Re: [osg-users] Node with different projection/view matrix fixed pipeline

2020-01-17 Thread Catalin
Hi Robert,

I have an old code, as you know. Some objects are rendered with OpenGL, but 
before that the ViewMatrix is set to identity, as the the objects are 
having their position computed as follow:

ObjectPositionView = ViewMatrix * ObjectPosition + 2D Move Vector(x,y) in 
view space

ObjectPositionView already contains the ViewMatrix, so I am feeding it 
directly to the Open GL.

Those object are some billboards but with the option to be moved in the 
view space, like a 2D move.

If I give directly the ObjectPosition to OSG, it works fine with billboards 
but I don't know how to incorporated the 2D Move Vector, that vector is in 
the view space.

On Thursday, 16 January 2020 10:18:59 UTC+2, Robert Osfield wrote:
>
> Hi Catalin,
>
> Could you explain what you are trying to do with the rendering of this 
> node? What you are attempting to do will guide the best way to implement 
> what you need.
>
> Robert.
>
> On Thu, 16 Jan 2020 at 07:33, Catalin > 
> wrote:
>
>> Hi,
>>
>> Is there a way to change the view matrix or projection matrix for a just 
>> a specific node in fixed pipeline mode?
>>
>>
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Re: [osg-users] Node with different projection/view matrix fixed pipeline

2020-01-16 Thread Catalin
Hi Robert,

Yes I am using osg::Billboard for that now, but the user in the old code
had possibility to move those billboards in view space with the mouse,
left,right,up down.

The green tags are attached to some other objects, but the user can move it
in view space with the mouse, left,right,up down.

See the green tags.

https://i.imgur.com/bjQnlBq.png

On Thu, 16 Jan 2020 at 13:18, Robert Osfield 
wrote:

> Hi Catalin,
>
> I'm still a bit confused from your explanation.
>
> Is it simply that you want a 2D overlay on your scene?  Have a look at the
> osghud example - this uses an osg::Camera to set a user define view and
> projection matrix for it's subgraph.
>
> If you want object to be rendered like billboards within the 3D world then
> there is the osg::Billboard and osg::AutoTransform classes.
>
> Robert.
>
> On Thu, 16 Jan 2020 at 09:07, Catalin  wrote:
>
>> Hi Robert,
>>
>> I have an old code, as you know. Some objects are rendered with OpenGL,
>> but before that the ViewMatrix is set to identity, as the the objects are
>> having their position computed as follow:
>>
>> ObjectPositionView = ViewMatrix * ObjectPosition + 2D Move Vector(x,y) in
>> view space
>>
>> ObjectPositionView already contains the ViewMatrix, so I am feeding it
>> directly to the Open GL.
>>
>> Those object are some billboards but with the option to be moved in the
>> view space, like a 2D move.
>>
>> If I give directly the ObjectPosition to OSG, it works fine with
>> billboards but I don't know how to incorporated the 2D Move Vector, that
>> vector is in the view space.
>>
>> On Thu, 16 Jan 2020 at 10:18, Robert Osfield 
>> wrote:
>>
>>> Hi Catalin,
>>>
>>> Could you explain what you are trying to do with the rendering of this
>>> node? What you are attempting to do will guide the best way to implement
>>> what you need.
>>>
>>> Robert.
>>>
>>> On Thu, 16 Jan 2020 at 07:33, Catalin  wrote:
>>>
>>>> Hi,
>>>>
>>>> Is there a way to change the view matrix or projection matrix for a
>>>> just a specific node in fixed pipeline mode?
>>>>
>>>>
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>>>>
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Re: [osg-users] Node with different projection/view matrix fixed pipeline

2020-01-16 Thread Catalin
Hi Robert,

I have an old code, as you know. Some objects are rendered with OpenGL, but
before that the ViewMatrix is set to identity, as the the objects are
having their position computed as follow:

ObjectPositionView = ViewMatrix * ObjectPosition + 2D Move Vector(x,y) in
view space

ObjectPositionView already contains the ViewMatrix, so I am feeding it
directly to the Open GL.

Those object are some billboards but with the option to be moved in the
view space, like a 2D move.

If I give directly the ObjectPosition to OSG, it works fine with billboards
but I don't know how to incorporated the 2D Move Vector, that vector is in
the view space.

