Re: [osg-users] I'm writing a Siggraph BOF presentation, what do you want to know?

2019-07-24 Thread Michael Weiblen
Is VSG in-scope for the OSG BoF?  :-)  That's my focus of interest!
cheers
-- mew


On Tue, Jul 23, 2019 at 10:35 AM Robert Osfield 
wrote:

> Hi All,
>
> I'm currently writing a presentation to be use at this year's
> OpenScenGraph Bird of a Feather session.  It'll be written from the
> perspective of what I've been focused on in the last year - so maintenance
> of the OSG and development of the VSG.
>
> Do you have any specific topics you'd like me to cover?  Be aware I only
> have scope for high level stuff, especially as I'll not be in their in
> person to deliver it.
>
> Potentially I could have a bash at recording a video with me giving the
> presentation, though will need to have a think what is possible/sensible.
>
> Cheers,
> Robert.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] EditorConfig file?

2019-04-15 Thread Michael Weiblen
FWIW, clang-formating is a requirement before creating pull requests for
the Vulkan repos at https://github.com/KhronosGroup
-- mew




On Sun, Apr 14, 2019 at 9:52 AM Robert Osfield 
wrote:

> Hi Chris, Michael et. al,
>
> On Sun, 14 Apr 2019 at 15:50, michael kapelko  wrote:
> > I would guess it might be not exactly appropriate to update
> > OpenSceneGraph sources just to have the order in spaces and tabs.
> > However, I think VulkanSceneGraph would definitely benefit
> > EditorConfig rules. So once VSG has its place at GitHub, I would
> > recommend re-raising this issue and creating a pull request.
>
> For the VSG I've adopted clang-format to enforce standard formatting,
> I run this periodically to make sure we don't deviate for too long.
>
> The .clang-format file is:
>
> https://github.com/vsg-dev/VulkanSceneGraphPrototype/blob/master/.clang-format
>
> I am not familiar with EditorConfig, for the VSG it won't be critical
> for enforcing format.  I'm open to suggestons but don't want to liter
> the code base with things that aren't critical to the use of the code
> base.
>
> Robert.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] The naming of VulkanSceneGraph

2018-06-29 Thread Michael Weiblen
I'd suggest creating a ticket at
https://github.com/KhronosGroup/Vulkan-Ecosystem/issues

-- mew


On Thu, Jun 28, 2018 at 9:27 AM, Robert Osfield 
wrote:

> On Thu, 28 Jun 2018 at 14:53, Eric Sokolowsky  wrote:
> > Trademark holders *must* defend their trademarks, or they lose them.
>
> Indeed this is true.  It's only part of the story though.
>
> Khronos mission is to develop and promote open APIs, as part of this
> they trademark projects they undertake, they also develop APIs then
> promote their use.  If Khronos do view VulkanSceneGraph as potentially
> infringing then we'll need to discuss with them about granting
> permission to use this name, the benefit for Khronos is the it is
> significant step in promoting their own cause.
>
> We have three options:
>
>   1) Ignore the issue, if Khronos decide they want to discuss the name
> then deal with it then.
>
>   2) Reach out to Khronos and be co-operative
>
>   3) Change the name to something else less relevant
>
> Currently, approach 2 is what Chris has kicked off, no response yet,
> so we may need to reach out a bit further.
>
> I am about head off on holiday for a week so won't be doing any
> chasing up myself right away.
>
> With Siggraph coming up this might be a good time to reach out and
> chat face to face. I won't personally be attending, but If you are
> attending then let us know.
>
> The project is less than a month old, so I'm not too concerned about
> things as they stand right now.  If things don't go the way I'd prefer
> then we just fallback to 3, the design and code won't change, it'd be
> a wasted opportunity and bit of money spent on URLs but nothing major.
>
> Robert
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Google and Authoritative Distributor of Open Source Software (OSG)?

2015-05-18 Thread Michael Weiblen
wonder if they'll ping me about my ancient osg binaries at mew.cx?
-- mew
On May 17, 2015 9:25 PM, Chris Hanson xe...@alphapixel.com wrote:

 Wut? Seriously? Sheesh.

