Re: [osg-users] True Geometric Morph

2011-02-08 Thread Roland Smeenk
Hi Seth,

I implemented osgAnimation::MorphGeometry when I was working on the Collada 
importer and needed a way to store the morphing data inside a Collada file. The 
morphing algorithm is indeed very simple, but that's typically how morphing 
animations are exchanged in the 3D content pipeline. Feel free to look at 
adding a new morphing algorithm however.

BTW. I believe importing of morph data from Collada is currently broken in the 
SVN.

kind regards,

Roland

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Re: [osg-users] bad_alloc exception generated

2011-01-21 Thread Roland Smeenk
Hi Mukund,

I believe your post is missing the code you wanted to include.

kind regards,

Roland

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Re: [osg-users] Happy New Year !

2011-01-02 Thread Roland Smeenk
A fruitfull, enjoyable and productive 2011 to you all!
Forum traffic will probably increase the next days as people get back to work.

kind regards,

Roland

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Re: [osg-users] website down?

2010-12-21 Thread Roland Smeenk
Hello Rob,

please don't start a new thread by answering an existing post and changing the 
subject. This will mess up the thread view on the mailing list and the forum.

I sent a mail to the website administrator to notify him about the website. 
Hopefully it will be fixed soon.

kind regards,

Roland

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Re: [osg-users] Triangulate a pointcloud of a surface of a sphere

2010-10-26 Thread Roland Smeenk
Hi Agnes,

if you know that all of you points are one the same sphere you can also convert 
you 3D coordinates to spherical coordinates (azimuth and elevation or latitude 
and longitude) and pass those in as points to triangulate. After triangulation 
you can convert them back to 3D coordinates. Note that the order of the points 
you passed into the DelaunayTriangulator may be changed after the triangulation.

kind regards,

Roland Smeenk

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Re: [osg-users] [osgPlugins] Implementing ReaderWriter in a class within application binary

2010-09-20 Thread Roland Smeenk
Hi Thomas,

as far as I know there's no developer documentation that describes the steps 
for writing a new readerwriter plugin.  You are welcome to write down your 
experiences while developing your own readerwriter.

You will probably first need to create a new Wiki account. See
http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing for 
instructions.

kind regards,

Roland Smeenk

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Re: [osg-users] Geometry Drawing Performance

2010-09-14 Thread Roland Smeenk
Hi Frank,

you layout doesn't really look cache friendly. Take a look at the optimizer and 
it's options especially INDEX_MESH, VERTEX_POSTTRANSFORM and 
VERTEX_PRETRANSFORM. 

http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/OptimizerOptions

And of course make sure your Geometry drawables are using the fast path.

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Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-06-29 Thread Roland Smeenk
Hi Robert and others,

unfortunately I am experiencing some stressfull time at work which does not 
really allow me to contribute to this thread as much as I would like to. I am 
trying to keep up with the posts, but not all posts are clear to me.


robertosfield wrote:
 
 1) Provide a way of encapsulating all the details required to
 contribute a single chunk of functionality that will be combined with other 
 active ShaderSet to provide final composed osg::Program.
 


Isn't this what I solved with the ShaderMode class? 
Or is it that you are trying to separate the shader mode associated with a 
StateAttribute from the part that is responsible for adding of the piece of 
shader functionality. 


robertosfield wrote:
 
 2) Provide a convenient mapping of a single ShaderSet representing a single 
 implementation that can be shared by multiple osg::StateAttribute objects, 
 for instance all osg::Light objects would share a single
 ShaderSet for all directional lights, another ShaderSet for all positional 
 lights etc.  If different state attribute objects share the same ShaderSet 
 then there it will be easily to test whether shaders are the same simply be 
 testing the pointer value, we needn't look into the contents.
 


In my contribution I implemented a single ShaderMode that implements all fixed 
function lighting possibilities. For new types of lighting it seems more 
logical to indeed make a more fine grained breakup of ShaderModes.

However there's a (minor) advantage to this one size fits all lighting code 
currently.  To enable or disable lighting you simply can override a single 
mode. In the case where there are multiple lighting modes (directional, spot 
etc.) overall disabling of lighting needs to be done per lighting type. It 
might be needed that multiple ShaderSets implementing the same aspect/feature 
can be switched on or off all together with a single override. This will also 
be needed for instance in shadow map creation where in the first pass you would 
like to render geometry into a shadowmap as cheaply as possible and therefore 
without lighting.
Perhaps multiple ShaderSets implement a the same aspect/feature in the final 
program that need to be disabled or enabled collectively. Again in the case of 
shadowmap creation you would like to only render geometry, no texturing, no 
lighting, no fog, but you do want to take into account skinned mesh 
deformation, wind deflection etc.


robertosfield wrote:
 
 3) The ShaderSet would contain list osg::Shader objects, these osg::Shader 
 objects would target which ever part of the overall program that the 
 ShaderSet effects - be in multiple osg::Shader for vertex programs, one of 
 vertex program one for fragment, or any combination.  
 


I guess you are more targeting shader linking instead of the code generation 
that I implemented.


robertosfield wrote:
 
 The individual osg::Shader objects could also be shared by multiple ShaderSet 
 where appropriate.
 


It could, but is this likely to happen?


robertosfield wrote:
 
 5) It might well be that some StateAttribute have unifoms but no ShaderSet,
 


I see no logical use case for this. What need is a uniform if there's no 
ShaderSet using it?


robertosfield wrote:
 
  it might also be appropriate for some StateAttribute to have no uniforms and 
 a ShaderSet.  
 


