreencapture.cpp example. It uses a shader to

[osg-users] osgscreencapture offscreen rendering - clamping floats

2009-07-24 Thread Brian R Hill
Folks, I've been working with the osgscreencapature example to use pbuffers for offscreen rendering. I'm having a problem with floating point values being clamped [0.0 - 1.0]. Any ideas on how to turn the clamping off? Brian This is a PRIVATE message. If you are not the intended recipient,

Re: [osg-users] osgscreencapture offscreen rendering - clamping floats

2009-07-24 Thread Brian R Hill
); cheers, art Brian R Hill wrote: Folks, I've been working with the osgscreencapature example to use pbuffers for offscreen rendering. I'm having a problem with floating point values being clamped [0.0 - 1.0]. Any ideas on how to turn the clamping off? Brian -- Read

Re: [osg-users] Collision Response

2009-07-23 Thread Brian R Hill
Brett, That's a huge and complex topic that's not directly related to OSG. Google collision detection and response. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless

Re: [osg-users] Rendering Performance and Proper Way to have millions of moveable objects

2009-07-13 Thread Brian R Hill
Sounds like a CAD application. Look into occlusion culling and imposters. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to

Re: [osg-users] osgOcean release

2009-05-06 Thread Brian R Hill
Kim, I've been really excited about checking out your ocean but haven't had the time. Soon. FFTW is GPL. Are you concerned about this? Brian -osg-users-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: David Spilling

Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Brian R Hill
Folks, I agree with Rick. It's a much larger on-line cultural/social issue. I also understand Robert's feelings. It's hard to put your heart into something when you can't make the human connection with the person you're trying to help. Support is all about reaching out and helping someone, not

Re: [osg-users] osgOcean release

2009-05-06 Thread Brian R Hill
Folks, A GPU solution is great for the rendering, but it doesn't support all the other things on the cpu side that need to know about the ocean. Wakes, bow waves, floating objects, things falling into the water generating splashes, interaction with land ... all these things need to query the

[osg-users] Shaders on Slave Cameras

2009-04-27 Thread Brian R Hill
Folks, I want to render slave cameras with different shaders. It doesn't seem to work (osg 2.2). They are all rendered the same way as the main camera. Can I do this? Brian ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Dinamic Line Drawing

2009-04-17 Thread Brian R Hill
Allen, Your code has the following line: m_ogeomTrailGeometry-dirtyBound(); // forces redraw dirtyBound does not force a redraw. It simply recalculates the bounding volume for the geometry. The problem you were having before was that the geometry was being clipped because the bounding volume

Re: [osg-users] Light Manager

2009-04-09 Thread Brian R Hill
Sajjad, You can't cast a group to a switch if it wasn't created as a switch. osg::ref_ptrosg::Group groupOfLights; This will always fail and return 0. osg::Switch * your_switch = dynamic_castosg::Switch *(groupOfLights.get ()); You need to create your groupOfLights as a switch.

Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Brian R Hill
I've migrated one small-medium project from 1.2 to 2.x and am preparing to migrate another really large project. The biggest issue is removing producer. If you don't do much with the internals of osgProducer::Viewer or Producer::Cameras then the upgrade should be pretty straight forward. If you

Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Brian R Hill
Sam, Robert suggested back porting the osgUtil::Simplifier class. Grab those files and add them to your 1.x distribution. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE:

Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-02 Thread Brian R Hill
I grew up on SGI's starting with the VGX (1990) all the way through the IR-3 (2001). It was a fun and exciting time. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless

[osg-users] Import Large Meshes

2009-03-31 Thread Brian R Hill
Folks, I'm trying to import large meshes, +10 million verts, +20 million tris from obj files. I'm not familiar with the terrain generation/processing parts of OSG and was wondering if there are any utilities that I can use to subdivide these or convert to pageable chunks. Thanks, Brian This is

Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Brian R Hill
Jesper, I've encountered similar issues when managing 1000's of particle systems (bullet splashes in the water). The problem is the constant allocating/deallocation of memory when you create new primitive sets and then remove them. I ended up caching the primitive sets when the particle system

Re: [osg-users] NightVision (Green and Blurry?)