On Thu, 16 Jan 2020 at 10:18, Robert Osfield 
wrote:

> Hi Catalin,
>
> Could you explain what you are trying to do with the rendering of this
> node? What you are attempting to do will guide the best way to implement
> what you need.
>
> Robert.
>
> On Thu, 16 Jan 2020 at 07:33, Catalin  wrote:
>
>> Hi,
>>
>> Is there a way to change the view matrix or projection matrix for a just
>> a specific node in fixed pipeline mode?
>>
>>
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>>
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[osg-users] Node with different projection/view matrix fixed pipeline

2020-01-16 Thread Catalin
> Hi,
>
> Is there a way to change the view matrix or projection matrix for a just a
> specific node in fixed pipeline mode?
>
>
>
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[osg-users] Node with different projection/view matrix fixed pipeline

2020-01-15 Thread Catalin
Hi,

Is there a way to change the view matrix or projection matrix for a just a
specific node in fixed pipeline mode?
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[osg-users] Clipping osgText::Text

2019-10-24 Thread Catalin
Hi,

Is there a way to clip the rendering of Text by a rectangle without using
stencil buffer or clipping planes?

Thank you.
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[osg-users] clear stencil buffer

2019-10-24 Thread Catalin
Hi,

Is there a way to clear the stencil buffer while drawing happens between
nodes?

Every node needs its stencil buffer to be cleared in order to use it
properly.

Thank you,
Catalin
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Re: [osg-users] Clip plane with osg::ClipNode

2019-10-24 Thread Catalin
It seems there is a bug with osg::ClipNode, by using osg::ClipPlane it
fixes the issue.

OSG 3.6.3


On Wed, 23 Oct 2019 at 13:48, Catalin  wrote:

> Hi,
>
> I have an issue with clipping planes, if you set 2 different clipping
> planes to 2 different objects, only the last clipping plane is used. I was
> expecting each object to be drawn with its clipping plane.
>
> osg::ref_ptr clipNode1 = new osg::ClipNode;
> clipNode1->addClipPlane(new osg::ClipPlane(0));
> clipNode1->getClipPlane(0)->setClipPlane(1.0, 0.0, 0.0, -2000.0);
>
> osg::ref_ptr clipNode2 = new osg::ClipNode;
> clipNode2->addClipPlane(new osg::ClipPlane(0));
> clipNode2->getClipPlane(0)->setClipPlane(-1.0, 0.0, 0.0, -2000.0);
>
> osg::ShapeDrawable* s1 = new osg::ShapeDrawable(new
> osg::Box(osg::Vec3(2000, 0, 0), 500));
> clipNode1->addChild(s1);
> osg::ShapeDrawable* s2 = new osg::ShapeDrawable(new
> osg::Box(osg::Vec3(-2000, 0, 0), 500));
> clipNode2->addChild(s2);
>
> Every box is shown in half because of the clipping plane.
>
> *Case 1*
> root->addChild(clipNode1);
> //root->addChild(clipNode2);
>
> [image: image.png]
>
> *Case 2*
> //root->addChild(clipNode1);
> root->addChild(clipNode2);
>
> [image: image.png]
>
> *Case 3*
> root->addChild(clipNode1);
> root->addChild(clipNode2);
>
> [image: image.png]
>
> I was expecting both boxes, S1 and S2 to be drawn.
>
>
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[osg-users] Clip plane with osg::ClipNode

2019-10-23 Thread Catalin
Hi,

I have an issue with clipping planes, if you set 2 different clipping
planes to 2 different objects, only the last clipping plane is used. I was
expecting each object to be drawn with its clipping plane.

osg::ref_ptr clipNode1 = new osg::ClipNode;
clipNode1->addClipPlane(new osg::ClipPlane(0));
clipNode1->getClipPlane(0)->setClipPlane(1.0, 0.0, 0.0, -2000.0);

osg::ref_ptr clipNode2 = new osg::ClipNode;
clipNode2->addClipPlane(new osg::ClipPlane(0));
clipNode2->getClipPlane(0)->setClipPlane(-1.0, 0.0, 0.0, -2000.0);

osg::ShapeDrawable* s1 = new osg::ShapeDrawable(new
osg::Box(osg::Vec3(2000, 0, 0), 500));
clipNode1->addChild(s1);
osg::ShapeDrawable* s2 = new osg::ShapeDrawable(new
osg::Box(osg::Vec3(-2000, 0, 0), 500));
clipNode2->addChild(s2);

Every box is shown in half because of the clipping plane.