Like the normalize in the fixed function pipeline?


robertosfield wrote:
 
 It might even be appropriate for a single
 StateAttribute to have multiple ShaderSet depending upon what mode it is in - 
 for instance osg::Light might be implemented in such a way that you have one 
 ShaderSet for a directional light, and one ShaderSet for position light, 
 another for spot lights, another for per pixel lighting etc, and select the 
 appropriate one depending upon the set up of the osg::Light.
 


OK, understandable if you are targetting shader linking and taking into account 
what I wrote above.

Some other notes:

Like I discussed before I still would like to emphasize the need to be able to 
tune performance by balancing between shader program size and number of program 
switches. There is no optimal solution before knowing the actual usage scenario 
and therefore a user or internal OSG balancing system should be able to adapt 
this balance to improve rendering performance.

A thing not solved in my ShaderModes based implementation is support for CPU 
side calculations needed by the simulation or renderer. This includes 
intersection testing and bounding box calculation. When implementing a new 
piece of shader functionality (for instance wind deflection) is typically is 
not hard to implement the same on the CPU side. If there exists a mechanism to 
make the intersection visitor walk through the same ShaderMode tree (or linked 
ShaderSets) it could made be possible to actually intersect a tree swaying in 
the wind.

To clearify the aspect/feature override part mentioned above here's a different 
use case I have in mind. In a 

Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-06-23 Thread Roland Smeenk
Hi Robert,

I have to dig up the thoughts I had during the period I implemented the shader 
composition that you reviewed. The goals you mention where also the ones I 
tried to achieve.


robertosfield wrote:
 
 The absolute minimum code changes required in end user apps is none at
 all, might this be possible?  If that is to be achieved then we need
 to be able to use the osg::StateSet::setMode(GLenum,...) and all the
 osg::StateSet::setAttribute(..) and all StateAttributes subclasses
 that we are familiar with.


As you probably saw in my submission this can be done for StateAttributes that 
are set and modes that are automatically applied by a StateAttribute. For 
explicitly setting GL modes I used a lookup map, which did not really feel like 
an ideal solution.


robertosfield wrote:
 
 Now some parts of OpenGL state are common
 between the fixed function pipeline and the shader pipeline and live
 on right from GL1 to GL4 and GLES2, these parts needn't change one bit
 which is good news.


By this you mean the parts of the pipeline that are not (yet) programmable?


robertosfield wrote:
 
 However, the majority of glEnable/glDisable(GLenum) and the associated
 glFunctionCalls aren't mapped, for these we'd need to automatically
 map these to equivalent glShader/glPrograms and glUniforms.  This
 mapping will have to automatically detect these modes and avoid
 calling the usual glEnable/glDisable, as well as be redirected into a
 current active set of modes that are enabled, this active set of modes
 would then map to the appropriate combination of shaders to implement
 them.  This mapping of modes is something that osg::State could do for
 us without any changes to osg::State. 
 

An example of a such a mode is GL_NORMALIZE. It is a mode that doesn't have any 
additional parameters controlling it and therefore did not need a 
StateAttribute. 
I tried to solve this with the lookup map I mentioned above. It is the 
_GLModeShaderModeMap in the osg::State class. It maps modes that are directly 
set to corresponding ShaderModes.

Side note:
In case of shader generation glEnable/glDisable can be implemented in  two 
ways. We have either the choice to leave out the code of disabled modes and 
generate a new shader program or disable a piece of shader code in an already 
existing shader program by wrapping it in an if statement. Both choices should 
be possible to be able to select the best possible shader program granularity 
to use at runtime. (big shader program with lot of uniforms for static 
branching vs. lots of smaller shader programs that are switched during 
rendering)


robertosfield wrote:
 
 The second half of this approach would be for the 
 osg::StateAttrirbute::apply(..) methods to use uniforms to pass in the state 
 to the shaders rather than their use glFunctionCalls.  Again this is 
 something that should be possible to hide from the set of those 
 StateAttribute subclasses and osg::State. I *think* it should be possible to 
 get something working along these lines.  Implementation will tell us whether 
 it's possible though. 
 

Do you mean that it should be possible to leave for example TexEnv::apply() 
unmodified?
As you probably saw I modified the implementation of TexEnv::apply() to set the 
needed uniforms needed by the particular piece of shader code implementing 
TexEnv in shader code.


robertosfield wrote:
 
 Now mapping of the fixed function pipeline to shaders conveniently is
 only part of the story with shader composition.  We actually want end
 users to be able to selectively replace parts of the glProgram without
 their own shaders, both replacing the fixed function parts and
 composing your own shaders - we'd want a full mix and match, from all
 standard fixed function equivalents to all custom shaders.  Now one
 element of what makes the current fixed function pipeline so
 convenient is that we can enable/disable whole chunks of fixed
 function pipeline anywhere in the scene graph, and the one of OSG's
 greatest assets over the years has been the decoupling of modes from
 attributes making these OpenGL feature really accessible, this asset
 would be great to carry over into the new era of shader composition.
 Since I'm wanting to a real easy mix/match of the fixed function and
 custom shaders then I also want to blurr the distinction when using
 modes.


This is exactly the holy grail to achieve. Often the actual compositing is done 
by letting the users draw the shader graph with a tool or in some other way 
describing the possible graph layouts. In my implementation I try to 
dynamically connect shader modes. This is currently done in a limited way as it 
only involves string based input and output parameter matching. This is a part 
that needs further attention.


robertosfield wrote:
 
 My thought is to allow users to use osg::StateSet::setMode(GLenum...)
 with not just the standard GLenum we know and love, and that are
 managed by Khronos, but to allow us to use our own 

Re: [osg-users] osgGA::CameraViewSwitchManipulator

2010-06-14 Thread Roland Smeenk
Hi Gianni,

I submitted this manipulator to enable switching between multiple predefined 
viewpoints that can be stored in a scenegraph. Currently the Collada loader 
supports loading of predefined viewpoints with the limitation of only location 
and orientation and not the field of view.