2009-03-24 Thread Brian R Hill
To do this even minimally, will require using shaders and multi-pass rendering. If you're not experienced with these you should go through the osg examples and get comfortable with these techniques. Also, osgppu is a good way to quickly get started (it hides a lot of the details). Then you can

Re: [osg-users] ANN: OsgHelp site now fully open

2009-03-13 Thread Brian R Hill
Peter, I don't want to come across as being critical, but wouldn't the OSG community be better served if your info/effort went into the OSG site? Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake

Re: [osg-users] Mesh generation using Vertex Buffer and Index Buffer in OpenSceneGraph

2009-03-12 Thread Brian R Hill
Rajesh, Seach through the examples for DrawElements. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any

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

2009-03-12 Thread Brian R Hill
Daniel, We need to see what drawLines( tri, 0 ) is doing. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to

Re: [osg-users] Easy conversion from Flat Earth to WGS-84?

2009-03-11 Thread Brian R Hill
Check out the coordinatesystemnode (something like that). Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any

Re: [osg-users] modifying vertexs

2009-03-06 Thread Brian R Hill
Jim, You are addressing three different things in your email, display lists, geometry changes, primitive count. Dirtying the display list simply regenerates the display list and if you've changed the verts, they will get compiled into the new display list. If they weren't changed, then they'd

Re: [osg-users] BoundingSphere with radius 0

2009-03-06 Thread Brian R Hill
Martin, My guess is that either the node doesn't have any geometry - try writing it out as an .osg file and look at it. Or, the subgraph hasn't been traversed and the bounds haven't been calculated yet. Search on computeboundvisitor (or something like that) and run that on your node to generate

Re: [osg-users] BoundingSphere with radius 0

2009-03-06 Thread Brian R Hill
Martin, Not sure what the problem is, maybe you thread is conflicting with the osg threads. You should only update the MatrixTransform during the update traversal - or sync your thread with the update. What you are doing - setting the MatrixTransform should just work. Try doing it as an update

Re: [osg-users] Float textures seem to be clamped in GLSL

2009-03-04 Thread Brian R Hill
Bryan, I've used this: // disable clamping osg::ClampColor* clamp = new osg::ClampColor(); clamp-setClampVertexColor(GL_FALSE); clamp-setClampFragmentColor(GL_FALSE); clamp-setClampReadColor(GL_FALSE); scene-getOrCreateStateSet()-setAttribute(clamp, osg::StateAttribute::ON |

Re: [osg-users] modify children in node callback?

2009-03-02 Thread Brian R Hill
Cory, You can't modify the hierarchy during an active traversal - this will mess up the traversal. You need to cache your updates and perform them between traversals. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by

Re: [osg-users] modify children in node callback?

2009-03-02 Thread Brian R Hill
) traversal callback that I can hook to make the changes, or must I manually mange the frame loop to make the changes? Cory Brian R Hill wrote: Cory, You can't modify the hierarchy during an active traversal - this will mess up the traversal. You need to cache your updates and perform them between

Re: [osg-users] modify children in node callback?

2009-03-02 Thread Brian R Hill
-users@lists.openscenegraph.org From: Thrall, Bryan bryan.thr...@flightsafety.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/02/2009 04:00PM Subject: Re: [osg-users] modify children in node callback? Brian R Hill wrote on Monday, March 02, 2009 2:29 PM: You can't modify

Re: [osg-users] Efficient Animated Deformable Meshes

2009-02-25 Thread Brian R Hill
Your geometry is using display lists. Turn display lists off and you'll see your vec3array changes. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this

Re: [osg-users] Efficient Animated Deformable Meshes

2009-02-25 Thread Brian R Hill
You also need to be aware of the fact that the node's bounding volume won't be updated when you update the vertex array directly. You'll either need to dirty the bounding volume explicitly ( triggering osg to automatically recalculate the bounding volume), or you'll need to override the

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Brian R Hill
Mike Weiblen's site has the shadergen tool. http://mew.cx/glsl/shadergen/ Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Brian R Hill
Robert, I've used the uber shader, #define, #ifdef approach. The shader has all the code, but none of the #defines. I store the specific mode/state information in the osg node descriptions and use it to set the appropriate uniforms and #defines for compiling the shader. It's messy. Brian This

Re: [osg-users] osgCal shader question

2009-02-18 Thread Brian R Hill
osgcal's shader is overriding yours. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other

Re: [osg-users] How to create detection, crossing from Vega(Multigen) to OSG.