 I'm moving my downloads to a different domain, alphapixel.org. Not that
 that will probably help much.

 Sigh.

 On Sat, May 16, 2015 at 9:29 AM, Frank Kane fk...@sundog-soft.com wrote:

 If it's any consolation, Google shut down my ad campaigns as well last
 week, or at least some of them. This was just for providing free evaluation
 SDK's of my own products, on my own website!

 In addition to filling out the same form you did, I was also told to post
 licensing terms and uninstall instructions on every page of my website. I'm
 still waiting for the appeal to go through. You might want to do the same,
 proactively. Their new terms also require installers to be digitally
 signed, so I'm expecting that to come next.

 ---
 Frank Kane
 Founder, Sundog Software LLC
 http://www.sundog-soft.com/
 The SilverLining Sky, 3D Cloud, and Weather SDK
 The Triton Ocean SDK

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=63747#63747





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




 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
 Training • Consulting • Contracting
 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
 Legal/IP • Code Forensics • Digital Imaging • GIS • GPS •
 osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
 iPhone/iPad/iOS • Android
 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
 623-PIXL [7495]

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


Re: [osg-users] [vpb] osgEarth, VirtualPlanetBuilder best use, right for my needs?

2014-05-28 Thread Michael Weiblen
hi,
what do you consider 'high-resolution' data and where do you need it? USGS
has 1/3 arcsecond elevation for all CONUS downloadable via The National Map
website, and some 1/9 arcsecond in areas.
-- mew
 On May 26, 2014 7:39 AM, Robert Grah smilingmolec...@web.de wrote:

 Hey guys,

 I am quite new to OSG and i am a bit unsure if i have the right approach.
 I like to use osgEarth or VPB to use the actual elevation data of the
 earth in a really high resolution and then draw a heightmap out of it. This
 heightmap should be possibly animatable. I like for example let areas blink
 or fade. change colors depending on elevation or user settings in realtime.
 Beside that I like to draw paths onto my elevation map like a circle and
 get elevation data of my height map at the position along the circle. It
 would also be great to manipulate the circle size and position. I think for
 the manipulation I can use osgManipulator class. But for the measurement I
 am not sure what i should use.

 I am not sure how customizable VPB or osgEarth are and if it is possible
 to change all the environment variables which are set by default?
 For example only use a 2d like view of the earth from above like in google
 maps.

 So i like to ask you for some hints to point me into the right direction.

 - Which should I use for my needs VPB or osgEarth?
 - what is the best data source for my needs? ( I like really high
 resolution data.  I did some test with material which was really low
 resolution.)
 - How can i draw a circle and measure the elevation data along the circle?
 - What is the best way to animate my heightmap texture? Is it possible to
 animate the vertex color in this context of vpb and osgEarth?

 Thanks! :)

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=59565#59565





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


Re: [osg-users] osgEarth 2.5 released!

2013-11-21 Thread Michael Weiblen
yay!  the next step for one of my favorite toolkits
cheers
-- mew
On Nov 21, 2013 7:30 AM, Glenn Waldron gwald...@gmail.com wrote:

 Friends,

 The osgEarth team is proud to announce the release of Version 2.5!

 osgEarth is a cross-platform Terrain and Mapping SDK built on top of
 OpenSceneGraph. Visit http://osgearth.org to get started.

 Head right over to the repo tag and release notes for 2.5 on GitHub:
 https://github.com/gwaldron/osgearth/releases/tag/osgearth-2.5

 Peruse the online documentation:
 http://docs.osgearth.org/en/latest/

 Enjoy!!

 Glenn Waldron / Pelican Mapping / @glennwaldron

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


Re: [osg-users] Raspberry pi

2013-05-13 Thread Michael Weiblen
Hi Jeremy,
cool stuff.
hear hear, it would be great to avoid X entirely on RPi.
Doing embedded image generators using pre-RPi embedded linux PCs, X didn't
offer any upside, and cost memory and reliability.
cheers
-- mew



On Mon, May 13, 2013 at 10:49 AM, Jeremy Moles cubic...@gmail.com wrote:

 Take a look at this little project I started:

 http://osgrpi.googlecode.com

 I'm not done polishing things up (and I don't even use X11 at all here),
 but those kinds of things could be resolved with the right time/money. :)

 I would imagine that for most people want to use the RPi and OSG, X wont
 actually be desired. They'll like have some other embedded form of input
 (like a 9DOF mems device, a Kinect, etc.), but who knows. There are lots of
 paths for adding more traditional OSG support...