The CameraViewSwitchManipulator searches for CameraView nodes below a given 
osg::Node. The '[' and ']' keys can be used to switch between the found 
CameraViews. 

kind regards,

Roland Smeenk

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Re: [osg-users] Collada Reader - name import

2010-05-01 Thread Roland Smeenk
Hi Matthias,

names in Collada file are only their for providing a human friendly textual 
description. ID's are used for referencing of elements. These references are 
needed by the OSG loader in case of animation parsing and probably some other 
places too. When writing the Collada file it is essential that the ID's stay 
the same. Writing with the same name would be nice too, but is not essential 
for maintaining the correct internal structure. Probably the best solution 
would be to store the Collada element names in the osg node descriptions.

regards,

Roland Smeenk

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Re: [osg-users] Collision System

2010-04-17 Thread Roland Smeenk
Hi Niyanth,

please don't crosspost you question to multiple forums.
This will result in three messages on the mailing list and in a fragmented 
discussion across those threads.

Two other posts deleted.

kind regards, 

Roland Smeenk

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Re: [osg-users] [osgPlugins] FBX Plugin

2010-04-08 Thread Roland Smeenk
Hi Stephane,

are you using osgviewer or osganimationviewer to view the animations?
Only osganimationviewer allows you to start playing animations.

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[osg-users] [ANN] OpenSceneGraph on Twitter

2010-04-07 Thread Roland Smeenk
OpenSceneGraph can be found on twitter here:
http://twitter.com/OpenSceneGraph

Currently it is fed by the OpenSceneGraph developer blog:
http://blog.openscenegraph.org/

I can also add feeds manually like I just did with the OSG 2.8.3 release.

kind regards,

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Re: [osg-users] Suggesting Forum Category and Wiki for osgAnimation

2010-04-05 Thread Roland Smeenk

ParticlePeter wrote:
 Uh, I did not know that this one can be extended by users.


That's what a Wiki is for.


 
 How can I add stuff there, and who gives me the permission to do this ?
 


See http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing
for instructions.

Roland

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Re: [osg-users] [osgPlugins] osgAnimation morphing

2010-03-23 Thread Roland Smeenk
Hi Jamie,

I contributed the morphing code, but first had to check how it worked again.
In the OpenSceneGraph-Data directory is a file morphing.osg that contains a 
base face with two morph targets. You can load it in osganimationviewer to see 
how it animates. 
If you open up the .osg file you can experiment with the Animation.
The Animation contains two FloatLinearChannels. The first one contains the 
contribution of morph target 0 and the second contains the contribution of 
morph target 1.

If you look for osgAnimation::MorphGeometry you will see method NORMALIZED 
which uses this formula
base * (1 - (sum of weights)) + (sum of (weight * target))
to calculate the morphed vertex positions.

Applying your example to this file
A (base) to B (0) to C (1) would look like this:

...
name 0
...
Keyframes 3 {
   key 0 0
   key 1 1
   key 2 0
}
...
name 1
...
Keyframes 3 {
   key 0 0
   key 1 0
   key 2 1
}
...

Of course this can also be done from code.


kind regards,

Roland Smeenk

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Re: [osg-users] Frame Rate

2010-03-22 Thread Roland Smeenk
Hi Travis,

statistics are available in osgViewer by pressing 's'.
It will toggle through multiple levels of statistics details.

Roland

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Re: [osg-users] Web site / wiki

2010-03-19 Thread Roland Smeenk
The wiki/website seems to be down since monday. I already sent Jose Luis an 
e-mail, but he hasn't responded yet. He's probably out of the office.

Roland

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Re: [osg-users] clip plane and shadow scene

2010-03-14 Thread Roland Smeenk
Hi Vivien,

shadow rendering uses shaders and therefore replaces the fixed function 
pipeline (FFP). The clipplane functionality is part of the FFP and is not part 
of the shadow rendering.

To solve this you'll need to add clipplane functionality to the shadow 
rendering shader. Note that this should be solved by OSG in the future once 
shader composition is implemented.

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Re: [osg-users] [osgPlugins] Texture Problem with osg Collada Plugin

2010-03-02 Thread Roland Smeenk
Hi LiYang,

I don't know from memory what features the Collada plugin in OSG 2.8.2 
supports, but I can say that the importer has received more attention than the 
exporter. The Collada plugin is still being improved and the version currently 
integrated with the trunk supports more features than that in OSG 2.8.2. 

Can you take a look at the Collada plugin in the trunk and see if the problem 
still exists there? 

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Re: [osg-users] Using HDRI to light models...

2010-03-02 Thread Roland Smeenk
Hi Alessandro,

when Googling look for Image Based Lighting (IBL) and light probe. IBL is 
typically done with a (HDR) cubemap. One for diffuse lighting and one for 
specular lighting. When combined with HDR postprocessing effects from the 
osgPPU example this can deliver pretty impressive visual results.

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Re: [osg-users] Collada Plugin and 3dsMax exported models...

2010-03-01 Thread Roland Smeenk
Hi Allessandro,

be sure to check for coherency of the exported Collada file. This can be done 
with the coherencytest 
http://www.collada.org/mediawiki/index.php/Portal:CoherencyTest. We first need 
to know if the file is valid Collada before we can start analyzing where the 
importer might go wrong.


a.terenzi wrote:
 
 2) my model contains also two simple animations, a teapot rotating on its 
 vertical axis and a sphere moving from a point to another, but no animation 
 is played at all, any idea why?
 


Use osganimationviewer to start playing the animations. OsgViewer will not 
start them.


a.terenzi wrote:
 
 3) the model also contains a reflection map, but it seems that it is not used 
 when loaded in osgviewer...
 