2009-02-16 Thread Brian R Hill
Petr, OSG is very different from vega (I switched to osg from vega years ago). Your general experience using vega will be helpful, but the details of how to implement specific functionality will not be very helpful. There are a number of tutorials available, and the examples are invaluable. For

Re: [osg-users] floor looks dark

2009-02-16 Thread Brian R Hill
If you can post the model I can try looking at it. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order

[osg-users] Help Rendering and Reading Floating Point Textures

2008-12-16 Thread Brian R Hill
Folks, I'm having trouble figuring out how to render floating point values to a texture and then reading them back from the card for use in my app. I can get byte values to work fine. Any help would be appreciated. Thanks, Brian Here's a summary of what I'm doing: texture setup

Re: [osg-users] VBOs Shared Geometry

2008-12-01 Thread Brian R Hill
Try cloning the geoms and only changing their color array. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to

Re: [osg-users] how to add shader to osgcal node

2008-11-12 Thread Brian R Hill
A problem you'll have is that the osgcal model has it's own shaders applied down at the geometry level. These will override the one's you are applying further up the graph. Brian [EMAIL PROTECTED] wrote: - To: osg-users@lists.openscenegraph.org From: yang zhiyuan [EMAIL PROTECTED] Sent by:

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Brian R Hill
Cedric, Thanks for you contributions! The biggest issue I have with osgCal is that you have to load models differently, you can't use osgDB::readNodeFiles and you can't clone existing models. It complicates the applications loading routines. We typically preprocess all our models and convert

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Brian R Hill
: [osg-users] Character animation in OSG -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Brian, Brian R Hill wrote: Cedric, Thanks for you contributions! The biggest issue I have with osgCal is that you have to load models differently, you can't use osgDB::readNodeFiles and you can't clone

Re: [osg-users] Computing bullet collision models from .3ds files

2008-10-31 Thread Brian R Hill
I'm not really sure what you are asking. You can export any osg data using the .osg plugin. osgDB::writeNodeFile(*your_node_or_sub_graph,your_filename.osg) Then open the file (your_filename.osg) in any text editor and you'll see your mesh data as Primitives and VertexArrays in Geometrys. The

Re: [osg-users] Sharing PrimitiveSets between Geometrys

2008-10-28 Thread Brian R Hill
: [osg-users] Sharing PrimitiveSets between Geometrys HI Brian, On Mon, Oct 27, 2008 at 7:25 PM, Brian R Hill [EMAIL PROTECTED] wrote: Can primitivesets be shared between geometrys similarly to vertexes, colors, and texcoords? I have never tried this, but it should work just fine. Robert

[osg-users] Sharing PrimitiveSets between Geometrys

2008-10-27 Thread Brian R Hill
Folks, Can primitivesets be shared between geometrys similarly to vertexes, colors, and texcoords? Brian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Shaders and Switches

2008-10-23 Thread Brian R Hill
Folks, I'm trying to setup my scene so that every thing can be rendered using fixed function, simple shaders, complex shaders. I've created a switch with 3 children (fixed, simple, complex) and each child has the thing as it's child. switch fixed group without shaders thing simple

[osg-users] Create osg::Sequence from osgCal / cal3d

2008-10-22 Thread Brian R Hill
Folks, Does anyone have any pointers on how to create osg::Sequences from osgCal/cal3d animation models? Thanks, Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of

Re: [osg-users] Can you get the Post Cull results

2008-10-07 Thread Brian R Hill
A couple years ago I created a custom cull visitor to do this. I'd love to find an easier (more appropriate) way of post processing cull results, but my brain hurts every time I dig that deep into osg's internals. Brian [EMAIL PROTECTED] wrote: - To: osg-users@lists.openscenegraph.org

[osg-users] How to add UserData to .osg and .ive files

2008-10-01 Thread Brian R Hill
I'm trying to add user data (text) to nodes and write them out as .osg/.ive. Any suggestions on how I can do this? Brian ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] How to add UserData to .osg and .ive files