 1) Write a new osgViewer::GraphicsWindow object. This would be good for
 the short-term, but would be hardly better than the EmbeddedViewer code.

 2) Write (or wait for someone to write) a proper DRI driver for X for the
 Broadcom/VideoCore device. This would let us just the standard X11
 GraphicsWindow, without caring one way or another.


 On 05/13/2013 12:01 PM, Bruno Ronzani wrote:

 Hi,

 I haven't found anything recent about making OpenSceneGraph work on a
 Raspberry Pi.

 This example (nothing to do with OSG) works quite well, without X11 :
 https://bitbucket.org/benedek/**rpi-simple-paramplot/overviewhttps://bitbucket.org/benedek/rpi-simple-paramplot/overview

 Anyone tried something (maybe not) similar with OSG on a Pi ?

 Would be very nice to have our favorite scene graph working on this great
 little thing ;)

 Cheers,

 Bruno

 --
 Read this topic online here:
 http://forum.openscenegraph.**org/viewtopic.php?p=54002#**54002http://forum.openscenegraph.org/viewtopic.php?p=54002#54002





 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG merchandising

2012-08-30 Thread Michael Weiblen
yes, I bought one.
Beware, it is not one-size-fits-all
-- mew
On Aug 30, 2012 8:05 AM, Paul Martz pma...@skew-matrix.com wrote:

 The thong came up as a joke idea when the cafepress page was started; I
 seem to recall Mike Weiblen had something to do with it. Didn't he bring
 one to a SIGGRAPH OSG BOF? He didn't wear it, thankfully! :-)
-Paul


 On 8/30/2012 5:46 AM, Christian Buchner wrote:

 Are you serious about offering an OSG thong?  ;)


 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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


Re: [osg-users] ANN: osgEarth 2.2 released

2012-05-01 Thread Michael Weiblen
w00t!

So I really want osgEarth on my Android Galaxy Tab.  How can I help
make that happen?

BTW, I'm now at Qualcomm, doing low-level GPU stuff on Android ;-)
Contact info attached

-- mew


On Tue, May 1, 2012 at 11:19 AM, Glenn Waldron gwald...@gmail.com wrote:
 osgEarth 2.2 is tagged.
 Thanks to everyone in the community who helped us test.

 osgEarth 2.2 contains a LOT of enhancements and new features, including two
 new libraries, osgEarthAnnotation and osgEarthQt.

 Read more details in the release notes:

 http://www.osgearth.org/wiki/ReleaseNotes22

 The tag name is osgearth-2.2 and you can download tarballs here:

 ZIP: http://github.com/gwaldron/osgearth/zipball/osgearth-2.2
 TAR.GZ: http://github.com/gwaldron/osgearth/tarball/osgearth-2.2

 Enjoy!

 Glenn Waldron / @glennwaldron


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




-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
attachment: mweiblen.vcf
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: osgNVPR (NVidia Path Rendering)

2011-08-05 Thread Michael Weiblen
heh, first osgVRPN, now osgNVPR  :-)

That said, this is quite an interesting extension.

-- mew



On Thu, Aug 4, 2011 at 2:23 PM, Jeremy Moles jer...@emperorlinux.com wrote:
 NVidia recently added an extension to their 275+ series of drivers
 called GL_NV_path_rendering. This turns path (sometimes called vector
 graphics) rendering into first class drawables in OpenGL. Honestly, it's
 one of the coolest things I've seen in a while, and naturally--given my
 interest in OpenGL UIs--I began researching it and putting together a
 NodeKit for OSG.