Not all types of texture mapping are supported by the Collada loader.

Thanks for testing the Collada loader.

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Re: [osg-users] Collada: Coordinate System

2010-02-10 Thread Roland Smeenk
The latest Collada plugin submission includes exactly what you are describing.

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Re: [osg-users] HW swap synching with swap groups/barriers

2010-01-19 Thread Roland Smeenk
Hi Tugkan,

Yes, we are using Linux.

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Re: [osg-users] HW swap synching with swap groups/barriers

2010-01-18 Thread Roland Smeenk
Hi Tugkan

the submission was indeed not accepted. We are working with a custom OSG 
version that includes this modification.

kind regards,

Roland Smeenk

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Re: [osg-users] New 3DS reader/writer is ready to test

2009-12-04 Thread Roland Smeenk
Hi Sukender,


Sukender wrote:
 
 Those who have rights on the plugins page ( 
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins ) 
 may change it... and write pending... on FBX writing ;)


I made the changes to this page, but please ask wiki editing rights by sending 
and e-mail to Jose Luis Hidalgo. (See 
http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing)
We need all the people that can contribute to the Wiki. The editing rights keep 
spammers out the door very effectively, but unfortunately also new contributors.

kind regards,

Roland Smeenk

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Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-29 Thread Roland Smeenk
Hi Wang Rui,

I was using CMake 2.6.2, but that didn't work. Switched to 2.8 and everythings 
OK now.

thanks,

Roland

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Re: [osg-users] Some overview of OSG and VPB databases

2009-11-25 Thread Roland Smeenk
Hi Chris,

I would like to see these pieces of knowledge added to the Wiki.

thanks,

Roland

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Re: [osg-users] Cleaning out Community/JobOffers -- osg

2009-10-26 Thread Roland Smeenk
Please, contact Jose Luis Hidalgo to let him update your Wiki permissions.

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Re: [osg-users] Cleaning out Community/JobOffers -- osg

2009-10-25 Thread Roland Smeenk
Done.

I added the some of the rules for the jobs page in the past. Typically 
companies don't take the effort to remove jobs when filled so I don't take the 
effort to contact them and remove the jobs when they are old enough. If it's 
not OK they can always restore the data from the page history.

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Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Roland Smeenk
Hi Jeremy,

I am excited to see you back on the forum and I wish you all the strength to 
recover from you illness.

I am currently finishing a project at work that is using osgWidgets for GUI. I 
ran into a couple of problems with the existing implementation and created some 
workarounds for them. Especially in the area of animating, adding and removing 
of widgets or windows I found a couple of issues. Unfortunately I did not have 
much time to delve deeper into the design.

warmest regards,

Roland Smeenk

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Re: [osg-users] [osgPlugins] Shader from Rendermonkey : Collada plugin

2009-10-08 Thread Roland Smeenk
Hi Andrea,

only effects with profile_COMMON are currently supported in the Collada 
reader/writer. The profile_GLSL will be ignored and will result in the warning 
you mentioned. Heinrich Fink did implement GLSL support in an older 
OpenSceneGraph version, but those modifications were never merged with the 
current Collada loader in the SVN. His source code was later modified by 
AMD/ATI to improve the support specifically aimed at handling RenderMonkey 
output. The source code for their modification is available at their website. 
I've looked at merging their changes with the current Collada loader, but the 
source code has drifted apart too far for a quick merge.

kind regards,

Roland Smeenk

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Re: [osg-users] [osgPlugins] OSG and Collada with animation Example

2009-09-22 Thread Roland Smeenk
Hi Pradeep,

The current Collada loader does not support loading of animations.
I partially implemented animation loading in the Collada loader and others are 
working on improving it, but these changes are not submitted for inclusion in 
osg yet.

kind regards,

Roland Smeenk

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Re: [osg-users] Cut a surface

2009-09-22 Thread Roland Smeenk
Hi Pedro,

this is typically done with a clip plane. This OpenGL functionality is wrapped 
in the osg::ClipPlane stateattribute that you can add to a stateset.

kind regards,

Roland Smeenk

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Re: [osg-users] [vpb] virtual reality builder

2009-09-04 Thread Roland Smeenk
Hi guys, 

Since this is already the third message by this user with the same content I 
consider it a spammer too. I am sorry for this because I initially accepted 
him/her on the forum, because he/she actually changed the profile after a 
request by me.

User is now under moderation again which means his/her messages must be 
approved by one of the moderator before it is sent to the forum and ML.

kind regards,

Roland Smeenk
(Forum moderator)

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Re: [osg-users] [forum] Old archive

2009-09-02 Thread Roland Smeenk
If you are interested in creating high resolution screenshots take a look at 
the osgposter example recently submitted:

http://forum.openscenegraph.org/viewtopic.php?t=3482

Roland

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Re: [osg-users] view-dependent Billboard clouds

2009-08-26 Thread Roland Smeenk
Hi Basheer,

A scenegraph solution is possible by using a nodemask. This way different views 
can traverse into different parts of the scenegraph containing the nodes you 
want to use for a specific view. However in this case the scenegraph is 
specifically tailored for the number of views you are using. 

A more generic solution would be to create a viewdependent node that 
automatically adjusts to the views traversing that node. Take a look at how 
it's done in osgShadow::ViewDependentShadowTechnique. I used the same mechanism 
to create view dependent reflections on a view dependent infinite plane. 
osg::Billboard also adjusts itself to each view traversing the node.

regards,

Roland Smeenk

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Re: [osg-users] Suggestion: Add components in nodes (aggregation)

2009-08-13 Thread Roland Smeenk
This is typically done by adding userdata, which happens to be supported by 
each osg:Object (including nodes) in OpenSceneGraph. 