*Case 1*
root->addChild(clipNode1);
//root->addChild(clipNode2);

[image: image.png]

*Case 2*
//root->addChild(clipNode1);
root->addChild(clipNode2);

[image: image.png]

*Case 3*
root->addChild(clipNode1);
root->addChild(clipNode2);

[image: image.png]

I was expecting both boxes, S1 and S2 to be drawn.
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[osg-users] Fixed pipeline lighting to shaders

2019-08-09 Thread Catalin
Hi,

Does OSG has some shaders that replicates the fixed pipeline of OpenGL
(1.x) with the 8 lights?

Thank you,
Catalin
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[osg-users] Number of Bins in StatsHandler

2019-08-05 Thread Catalin Flower
Hi,

The number of Bins is different under Camera. The one displayed by 
StatsHandler(Camera) says 6 and if I do a visitor and count the 
node.getStateSet()->getBinNumber() I get 3: 0, 10, 100.

Does the camera creates extra Bins?

Thank you!

Cheers,
Catalin

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[osg-users] Geode and Drawable Classes

2019-07-29 Thread Catalin Flower
Hi,

In the book that I have it says to use the Geode class to add your geometries, 
but the osg::Geometry class is extended from osg::Node and it can be added 
directly on the scene graph and it works.

Is there any reason to use osg::Geode?

Thank you!

Cheers,
Catalin

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Re: [osg-users] Deactivate cull mask testing

2019-07-29 Thread Catalin Flower
Hi Robert,

I was trying to evaluate the impact of cull mask testings on rendering. We have 
large number of objects, and when hide them by using cull mask on the camera 
the frame rate goes up only 4-6 fps. I was expecting more.

Thank you!

Cheers,
Catalin

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[osg-users] Deactivate cull mask testing

2019-07-29 Thread Catalin Flower
Hi,

Is there is a way to deactivate the entire part of the engine which it is 
testing the cull mask for every node?

Thank you!

Cheers,
Catalin

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Re: [osg-users] Different colors for a node shared scene graph

2019-06-13 Thread Catalin Flower
Hi,

My current solution to this is to have the same geode added twice (each with 
different color) in scene graph with a common parent and during rendering, by 
using a cull callback I can choose which geode to cull based on the camera 
object.

I was hoping a more elegant/canonical solution.

Thank you!

Cheers,
Catalin

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Re: [osg-users] Transparency problem

2019-06-13 Thread Catalin Flower
Hi,

- your cube might have wrong triangles/vertices order. Did you create the cube 
by "hand"?

- have you modified the cull settings? The triangles with back face towards the 
camera need to be culled.

- did you create your own camera?


Thank you!

Cheers,
Catalin

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Re: [osg-users] Transparency problem

2019-06-13 Thread Catalin Flower
Hi,

This might help you, you have to set the hint


Code:
if (transparent)
{
geode->getOrCreateStateSet()->setMode(GL_BLEND, 
osg::StateAttribute::ON);

geode->getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
}
else
{

geode->getOrCreateStateSet()->setRenderingHint(osg::StateSet::OPAQUE_BIN);
}



Thank you!

Cheers,
Catalin

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[osg-users] Different colors for a node shared scene graph

2019-06-13 Thread Catalin Flower
Hi,

I have a situation in which I need different colors for a node in different 
views, scene graph is shared between views. Can you have a different StateSet 
for a node in different View to change the color?

Is this even possible?

Thank you!

Cheers,
Catalin

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Re: [osg-users] Image capture in memory

2019-05-22 Thread Catalin Flower
Hi Chris,

I would be happy to use FBO, but I have no idea how to!

Please give me an example.

Thank you!

Cheers,
Catalin

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Re: [osg-users] Image capture in memory

2019-05-21 Thread Catalin Flower
Hi,

For future reference...

OSG (windows at least) supports off screen rendering without any window 
flashing on the screen by using pbuffer.

When you create the Traits object, set traits->pbuffer = true;

See example osgscreencapture, see pbuffer-only parameter.

Start the example with osgscreencapture --pbuffer-only 512 512 cow.osg

Thank you!

Cheers,
Catalin

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Re: [osg-users] OpenSceneGraph-3.6.4 release candidate 3 tagged

2019-05-14 Thread Catalin Flower
Hi,

Are there any major issues fixed 3.6.4/3.6 branch? Currently using 3.6.3.