 You can find it (in its infancy) here:

 http://osgnvpr.googlecode.com

 Run the example thusly:

        # osgnvprviewer
        # osgnvprviewer --perspective

 ..and notice how that no matter what the resolution, scale, or
 projection, the objects are rendered clear and crisp. There is also
 support for glyphs inside of GL_NV_path_rendering, so I will very soon
 be adding support for this style of text rendering into osgPango (and
 possible, osgText::TextNode).

 I've only just begun exploring this, and I'm mainly sending this e-mail
 to see if there is any professional interest in seeing this NodeKit
 mature in a timely fashion. I don't know if this is outside the
 allowable etiquette of the lists, but in full disclosure I'm looking to
 fill some free time by seeking funding for development of by those who
 would not only use these features but could benefit from being able to
 influence their development and pace! If this is inappropriate for the
 lists, just let me know and I'll be sure and keep my peddling to a
 minimum from here on out. :)

 At any rate, I'll continue to work on osgNVPR regardless, alongside
 devleopment of osgCairo/Pango/Widget and the recent TextNode submission.
 (Can you see a pattern here? All OSG interface development tools...)

 Some notes:

        - NV_path_rendering introduces a new kind of rendering style for its
 path objects. This doesn't map 1:1 to any existing usage of
 osg::Drawable, though I am able to hijack the compileGLObjects()
 method to get what I need. :)

        - BoundingBoxes are calculated with an extension call, but in order to
 use the extension I need a contextID (provided via either a State object
 or RenderInfo object). Unfortunately, these are difficult to get to at
 times, so CameraManipulators cannot properly determine a home position
 unless the Path has been compiled.

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




-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.5 Call for testing

2011-05-27 Thread Michael Weiblen
Excellent work, will get banging on it.
-- mew


On Fri, May 27, 2011 at 8:47 AM, Paul Martz pma...@skew-matrix.com wrote:
 Hi all -- I've just tagged 2.8.5 RC1 and would like to request your help in
 testing. You can check out the release candidate from here:

 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.5-rc1

 All features are in place at this time, with the one exception of the 3DS
 plugin backport. Assuming that work is complete soon, and there is
 sufficient testing, we should be able to release in the very near future.

 Features in 2.8.5:

  * Uniform performance enhancement.
     r11952, Michael Plating's performance enhancement for large numbers of
 uniforms, which effectively eliminates the std::mapstd::string lookup.
     r11998, Wojciech Lewandowski's backwards compatibility fix for 11952.
     r12074, Chris Hanson's backwards compatibility fix for 11952.

  * Support for Texture2DMultisample
     r11218, changes to Extensions.
     r11229, fix warnings.
     r11365, 2D multisample support.

  * Added new OutputRelativeTextures dot OSG plugin export option (not on
 trunk).

  * Enhancements for OcclusionQueryNode.
     r11760 (plus r11472 for OQN.cpp only).
     Support for RTT Camera (not on trunk).

  * osgconv --use-world-frame option.

  * NOTIFY_WARN (and friends) macros to ease backporting.
     OSG_NOTIFY_DISABLED CMake variable.

  * FLT plugin update.
     A complete backport of the trunk FLT plugin (as if May 4 2010) to the
 2.8 branch.
     Includes export fixes for multitexture.
     Includes osgSim MultiSwitch changes in r11971.

  * PNM plugin enhancements:
     r12220, adds support for reading and writing images using streams.
     Bug fixes for reading 8-bit and 16-bit images, including loading the
 images upside-down.

  * Fix issue with linking apps to libdl on Linux systems.

  * osgText fix (r11768) to improve text appearance.

  * Updated osgWrappers for all API changes.

  * Bump version# 2.8.5, SO# 74.


 Thanks for your help!

 --
  -Paul Martz      Skew Matrix Software
                   http://www.skew-matrix.com/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Y up to Z up

2011-04-27 Thread Michael Weiblen
Hi,

as a quick fix when loading the model, or just experimenting, you can
use the .rot pseudo loader to put a rotation above your model.