From source in osg::Object


Code:
/**
 * Set user data, data must be subclassed from Referenced to allow
 * automatic memory handling.  If your own data isn't directly 
 * subclassed from Referenced then create an adapter object
 * which points to your own object and handles the memory addressing.
 */
inline void setUserData(Referenced* obj) { _userData = obj; }

/** Get user data.*/
inline Referenced* getUserData() { return _userData.get(); }

/** Get const user data.*/
inline const Referenced* getUserData() const { return _userData.get(); }




regards,

Roland Smeenk

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Re: [osg-users] Suggestion: Add components in nodes (aggregation)

2009-08-13 Thread Roland Smeenk

Sukender wrote:
 Anyway, I could add my ComponentContainer object as a userdata to avoid 
 being too intrusive in OSG code, of course.
 


That's what I had in mind.

We are using a componentized design ourselves. Simulation objects are composed 
of viewer and controller components much like the MVC pattern.
OSG is used for implementation of the viewer components in the 3D graphical 
domain. So I think the componentization should be done at your side and not on 
the OSG side.

Roland

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Re: [osg-users] [build] Need help including COLLADA support

2009-08-11 Thread Roland Smeenk

dfu23 wrote:
 
 http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada
 


Maybe there's  fault in that documentation or the way the CMake file 
configuration works. There have been some changes to the CMake files after this 
wiki page was written.


dfu23 wrote:
 
 I'm using VC++ 2008 Express Edition
 I have downloaded and built the Collada DOM
 I have set the environment variable on Windows
 


Which of the COLLADA_* values are filled in by CMake?

If the COLLADA_DIR environment variable points to the proper Collada DOM 
install directory all should be filled in by CMake automatically. 

If that does not work specify that directory by hand by setting the 
COLLADA_DOM_ROOT in CMake and selecting Configure.

If that doesn't work you can always manually set the all files although it's a 
big list, but in this case the Collada CMake files contain an error.

kind regards,

Roland Smeenk

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Re: [osg-users] [build] Need help including COLLADA support

2009-08-11 Thread Roland Smeenk
Hi wally,

Which of the COLLADA_* values are filled in by CMake initially? 
And after you specify the proper COLLADA_DOM_ROOT manually?

In your case COLLADA_DOM_ROOT should point to 

Z:/OpenSceneGraph-2.8.1/ collada-dom-2.2/dom

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Re: [osg-users] ShaderGen and GL3

2009-08-09 Thread Roland Smeenk

Skylark wrote:
 
 http://article.gmane.org/gmane.comp.graphics.openscenegraph.cvs/5005/match=fixed+function+pipeline+glsl+generator
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/5087
 
 Note that the thread seems to have been broken at some point, so the 
 only way to get all messages might be to search for the title:
 
 http://search.gmane.org/?query=Fixed+Function+Pipeline+to+GLSL+generatorauthor=group=gmane.comp.graphics.openscenegraph.cvssort=relevanceDEFAULTOP=andxP=ZshadergenxFILTERS=Gcomp.graphics.openscenegraph.cvs---A
 
 (you might have to stitch the URLs manually if my/your client cuts them 
 while trying to word wrap...)
 


Note that we also have a searchable forum where broken threads are fixed by 
moderators:

Fixed function pipeline - GLSL shaders discussion
http://forum.openscenegraph.org/viewtopic.php?t=1600

Fixed Function Pipeline to GLSL generator submission by Maciej Kol
http://forum.openscenegraph.org/viewtopic.php?t=1757

kind regards,

Roland Smeenk
(Forum moderator)

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Re: [osg-users] [osgPlugins] Current state of Collada importer

2009-08-03 Thread Roland Smeenk
Hi Marius,

There exists no separate branch for Collada development. 
I sent Daniele the modified source files and he successfully compiled it and 
used it for import of animated files. I don't know if he made any modifications 
to it. I will sent you the updated files this evening.

kind regards,

Roland Smeenk

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Re: [osg-users] Combining particles with different textures

2009-08-02 Thread Roland Smeenk
Hi Martin,

could you send your changes as a complete file to the osg-submissions list or 
corresponding forum.


 I can now shoot particles with different animations from the same particle 
 system. Neat! I've looked into the premultiplied alpha stuff, and it seems to 
 work OK. Thanks for the tip! 


Screenshots please!

regards,

Roland Smeenk

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Re: [osg-users] Combining particles with different textures

2009-08-01 Thread Roland Smeenk
Hi Martin,

The particle system indeed supports a tiled texture that will be selected based 
on it's age. Since all mechanisms are there it should be quite easy to make a 
small modification to let emitters determine the texture tile and disable 
updating of the texture tile.

When mixing fire and smoke you typically would want the fire to be emissive and 
the smoke to be lit by scene lights. This can be done from within the same 
texture by using pre-multiplied alpha.

regards, 

Roland Smeenk

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Re: [osg-users] [osgPlugins] how to use extra nodes of collada files?

2009-07-20 Thread Roland Smeenk
Hi Jason,

the only custom node data that is currently supported is the node description 
that is read and written as extra data. This might be sufficient and is 
compatible with how openflight allows custom node data, which was one of my 
goals for the OSG specific Collada extensions. 

One other possibility I can think of is designing a custom class that may 
contain structured data that can be attached to OSG nodes as user data and that 
will be interpreted by the Collada plugin to read or write extra data.

warmest regards,

Roland

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Re: [osg-users] [osgPlugins] how to use extra nodes of collada files?

2009-07-19 Thread Roland Smeenk
Hello Jason,

I added the support for reading and writing of osg specific extras to the osg 
Collada plugin. 
I am afraid I don't really understand what you are asking for. The 
OpenSceneGraph Collada plugin reads and writes these extra nodes by default. 
Currently there are no tools other than OSG based tools that support these 
extras.