2008-10-01 Thread Brian R Hill
] How to add UserData to .osg and .ive files Hi, If you only need to set text, use the descriptions fields or the name instead of the UserData, it will be written to the IVE or OSG file without problem. Cheers, On Wed, Oct 1, 2008 at 3:41 PM, Brian R Hill [EMAIL PROTECTED] wrote: I'm

Re: [osg-users] How to add UserData to .osg and .ive files

2008-10-01 Thread Brian R Hill
;-) Paul Serge Lages wrote: Hi, If you only need to set text, use the descriptions fields or the name instead of the UserData, it will be written to the IVE or OSG file without problem. Cheers, On Wed, Oct 1, 2008 at 3:41 PM, Brian R Hill [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote

Re: [osg-users] Smoothing camera movements from HMD's input.

2008-09-30 Thread Brian R Hill
You don't want to interpolate euler angles. You'll have issues with zero crossings and gimbal lock, unless you add a bunch of checks and conditionals. Brian [EMAIL PROTECTED] wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Stephan Maximilian Huber [EMAIL

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

2008-09-17 Thread Brian R Hill
Here's what I do using euler angles (_camAng) and position (_camPos). osg::Quat quat(_camAng[0],osg::X_AXIS,_camAng[1],osg::Y_AXIS,_camAng [2],osg::Z_AXIS); osg::Matrix viewMat = osg::Matrix::rotate(quat) * osg::Matrix::translate (_camPos);

Re: [osg-users] osgTerrain::TerrainTile question

2008-09-10 Thread Brian R Hill
Nicholas, If the openflight files are already subdivided into a grid of tiles referenced into a single master file, then there's some code I posted to the list a couple months ago that will convert them to use pagelods and also convert them to .ive format for faster loading. Search the archives

Re: [osg-users] Transparency on a drawable

2008-07-11 Thread Brian R Hill
This is what I do: osg::StateSet * stateset = node-getOrCreateStateSet(); osg::Material * mm = dynamic_castosg::Material*(stateset-getAttribute (osg::StateAttribute::MATERIAL)); if (!mm) { mm = new osg::Material; } mm-setAlpha(osg::Material::FRONT, transparency); stateset-setAttributeAndModes(

Re: [osg-users] Runtime Crater

2008-07-11 Thread Brian R Hill
Check out osgTDS: http://www.andesengineering.com/Projects/TDS/ Brian [EMAIL PROTECTED] wrote: - To: osg-users@lists.openscenegraph.org From: [EMAIL PROTECTED] Sent by: [EMAIL PROTECTED] Date: 07/11/2008 12:42PM Subject: Re: [osg-users] Runtime Crater I am also interested in this.

Re: [osg-users] how to disable zbuffer

2008-07-08 Thread Brian R Hill
Look at osg::Depth and osg::Depth::ALWAYS Brian [EMAIL PROTECTED] wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Fuesz, Matthew [EMAIL PROTECTED] Sent by: [EMAIL PROTECTED] Date: 07/08/2008 11:11AM Subject: Re: [osg-users] how to disable zbuffer

Re: [osg-users] Paging Openflight

2008-06-28 Thread Brian R Hill
to download ConvertPagedLOD.cpp from another post by Brian R Hill. Do I compile it in OSG environment, and then try to ' convert the osg::ProxyNodes to osg::PagedLODs'? How do I set the osg:: PagedLODs center and radius? Thanks for the help. Kiff Enrich your blog with Windows Live Writer. Windows

Re: [osg-users] [osg-submissions] API configurations in aseparateConfig include file

2008-06-25 Thread Brian R Hill
I second Paul's statement - it breaks every other project that uses osg. Brian [EMAIL PROTECTED] wrote: - To: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org From: Paul Martz [EMAIL PROTECTED] Sent by: [EMAIL PROTECTED] Date: 06/25/2008 08:47AM Subject: Re: [osg-users]