Something like:

osgviewer cow.osg.90,0,0.rot

cheers
-- mew


-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/


On Thu, Mar 31, 2011 at 4:09 AM, Aitor Ardanza aitoralt...@terra.es wrote:
 Hi,

 I need to do it for my proyect... but I can't get good results.
 OpenNI (Kinect) gives me the matrix with Y up:

 Code:
 XnSkeletonJointPosition jointPos;
 g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(player, eJoint, 
 jointPos);
 XnMatrix3X3 orient;
 orient = jointOrient.orientation;
 tracker-set(orient.elements[0], orient.elements[1], orient.elements[2], 0,
 orient.elements[3], orient.elements[4], orient.elements[5], 0,
 orient.elements[6], orient.elements[7], orient.elements[8], 0,
 jointPos.position.X, jointPos.position.Y, jointPos.position.Z, 1);


 What I have to do to swap the Z and Y axes? multiply that by the matrix C?
 C = 1 0 0 0
       0 0 1 0
       0 1 0 0
       0 0 0 1

 Code:
 tracker-postMult(C);

 

 Thank you!

 Cheers,
 Aitor

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=38104#38104





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


Re: [osg-users] VRPN input for manipulation

2011-04-13 Thread Michael Weiblen
Hi,

Actually osgVRPN provides both a TrackerManipulator for controlling
the camera, and a TrackerTransform to support manipulating objects in
the scene.
You can attach one tracker to a TrackerManipulator, and the other to a
TrackerTransform.
See the osgvrpn/examples/osgVRPNviewer which demonstrates how to use
both classes.

cheers
-- mew


-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/




On Wed, Apr 13, 2011 at 11:30 AM, Johannes Taelman
johannes.tael...@gmail.com wrote:
 Hi,

 I'm trying to revive an old immersive VR head-mounted-display setup - a 
 Virtuality Visette 2. I have a VRPN server running for the two magnetic 6DOF 
 trackers (Polhemus Insidetrack) - one for the HMD, one for the v-flexor 
 handheld joystick.
 I'm to the point that I can look around in virtual space with the HMD, thanks 
 to the osgVrpn plugin, the next step is manipulating the virtual world with 
 the joystick. osgVrpn seems only made for camera tracking, so I guess I'd 
 need to write something for world manipulation. I think the best way to 
 inject the joystick VRPN data in OSG would be using USER GUI-events? Is that 
 correct?
 Has anyone done anything similar before?

 Cheers,
 Johannes

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=38445#38445





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


Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Michael Weiblen
Yow, yall jumped right on the 2.8.4 thing!

If it hasn't happened already, may I request a backport of fixes to
the .3ds writer plugin from 2.9.x to 2.8.4?

cheers
-- mew


On Mon, Mar 28, 2011 at 4:50 PM, Paul Martz pma...@skew-matrix.com wrote:
 I've tagged an RC2, which includes Robert's build fixes for the ffmpeg
 plugin:

 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2

 --
  -Paul Martz      Skew Matrix Software
                   http://www.skew-matrix.com/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Michael Weiblen
gotcha
-- mew


On Tue, Mar 29, 2011 at 11:20 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 On 3/29/2011 10:16 AM, Michael Weiblen wrote:
 Yow, yall jumped right on the 2.8.4 thing!
 If it hasn't happened already, may I request a backport of fixes to
 the .3ds writer plugin from 2.9.x to 2.8.4?

  That would be 2.8.5.

  2.8.4 isn't supposed to be new features/fixes, it's just getting it to build 
 properly.

 cheers
 -- mew

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
 http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
 Contracting.
    There is no Truth. There is only Perception. To Perceive is to Exist. - 
 Xen
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Michael Weiblen
curious: is there like a pre-alpha MSVS  2010  available (perhaps
some developers w/ special access) that we could be testing with?

-- mew



On Tue, Mar 29, 2011 at 11:20 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 On 3/29/2011 10:16 AM, Michael Weiblen wrote:
 Yow, yall jumped right on the 2.8.4 thing!
 If it hasn't happened already, may I request a backport of fixes to
 the .3ds writer plugin from 2.9.x to 2.8.4?

  That would be 2.8.5.