What is the Collada based content pipeline that you have in mind?

kind regards,

Roland Smeenk

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Re: [osg-users] [osgPlugins] OSG Collada Bug

2009-06-17 Thread Roland Smeenk
Hello Adam,

a quick inspection of the model shows two problems:

1.) There are two nodes with the same name so apparently the Collada writer 
does not check for uniqueness of the node id.

2.) All meshes have generated two sets of texture coordinates. The first being 
an empty set causing all kinds of problems.

I guess the original OpenFlight model only had a single set of texture 
coordinates per model part.

What version of OSG are you using?

regards,

Roland Smeenk

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Re: [osg-users] Wiki spammer

2009-06-09 Thread Roland Smeenk
The wiki spamming still continues. Is there nobody available that can 
administer the wiki and remove the spammers?

regards,

Roland

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[osg-users] Wiki spammer

2009-06-02 Thread Roland Smeenk
Hi Jose,

A Wiki user named ProLan is adding spam links to the Wiki. Can this user be 
removed/banned from the wiki?

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Re: [osg-users] Wiki spammer

2009-06-02 Thread Roland Smeenk
Hello Robert,

There seems to be a second spammer called TaxAudit

I already reverted the changes. 
Check the history of these pages:
http://www.openscenegraph.org/projects/osg/wiki/Forums
http://www.openscenegraph.org/projects/osg/wiki/Support/OpenGL2OSGLookup
http://www.openscenegraph.org/projects/osg/wiki/TracEnvironment
http://www.openscenegraph.org/projects/osg/wiki/TracModPython

When logged in you can check the TimeLine to see what was modified recently.

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Re: [osg-users] Problem with my cubemap

2009-05-15 Thread Roland Smeenk
Hello Robert,

I've originally contributed the .dds cubemap loading capability that you 
rejected. From that time I've been merging my changes with the latest head. 
Cubemaps can still be loaded succesfully, but I agree that it may be better to 
split osg::Image into multiple classes for the different osg::Textures that it 
feeds. Are you envisioning a separate Image class for each Texture class? 

Side note:
Last week I ran into a problem with cubemaps in the osgOcean example which 
turned out to be a pixelformat problem. The osgOcean example uses 6 separate 
images of which one image has a different pixel format. My osg::Image class 
supporting cubemaps has only one pixelformat for all 6 data planes and this 
caused a problem when copying the six images into the single cubemap image.

kind regards,

Roland Smeenk

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Re: [osg-users] shadowVolme bugs

2009-05-15 Thread Roland Smeenk
Hello Bilal,

code comments in the ShadowVolume class suggest that it is still a work in 
progress. However it seems that it is no longer actively developed and still 
has some unsolved bugs.

Cheers,

Roland

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Re: [osg-users] [osgPlugins] Current state of Collada importer

2009-05-12 Thread Roland Smeenk
Hi Daniele,

my version of the Collada plugin can currently do the following
-load and display animations of nodes (positions/orientations etc.)
-only linear interpolation
-loading of morph geometry
-animation of morph geometry
-loading of skinned mesh geometry, but bind matrices are still wrong
-saving of morph geometry, but materials do not work properly 
-usage of up_axis so the scene always has z up
-usage of internal geometry
-some fixes to prevent crashes on .dae files containing tangents and binormals
-some support for grouped animations and animationclips

it still has a lot of loose ends. That's why it was not submitted yet.
Some code is a bit too elaborate and should make better use of methods.

cheers,

Roland

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Re: [osg-users] VirtualProgram - making programmable pipeline less fixed

2009-05-11 Thread Roland Smeenk
Hi Wojtek,

Thanks for sharing your code. This will be very helpfull.
It would be nice if we could somehow combine this with the existing fixed 
function ShaderGen utility.

Thoughts about the demo:
The coloring of the children with only a different version of the ColorFilter 
would typically be implemented with a uniform that is overidden by the 
children. The children depend on a parent virtualprogram that actually calls 
the ColorFilter method. If this is not the case the Program used by the 
children will fail (which is logical, because they are incomplete)

I guess in practice you are using a virtualprogram with a lot of semantic 
blocks at the root of the tree so children have the opportunity to override 
multiple pieces of the shader similar to overriding stateattributes in a 
stateset.

warmest regards,

Roland

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Re: [osg-users] Collada plugin not found.... but it is!

2009-05-06 Thread Roland Smeenk
Hello Jaime,

it seems that osg can find the proper plugin, but cannot load that plugin.
If you built the Collada plugin against the dynamic DOM library make sure the 
collada dll can be found (is in your path).
Note that the dom22 will generated a DLL with the number 21 in it:
libcolladadom14dom21-d.dll or libcolladadom14dom21.dll
Furthermore you may need the libxml2.dll, so this must in your path also.

The other possibility is linking against the static DOM library.

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

2009-05-06 Thread Roland Smeenk
Hello all,

to get things back on topic again; I believe that the different attitude in 
posts we see these last months is not only due to a different mentality on the 
forum, but something that also happens due to growth of the active community. 
The amount of members on the ML has more or less stabilized and the forum now 
brings in new and possibly more inexperienced osg users.
True, forums seem to be more chat-like and people hide behind usernames and 
fancy avatar images. The real question however is how to setup the user/support 
community for future growth of the active community. Surely there will be a 
point (or there already is) where we can't expect Robert to process all posts 
even if they all were written in a polite way and with proper names to address. 
The same can be said for submission processing or maintenance of nodekits and 
plugins.