Re: [osg-users] Convert/use GIS coordinates

2008-06-11 Thread Brian R Hill
j-s, this looks like it addresses your problem. i didn't read it ;) http://nauticalcharts.noaa.gov/csdl/Vdatum_pubs/UShydro2003.4a_1.pdf brian [EMAIL PROTECTED] wrote: - To: OpenSceneGraph Users

[osg-users] osgPPU Performance

2008-05-21 Thread Brian R Hill
Art (or anyone else), First I like to say osgPPU is really fantastic!!! I'm using osgPPU 0.2 on OSG 2.2. I had to add my own version of osg::Shader::readShadefFile to get it to compile/run on osg 2.2. So far so good. I can run the examples and I've created my own test application. My test

Re: [osg-users] osgPPU Performance

2008-05-21 Thread Brian R Hill
Art, I did use my own timings and there's no question the application runs much faster with stats on. Zoom, pan, rotations are all much, much faster and smoother with stats on. I agree it shouldn't be this way. Try adding this to your viewer and see it you get the same results.

Re: [osg-users] osgPPU Performance

2008-05-21 Thread Brian R Hill
it also on my machine at home (different system, different drivers, different GPU). Maybe I would notice any difference there. Cheers, Art --- Brian R Hill [EMAIL PROTECTED] schrieb am Mi, 21.5.2008: Von: Brian R Hill [EMAIL PROTECTED] Betreff: Re: [osg-users] osgPPU Performance An: [EMAIL

Re: [osg-users] Arrays in OpenSceneGraph

2008-05-06 Thread Brian R Hill
Daniel, Array's are contiguous and will have better memory performance when the array data doesn't change. Your approach of using a list to manipulate the data then copy to the array is what I use for similar applications. Keep your data in the list and only copy it to the array when it changes.

Re: [osg-users] Collision detection and Distance measuring in OSG

2008-05-06 Thread Brian R Hill
There are many collision detection libraries out there. Licensing and difficulty of integration are the big issues. google collision detection http://www.cs.unc.edu/~geom/collide/ http://www.win.tue.nl/~gino/solid/ Brian [EMAIL PROTECTED] wrote: - To: OpenSceneGraph Users

Re: [osg-users] Collision detection and Distance measuring in OSG

2008-05-06 Thread Brian R Hill
good basis, but im not long programming in osg. byebye henry Brian R Hill wrote: There are many collision detection libraries out there. Licensing and difficulty of integration are the big issues. google collision detection http://www.cs.unc.edu/~geom/collide/ http://www.win.tue.nl/~gino

Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Brian R Hill
Steve, Verify that your bounding sphere is what you think it should be. Print out the point cloud's bounding sphere every frame and check that it's correct. osg::BoundingSphere bs = pointcloud-getBound(): std::cout Ctr bs.center() rad bs.radius() \n; Brian [EMAIL PROTECTED] wrote:

Re: [osg-users] laser scanner file

2008-04-22 Thread Brian R Hill
-push_back(index2); faces-push_back(index3); } geometry-addPrimitiveSet(faces.get()); -fabio riot [EMAIL PROTECTED] wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org, Brian R Hill/DEF/[EMAIL PROTECTED] From: fabio riot [EMAIL PROTECTED] Date: 04/22/2008 12:35PM Subject: Re

Re: [osg-users] Edge sharing

2008-04-21 Thread Brian R Hill
There's probably something out there that will optimize the problem (it's a localization problem, minimizing tris for comparison), but I think you have to compare triangles against each other and determine if they share verts. You know how tris in the same tri strip share an edge You don't know

Re: [osg-users] laser scanner file

2008-04-21 Thread Brian R Hill
It's going to be dependent on your hardware and the osg structures you use. Try running this and the bring up the grid.ive in osgviewer. It generates 9.000.000 verts, 18.000.000 tris. On my box Win XP 4Gb Ram, Quadro FX 4600, it renders at 20 hz, using 1.3 Gb memory. Brian unsigned int num

Re: [osg-users] Geometry

2008-04-18 Thread Brian R Hill
Vincent, I'm not sure what you're trying to do. The second texture will only look right on the geometry if you define the texture coordinates to make it right. Each texture has it's own texture coordinates: osg::Geometry::setTexCoordArray(texture unit, texture coordinate array) The first