  2.8.4 isn't supposed to be new features/fixes, it's just getting it to build 
 properly.

 cheers
 -- mew


-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-03 Thread Michael Weiblen
Hi Bob,
(gotta realize that Gordon and I have worked at Multigen-Paradigm, so
we have a unique perspective on the Flight format ;-)
-- mew


On Wed, Mar 2, 2011 at 2:56 PM, Buckley, Bob CTR MDA/DES
bob.buckley@mda.mil wrote:
 Wow, seemed to be pretty straight forward stuff to me.
 And the specs were always through and complete.
 It's the versioning I had trouble with.

 SDK available for it, too:
 http://www.presagis.com/products_services/standards/openflight/


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, 
 Gordon
 Sent: Wednesday, March 02, 2011 6:10 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Getting height data of a terrain(flt file)

 You can get the latest spec for OpenFlight here 
 http://www.presagis.com/products_services/standards/openflight/


 Chris I always found a good aged bottle of single Malt stopped me crying when 
 working with OpenFlight or a goo firkin of real ale :)


 Gordon Tomlinson
 3D Technology
 System Engineering Consultant
 Overwatch®
 An Operating Unit of Textron Systems
 __
 WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
 may contain technical data whose export is restricted by the Arms Export 
 Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export 
 Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. 
 and which may not be exported, released or disclosed to non-U.S. persons 
 (i.e. persons who are not U.S. citizens or lawful permanent residents [green 
 card holders]) inside or outside the United States, without first obtaining 
 an export license.  Violations of these export laws are subject to severe 
 civil, criminal and administrative penalties.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 
 'Xenon' Hanson
 Sent: Tuesday, March 01, 2011 10:53 PM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Getting height data of a terrain(flt file)

 On 3/1/2011 7:54 PM, Mukund Keshav wrote:
 Hi Robert,
 Thanks for the reply. Could you please tell where i can find the exact file 
 format for flt files?

  FLT isn't really an OSG format, it's a MultiGen format. Documentation on it 
 is very poor
 and sparse. I wouldn't pursue this unless you REALLY need to look into the 
 format. Grown
 men have been known to be reduced to tears trying to understand FLT.

 Thanks,
 Mukund

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
 http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
 Contracting.
    There is no Truth. There is only Perception. To Perceive is to Exist. - 
 Xen
 ___
 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
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] tessellation shaders supported?

2010-09-22 Thread Michael Weiblen
Hi,

VertexProgram/FragmentProgram are for the older assembly-level
programmability with ARB VP/FP.

osg::Shader is for the newer GLSL programming interface.  osg::Shader
would be the place to add support for new GLSL shader stages such as
tessellation.

cheers
-- mew

-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/



On Wed, Sep 22, 2010 at 11:05 AM, Waldemar Schwan
waldemar.sch...@iais.fraunhofer.de wrote:
 Hi,

 my want to use the new tessellation control and tessellation evaluation
 shaders that are new in OpenGL 4.
 Is there support for them in OSG trunk?

 I only found
   VertexProgramm
 (http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osg/VertexProgram.cpp
 )
 and
   FragmentProgramm (
 http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osg/FragmentProgram.cpp
 )

 Also I understand there is another way to create shaders, shown in the
 geometry shader example
 (http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osggeometryshaders/osggeometryshaders.cpp#L116)
 .
 I noted that *new* osg::Shader( osg::Shader::GEOMETRY, geomSource )
 actually uses open GL constants
 (http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/include/osg/Shader#L87).

 Since osg::Shader seams pretty generic is it a good idea to just use the
 matching GL constant ( something like GL_TESSELLATION_CONTROL_SHADER or so)?

 I guess my question is: How do I use tessellation shaders with OSG?

 Best regards
   Waldemar
 ___
 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
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG Demo Contest!

2010-09-01 Thread Michael Weiblen
Hi,

feel free to post this on the OSG group page at LinkedIn.

(FYI, there are now 386 members!)

cheers
-- mew

-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/




On Wed, Sep 1, 2010 at 8:51 AM, Brett Wiesner br...@mak.com wrote:
 Dear OSG community,



 There's less than two months left in the VR-Vantage Innovation Contest!
 Submit a cool OSG based demo and you can win!