The user community of Ogre has more than 18000 forum members and a large group 
of forum moderators, mvps, expert users etc. that respond to the majority (at 
least the FAQs) of posts.
Simply looking at the forum statistics for the lead engineers of both projects 
reveals this:
-Sinbad aka Steve Streeting  (Ogre lead) 9.79 posts per day 
-Robert Osfield  10.78 posts per day 

I may be taking turns on two wheels, but I suspect that 10 posts per day is the 
limit of what a person can handle next to the normal work that he has to do.
So if the community grows the number of supporting members must grow 
accordingly.

Do you agree with this analysis?
If so, how to organize things better to be prepared for a much larger user 
community?

kind regards,

Roland Smeenk

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Re: [osg-users] OSG web site errors

2009-05-06 Thread Roland Smeenk
Website seems to be down again.


Code:

Traceback (most recent call last):
  File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in 
send_error
'text/html')
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684, in 
render_template
data = self.populate_data(req, data)
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 592, in 
populate_data
d['chrome'].update(req.chrome)
  File /usr/lib/python2.5/site-packages/trac/web/api.py, line 168, in 
__getattr__
value = self.callbacks[name](self)
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 460, in 
prepare_request
for category, name, text in contributor.get_navigation_items(req):
  File 
/usr/lib/python2.5/site-packages/trac/versioncontrol/web_ui/browser.py, line 
295, in get_navigation_items
if 'BROWSER_VIEW' in req.perm:
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 523, in 
has_permission
return self._has_permission(action, resource)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 537, in 
_has_permission
check_permission(action, perm.username, resource, perm)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 424, in 
check_permission
perm)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 282, in 
check_permission
get_user_permissions(username)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 357, in 
get_user_permissions
for perm in self.store.get_user_permissions(username):
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 175, in 
get_user_permissions
cursor.execute(SELECT username,action FROM permission)
  File /usr/lib/python2.5/site-packages/trac/db/util.py, line 51, in execute
return self.cursor.execute(sql)
  File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 58, 
in execute
args or [])
  File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 50, 
in _rollback_on_error
return function(self, *args, **kwargs)
OperationalError: database is locked




Cheers,
Roland Smeenk

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Re: [osg-users] [osgPlugins] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Roland Smeenk

 
 To me it's looks like we are consistently getting a lot more support
 queries about the Collada plugin than any other our plugins.
 


I think you are right, but this may also mean many people actually want to use 
this plugin. Of course plugins without external dependencies are easiest to 
build, but the Collada plugin support requests are not only about building it.


 
 Firstly that the OSG Collada plugin only supports version 1.4 of the Collada 
 Schema, and as arr as I know version 2.1 of the Collada DOM implementation 
 (it may work with 2.2 but I seem to remember some outstanding problems) and 
 needs to be specifically linked against a build of the Collada DOM that is 
 made for those versions
 


Well, it also works with the DOM 2.2, but unfortunately it generates a DLL with 
21 in the name. As long as the schema is 1.4


 In the context of port our Collada plugin across to use our own .dae
 parsing code I think that the low level parsing code itself is an
 order of magnitude less work that the actual work on the dae side. 


I totally agree. It's a complex puzzle to map the Collada features onto the Osg 
features. That's why I created morphing for osgAnimation. ATI also added 
several nodes to support more complex effects and there's certainly more that 
we won't be able to map to osg easily. 
The real challenge will be to lift it to more than simply a geometry loader 
that most of the Collada supporting engines/tools have built.

However my gut feeling tells me that rolling our own Collada parser and 
maintaining it is opening up a bees nest. 
The current Collada plugin supports both reading and writing of Collada files. 
I believe libxml2 is not used for XML schema validation, but the validation is 
done when trying to create the objects represented in the Collada schema (code 
generated from the Collada schema). Furthermore more advanced XML things like 
proper URI resolving are also part of the DOM library.

A quick glance through the DOM source code tells me what the DOM dependencies 
are used for:
-boost for cross-platform file system boost::filesystem, only this part is 
included with the DOM
-libxml (default)
xml parser pluging that can validate against a XML schema
(alternatively one can use a TinyXml based plugin)
-minizip for loading zae files (zip compressed dae files)
-pcre for parsing of URI's with regular expressions

Furthermore I expect it to be easier to switch to newer versions of the Collada 
schema when using the DOM library (although I have not looked at porting to 1.5 
yet)

My two cents.

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Re: [osg-users] Brand New BlackBerry Storm 9500--$250 for sale.

2009-04-28 Thread Roland Smeenk
I don't see anything special in the log files so this looks like a manually 
registered user.

I removed the user and deleted the original message from the forum.

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Re: [osg-users] Brand New BlackBerry Storm 9500--$250 for sale.

2009-04-28 Thread Roland Smeenk
Zarim registered yesterday and this was his first post.

The admin interface has a spam log that shows all registration attempts and the 
answers given to the anti-bot question. This user was not in those logs.

It could be that this spambot can register to forums by letting humans answer 
the anti spam-bot questions for it.

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Re: [osg-users] Using osgWidget Only On one display In Multiple Display Setup

2009-04-27 Thread Roland Smeenk
See the FAQ
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ

See the answer to question:


 I have two or more views sharing a scene graph, but I want to limit what part 
 of the scene graph is shown in one or more of the views. How do I do that? 
 


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Re: [osg-users] What is the meanings of setMinimumScale(1)and setMaximumScale(2)?

2009-04-24 Thread Roland Smeenk
Hi Wangjian,

please don't post the same question twice. You probably didn't receive an 
answer, because the question was too vague.

It would have been clearer if you said that setMinimumScale and setMaximumScale 
are part of AutoTransform.


 When I run the program


You are probably talking about the example program osgautotransform.