Thank you!

Cheers,
Catalin

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Re: [osg-users] Image capture in memory

2019-04-24 Thread Catalin Flower
Hi,

osg::Camera::RenderTargetImplementation renderImplementation = 
osg::Camera::FRAME_BUFFER_OBJECT; 
...
camera->setRenderTargetImplementation( renderImplementation );

By default it is using FBO, osgposter.cpp line 259 & 315

This example is created with windows in mind I guess, I want a pure example 
without  
osgViewer::Viewer being used.

Thank you!

Cheers,
Catalin

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Re: [osg-users] Image capture in memory

2019-04-24 Thread Catalin Flower
Hi,

pbuffer seems to be the old way of doing offscreen rendering.


Pbuffers and Frame buffer objects (FBO) are two methods for rendering to an 
offscreen buffer
The major difference between a Pbuffer and an FBO is that each Pbuffer needs 
its seperate OpenGL context, as opposed to FBOs where you can have as many FBOs 
as (sanely) possible in one OpenGL context.
Pbuffers are older and considered obsolete, the FBO extension is the best 
method for rendering to textures as of now, in my opinion.

By default osgposter uses frame buffer objects:
   osg::Camera::RenderTargetImplementation renderImplementation = 
osg::Camera::FRAME_BUFFER_OBJECT;

Thank you!

Cheers,
Catalin

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Re: [osg-users] [forum] Dragging individual model nodes

2019-04-24 Thread Catalin Flower
Hi,

Get this book, it learns basic stufff:

https://www.amazon.com/OpenSceneGraph-3-0-Beginners-Rui-Wang/dp/1849512825

Thank you!

Cheers,
Catalin

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Re: [osg-users] [forum] Dragging individual model nodes

2019-04-24 Thread Catalin Flower
Hi,

You should have your scene graph as follow

root - osg::MatrixTransform - osg:Node

The matrix is controlling the position of the node. Modify the matrix to modify 
the node position.


Thank you!

Cheers,
Catalin

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Re: [osg-users] Image capture in memory

2019-04-24 Thread Catalin Flower
Hi Alberto,

This example is half baked as I see it:

if you run it:

osgposter.exe cow.osg --inactive --use-pbuffer

--inactive - suppose to be without windows but it creates a window anyway
--use-pbuffer still creates a window

This is the code path that I tried to import in my app but no image is 
generated and it creates a black .bmp image.

if you run it:

osgposter.exe cow.osg 

if you can see the cow in a window and you can press 'P' and it captures an 
image fine to the disk

I need a simple example to capture an image off-screen without any windows 
popping up on screen. This is a basic feature that should be simple implement 
and understand.

Does OSG even support such a basic feature?


Thank you!

Cheers,
Catalin

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Re: [osg-users] [forum] Dragging individual model nodes

2019-04-24 Thread Catalin Flower
Hi,

You have to find the node associated to your object by intersection:

osgUtil::LineSegmentIntersector::Intersections ints;
bool bHasIntersections = 
viewer->computeIntersections(viewer->getCamera(), osgUtil::Intersector::WINDOW, 
x, y, ints, CULL_MASK_HERE);

if (bHasIntersections)
{
const osgUtil::LineSegmentIntersector::Intersection& inter = 
*(ints.begin());

const osg::NodePath& nodePath = inter.nodePath;
unsigned int idx = nodePath.size();
while (idx--)
{
osg::Node*node =nodePath[idx];




Thank you!

Cheers,
Catalin

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Re: [osg-users] Image capture in memory

2019-04-23 Thread Catalin Flower
Hi,

The example is quite complex, it works if I run it.

I have two issues:

1) I am trying to copy the code to my app, I cannot get the any image output 
for some reason
2) It creates windows, I don't want to see windows flashing on the screen while 
the capture happens

I don't understand what it is doing.

Thank you!

Cheers,
Catalin

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Re: [osg-users] Different views hide/show different nodes shared scene graph

2019-04-19 Thread Catalin Flower
Hi Chris,

It has worked, thank you very much.

1) setCullCallback(NodeCallback) on the nodes

2) Implementing void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor* cullvisitor = dynamic_cast < osgUtil::CullVisitor* >(nv);
osg::Camera* pCamera = cullvisitor->getCurrentCamera();

... 

if (...) traverse(node, nv);
}

I could not find nv->asCullVisitor(). I am using OSG 3.4.