 As you may know, VT MÄK is the vendor of the VR-Vantage visualization
 product line, which is based on OSG.  We would like to invite you, the
 members of the OSG community, to participate in a visualization innovation
 contest that we are sponsoring.  We are offering cash prizes of up to $1,500
 for the winners!

 http://www.mak.com/vrvcontest/



 All you have to do is build something that demo’s well! It could be code
 that you’ve written or a 3rd party nodekit that you’ve integrated, or a cool
 terrain and scenario… Just build a cool demo using VR-Vantage and you could
 win!



 In order to be eligible, your demo must run within the VR-Vantage framework
 that we've built on top of OSG.  We will provide free temporary runtime and
 developer licenses of VR-Vantage to those who intend to participate in the
 contest, along with some basic support to help you understand how to fit
 your OSG-based code, models or simulation in.



 Entries must be submitted by Oct 31st, 2010 (before 11:59pm).  Winners will
 be announced to the OSG mailing list (and at the IITSEC Tradeshow) on Nov
 29th, 2010.



 Here are the details:



 1) By submitting an entry, you are agreeing to allow MAK and our sales
 distributors to use and promote your work - to show it at tradeshows,
 reference it on our web site, capture and show video and screenshots, etc.
 The idea is that we want to be able to demonstrate what's possible using
 VR-Vantage, and in particular demonstrate that OSG-based code can be easily
 incorporated into VR-Vantage-based applications.



 2) All you need to provide is an executable, plug-in (source code is
 optional but preferred) or configuration files (with instructions).
 VR-Vantage runs on both Windows and Linux platforms.  Obviously, you also
 need to include any data that is required for us to run your demo.



 3) The contest will be judged by a panel of simulation experts.  Entries
 will be judged based on creativity, visual quality, and on how well they
 meet our goal of demonstrating what's possible in a VR-Vantage-based
 application.



 4) If there are three or more entries that we decide are compelling enough
 to use in our marketing efforts, we will pay three prizes:

 Winner:    $1,500 (USD)

 2nd place: $1,000

 3rd place: $500

 The first place winner will also receive a permanent VR-Vantage developer’s
 license.



 5) If we do use your work, we will always give proper attribution.  We don't
 want to take credit for your work!



 6) Please make sure that you are only submitting work that you own, or that
 you have the legal right to distribute.



 If you want to participate, please visit http://www.mak.com/vrvcontest/ for
 download links and entry submission instructions.



 For official rules, see http://www.mak.com/vrvcontest/contest-rules.php



 Good luck!



 Brett Wiesner

 Product Manager, Visualize Products

 VT MAK

 www.mak.com



 ==

 The VR-Vantage product line includes:

 - VR-Vantage Stealth - an OSG-based battlefield visualization tool

 - VR-Vantage IG - a CIGI-compliant, commercial, OSG-based IG

 - VR-Vantage XR - provides a combined 2D/3D Common Operating Picture

 - VR-Vantage Toolkit - a powerful application-level SDK built on top of OSG,
 that includes built-in distributed rendering, game-like navigation
 interface, a Qt-based GUI framework, DI-Guy Human Characters, SpeedTree
 vegetation, GL-Studio HUDs and cockpit displays, SilverLining atmosphere and
 volumetric clouds, streaming terrain through osgEarth, built-in DIS/HLA
 networking, and a rich set of high-quality 3D visual models from companies
 like Simthetiq and RealDB.



 For more information about VR-Vantage, please see www.vr-vantage.com.

 ==

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


Re: [osg-users] Visual Studio 2010 3rd Party

2010-07-22 Thread Michael Weiblen
Hi,

Way back when I built a package of 3rdParty binaries for my OSG 2.4
installer w/ VS8, I tried to capture all the cookbook steps in
scripts.  All that info is available at
http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/3rdParty/  With
general updating of version info, those scripts will hopefully be a
big step fwd.