Re: [osg-users] Geometry

2008-04-18 Thread Brian R Hill
a second array of coordinate of texture. but for that I need the geometry... and i only can get the drawable from a geode... so how can I get the geometry ? thanks for help. Vincent. 2008/4/18, Brian R Hill [EMAIL PROTECTED] : Vincent, I'm not sure what you're trying to do. The second texture

Re: [osg-users] Bounding Boxes and Collision Detection

2008-03-27 Thread Brian R Hill
Jake, Print out the bounding box min,max values to see what's going on. Brian [EMAIL PROTECTED] wrote: - To: osg-users@lists.openscenegraph.org From: Jacob Huckaby [EMAIL PROTECTED] Sent by: [EMAIL PROTECTED] Date: 03/27/2008 08:40AM Subject: [osg-users] Bounding Boxes and Collision

Re: [osg-users] Problem with LightPoint

2008-03-17 Thread Brian R Hill
Lars, I haven't seen any problems with sectoring, but it's been years since I last looked into it. The original code short circuited the matrix calcs and just populated the final matrix. I'm sure this was done for efficiency, and needs to stay that way (AFAIK). I'd be interested in seeing the

Re: [osg-users] OSG animation

2008-03-12 Thread Brian R Hill
It depends on the level of control you need with positioning objects and any dynamic geometry. One way would be to put each object under it's own MatrixTransform and add an update callback that positions/orients the object from time history data known by the callback. You could also use

Re: [osg-users] Extracting visible geometry

2008-02-29 Thread Brian R Hill
achieve the same thing using fragment shaders, which would be much faster, but that's much more involved and I don't know what your performance requirements are. Brian -Brian R Hill/DEF/CSC wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Brian R Hill/DEF/CSC

Re: [osg-users] Extracting visible geometry

2008-02-28 Thread Brian R Hill
I'd use OSG for this, although not the rendering portions. You'll need to learn a whole lot about the scenegraph structure, how to traverse it, accumulate tranformations, how to access geometric elements (tris, quads,..), how to access normals, vertexs, colors, front vs back facing, All

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Brian R Hill
It looks like you'll need to create a custom cull visitor that stores the desired eye point and overrides the CullVisitor::getViewPoint method to return the stored eye point instead of the CullStack view point. I've never used (or even looked at osg::ShadowMaps) so I could be completely wrong :)

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Brian R Hill
Wojtek, I don't know. I just looked at the LOD::traverse method and saw that it called the node visitor getDistanceToViewPoint method, which for the CullVisitor calls the CullStack::getViewPointLocal method. Ooops, looks like you'll need to override CullVisitor::getDistanceToViewPoint, not

Re: [osg-users] osgUtil::cullvisitor

2008-02-25 Thread Brian R Hill
OSG already culls the models based on heirarchical bounding volumes. The complexity of the models is the most likely problem. You need to understand the model structure and how it impacts performance. The applies to every stage - update, cull, draw. Try running without your terrain or skydome

Re: [osg-users] Setting BoundingBox

2008-02-23 Thread Brian R Hill
To change the drawable bounding box you either need to change the actual geometry, or you need to add a callback to override the computebound method behavior. Search the osg code for ComputeBoundingBoxCallback. Brian [EMAIL PROTECTED] wrote: - To: OpenSceneGraph Users

Re: [osg-users] Help with OpenFlight....

2008-02-19 Thread Brian R Hill
The openflight plugin doesn't support writing. I think someone is OSG land is developing the openflight writer (paul martz???). Brian [EMAIL PROTECTED] wrote: - To: osg-users@lists.openscenegraph.org From: [EMAIL PROTECTED] Sent by: [EMAIL PROTECTED] Date: 02/19/2008 12:06PM Subject:

Re: [osg-users] LOD with ProxyNode vs. PagedLOD

2008-02-19 Thread Brian R Hill
The ProxyNode isn't paged. It gets loaded and stays loaded. The PagedLODNode get's paged in / out based on distance from the camera. Brian [EMAIL PROTECTED] wrote: - To: [EMAIL PROTECTED] From: Bradford, Chase [EMAIL PROTECTED] Sent by: [EMAIL PROTECTED] Date: 02/19/2008 10:25AM Subject:

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