Thank you!

Cheers,
Catalin

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Re: [osg-users] Different views hide/show different nodes shared scene graph

2019-04-18 Thread Catalin Flower
Hi Robert,

The object is made up of different sub-types which I can hide/show using the 
masks. Is works fine with the NodeMask for sub-types and CullMask on the camera.

However I need an extra layer to show/hide the entire object. Remember I have a 
shared graph with multiple views. I have many objects: Obj1, Obj2, ... 

During the rendering I need to show/hide Obj1, Obj2 etc.

This is my problem now and that can be fixed during rendering if I have access 
to RenderInfo somehow during cull traversal.

I know there is bool osg::Drawable::Cullback::cull (osg::NodeVisitor *nv, 
osg::Drawable *drawable, osg::RenderInfo *renderInfo) but this is called only 
for osg::Drawable nodes, I need one to be called for every node in the scene 
graph.

Also I see there is osg::Node::setCullCallback() by using NodeCallback but it 
doesn't have access to RenderInfo or Camera and it doesn't return a bool value.

I need a callback with bool as return during cull traversal and to have access 
to RenderInfo or the camera.

Hope this makes sense to you.


Thank you!

Cheers,
Catalin

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Re: [osg-users] Different views hide/show different nodes shared scene graph

2019-04-18 Thread Catalin Flower
Hi Robert,

To hide the objects in views I found this solution:

getViewer()->getUpdateVisitor()->setTraversalMask(0b101); // skip update for 
hidden objects
getViewer()->getCamera()->setCullMask(0b101); // cull objects that are hidden

This is the solutions that I found for the views. Is this the way to do it?

Regarding your solution for the other issue, picking objects, it works by 
passing the traversal mask to that bool   computeIntersections (float x 
 osg::Node::NodeMask traversalMask) like you have said.

Thank you!

Cheers,
Catalin

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Re: [osg-users] Different views hide/show different nodes shared scene graph

2019-04-18 Thread Catalin Flower
Hi Robert,

The only way that I found to add TraversalMask to the camera is by this:

viewer.getUpdateVisitor()->setTraversalMask(0x0001)

This means some nodes will be skipped during update traversal.

But in this book that I read it says there are 4 traversals:

1 event traversal
2 update traversal
3 cull traversal
4 draw traversal

My question is: What happens during cull and draw traversal, is the traversal 
mask used there also? Are some nodes skipped in update traversal but not 
skipped in the next two traversals?

Thank you!

Cheers,
Catalin

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Re: [osg-users] Different views hide/show different nodes shared scene graph

2019-04-17 Thread Catalin Flower
Hi Robert,

I was looking of a solution that depends on camera. Because only the 
view/camera knows which object is hidden. The TraversalMask will do the trick 
then. I see also a CullMask, guess this is not good and it will not help with 
the picking issue.

My understanding the mask is a 32 bit value, this means I can only have a 
maximum 32 types of nodes to be shown/hidden because an AND operation is 
performed?


Thank you!

Cheers,
Catalin

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Re: [osg-users] Different views hide/show different nodes shared scene graph

2019-04-17 Thread Catalin Flower
Hi,

Does the node mask allow to continue with the the childrens if the current node 
is masked out? I need to continue the scene graph traversal even if that node 
is hidden.

Thank you!

Cheers,
Catalin

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[osg-users] Different views hide/show different nodes

2019-04-17 Thread Catalin Flower
Hi,

I have an old application using OpengGL and I am porting it to OSG.
I have one scene graph shared by multiple views. The problem is some views have 
some objects hidden.

My solution:

I have used osg::Drawable::CullCallback to hide some objects by implementing
virtual bool cull(osg::NodeVisitor* nv, osg::Drawable* drawable, 
osg::RenderInfo* renderInfo) const;

It works great. Is this the canonical way to hide objects with a share scene 
graph in multiple views?

My next problem is picking objects. How do I pick objects in shared scene graph 
in multiple views when I use CullCallback to hide some objects(nodes) ? How can 
I make the picker behave like the rendering which used CullCallback ?

Thank you!

Cheers,
Catalin

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[osg-users] Image capture in memory

2019-04-16 Thread Catalin Flower
Hi,

What is the canonical way to capture an image of a view to memory with 
different resolutions?

Thank you!

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