My entire build process for OSG on Windows, including binary installer
generation using Inno Setup, is also in that repo.

cheers

-- mew



-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/




On Thu, Jul 15, 2010 at 9:01 PM, Jason Alexander phishja...@yahoo.com wrote:
 Hi,

 I have successfully built OSG with Visual Studio 2010, but my application is 
 still having issues with std libraries when I link in OSG.  I believe I have 
 narrowed the problem down to not having all of the 3rd party libraries built 
 with Visual Studio 2010.  Can anyone out there save me some serious time and 
 provide 3rd party libraries built with VS10?

 Thank you!

 Cheers,
 Jason

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=30055#30055





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


Re: [osg-users] Headtracking

2010-07-22 Thread Michael Weiblen
Hi,

osgVRPN uses VRPN as the interface to various VR devices, including
trackers.  You could use that software stack, or you can extract the
OSG matrix manipulation code from
http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/osgvrpn/

cheers
-- mew


-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/




On Thu, Jul 22, 2010 at 7:01 AM, Thomas Klemmer klem...@uni-weimar.de wrote:
 Hi folks

 I'm sitting here trying to set up a head tracking...
 I got an api that spits out a viewmatrix for the camera and now I have to get 
 this matrix in the write place.

 I wrote an updateCallback for the Cameras (left/right) that looks like this.

 class updateCameraPosCallback : public osg::NodeCallback
 {
        virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
        {
                osg::Camera* cam =
                dynamic_castosg::Camera* (node);

                if(cam)
                {
                        osg::Matrix mat(s-getMatrix().data());
                        cam-setViewMatrix( mat);
                }
        }

 };

 I checked the matrix and it looks ok, but somhow the cameras don't move!

 Any tips??

 Thank you!

 Cheers,
 Thomas

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=30181#30181





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


Re: [osg-users] OpenGL capture/logging in OSG

2010-01-06 Thread Michael Weiblen
Hi Paul

I'm also interested in the ogldump route, specifically because of the
automated wrapper generation.

cheers
-- mew



On Mon, Dec 14, 2009 at 2:06 PM, Paul Martz pma...@skew-matrix.com wrote:
...


 I don't know if this might help, but Don Burns wrote a parser of the
 gl.h to automatically produce a wrapper library that allowed you that
 calls GL for you, and you just link to the Don's OglDump library.  For
 more details:

   http://www.andesengineering.com/OglDump/ogldump.html

 It's written for unix, using lex/yacc, so one would need to do some
 more work to get it working under Windows, but it might give one a leg
 up.



 Thanks for the pointer. If I'm already going to look at the Linux-centric
 BuGLe, then I could give this a shot too. (Lex and yacc, wow, I used to know
 how to use those back in 1986...)
   -Paul

 --
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Need OSG BOF organizer

2009-12-30 Thread Michael Weiblen
Hi,

FWIW bear in mind the OpenGL BOF is traditionally Wednesday eve, so the
coveted Wed morning slots go quickly :-)

cheers
-- mew



On Tue, Dec 29, 2009 at 6:45 PM, Paul Martz pma...@skew-matrix.com wrote:

 Thanks, Wang Rui. Yes, everything can be done by Internet. With SIGGRAPH in
 Las Angeles this year instead of New Orleans, your flight from China will be
 just a few hours shorter. :-)

 I haven't checked the SIGGRAPH web site to see if BOF registration is
 possible yet. I know the deadline is usually later, April or so. If you have
 questions about how to register the BOF at the SIGGRAPH web site, email me
 offline. (You don't need to register yourself at this time, just register
 the BOF.)


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



 Wang Rui wrote:

 Hi Paul,

 I'd like to help, based on the premise that all the organizational
 matters could be done in internet. :)

 Wang Rui


 2009/12/30 Paul Martz pma...@skew-matrix.com:

 Hi all -- I'm repeating my plea. Both Mike Weiblen and myself would like
 to
 step down as BOF organizer for this year's SIGGRAPH. We need someone from
 the OSG community to step forward and organize this event.

 Can someone please take this on? If no one steps up for this, there will
 be
 no OSG BOF at SIGGRAPH this year.
 --
 Paul Martz
 Skew Matrix Software LLC
 _http://www.skew-matrix.com_ http://www.skew-matrix.com/
 +1 303 859 9466

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


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




-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org