Through use of the source (see Tip 2 
(http://forum.openscenegraph.org/viewtopic.php?t=2283)) I learned the following:

When the transform is far from the viewpoint it's scale is limited by the 
maximum scale. So it disappears because the transform is not allowed to scale 
to a larger value than 2. If it is close to the viewpoint it's scale is limited 
by the minimumscale. In that case it will not be fixed in screenspace anymore 
an appear to grow due to perspective projection. 


kind regards,

Roland Smeenk

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Re: [osg-users] OSG + Qt4.5 + Textures

2009-04-24 Thread Roland Smeenk

robertosfield wrote:
 
 Shocked by what??
 


Note that users in the forum can easily add emoticons through clicking on an 
image.
Mailing list users will not see the emoticons but the BBCode that was used. I 
don't know if these are replaced by an alternative textual representation. Art 
will have to answer that. Vice versa users in the forum will see emoticons 
appear in strange locations if source code is posted on the forum.

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Here are all available emoticons:
 :D 
 :) 
 :(

 :o 
 [Shocked] 
 :? 
 8) 
 [Laughing] 
 :x 
 :P 
 [Embarassed] 
 [Crying or Very sad] 
 [Evil or Very Mad] 
 [Twisted Evil] 
 [Rolling Eyes] 
 [Wink] 
 [Exclamation] 
 [Question] 
 [Idea] 
 [Arrow]
 :| 
 [Mr. Green]

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Re: [osg-users] On demand and frame rate capping schemes from Viewer::run()

2009-04-24 Thread Roland Smeenk
Interesting development. For a current project we need one view that runs at 5 
Hz and several other views that run at 15 Hz (all in separate 
graphicscontexts). No, I am not joking. This is used to simulate real life 
camera behaviour. We do our own version of the frame method, but that still is 
too high level for achieving the required timing granularity.

How about this?

kind regards,

Roland

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Re: [osg-users] On demand and frame rate capping schemes from Viewer::run()

2009-04-24 Thread Roland Smeenk

 
 This type of frame rate management is well beyond what I'd expect the
 viewer convenience methods like run to handle. You should expect to
 roll your own frame management for this type of app.
 


That's what I thought you would answer. Well, didn't hurt to try.
Thanks.

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[osg-users] 300 forum members

2009-04-23 Thread Roland Smeenk
Just wanted to inform you that we have reached 300 forum members.
Small overview over forum and ML members (non-digest/digest)

25 februari 2009
Forum 100
ML 1842 (1410/432)

24 march  2009
Forum 200
ML?

23 april 2009
Forum 300
ML 1852 (1413/439)

22 may 2009
Forum 400???

kind regards,

Roland

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Re: [osg-users] 300 forum members

2009-04-23 Thread Roland Smeenk
Art, 

if you are subscribed to the mailing list you can retrieve a list of 
subscribers.
That's how I know the ML numbers.

See osg-users Subscribers at 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] Modifying SG based on viewpoint location

2009-04-23 Thread Roland Smeenk
Related to this question I have two cases where I want to do something similar.

1. HUD across multiple slave views

I have a view that uses multiple slave camera's with a projection offset (or 
viewmatrix offset). Simply adding a HUD camera like in the osghud example will 
result in two similar HUDs on both views. I want to offset the projection 
matrix in the osg::Camera based on the offset of top level camera in the view.

2. Projected grid with multiple views

For rendering of sea we use the projected grid method, where a regular 
screenspace grid is projected onto a plane based on the camera projection 
matrix. When using multiple views each view should update the grid projection 
based on the current camera projection and view matrix.

Any suggestions?

kind regards

Roland Smeenk

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Re: [osg-users] Modifying SG based on viewpoint location

2009-04-23 Thread Roland Smeenk

Paul Martz wrote:
 The HUD issue shouldn't require modifying the scene graph at all. Create one
 HUD scene graph with the entire HUD in it. Parent it to two HUD cameras with
 two different views. One Camera has its view matrix set to view the left
 half of the HUD, and the other is similarly configured to view the right
 half.
 


Ok, that's a possible solution, but this creates a specific scenegraph for a 
specific number of  slave cameras.

A more flexible and dirty solution I came up with a couple of minutes ago was 
this:
-Add an empty group node above the HUD camera
-Add a CullCallback with a reference to the HUD camera
In the CullCallback do this


Code:

class CullCallback : public osg::NodeCallback
{
   osg::ref_ptrosg::Camera _camera;
public:
CullCallback(osg::Camera* camera) :
_camera(camera)
{
}

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{ 
osgUtil::CullVisitor* cv = 
dynamic_castosgUtil::CullVisitor*(nv);
if (cv)
{
osg::Camera* cam = cv-getCurrentCamera();
osg::View::Slave* slave = 
cam-getView()-findSlaveForCamera(cam);
mat.makeOrtho2D(-1,1,-1,1);
if (slave)
{
mat *= slave-_projectionOffset;
}
_camera-setProjectionMatrix(mat);
}
traverse(node,nv);
}
};




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Re: [osg-users] Newbie question regarding deprecated methods

2009-04-21 Thread Roland Smeenk

Paul Martz wrote:
 Sounds really flexible

I does not only sound that way. It really is. Typically indexing into multiple 
arrays maps well to how file formats store their data.

Unfortunately this does not map efficiently to OpenGL.
As a workaround you can keep using the set**Indices methods and use an internal 
geometry that has expanded the arrays and uses a single set of indices for the 
vertices. I added an option to the Optimizer a couple of weeks ago, that does 
this for you.

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Re: [osg-users] Top 10 OSG Debugging Tips

2009-04-21 Thread Roland Smeenk
Paul,

I moderated the original mailing list post on the OSG forum to show your 
reformatted version of the tips. And I added a few links.

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[osg-users] OSG wiki database locked

2009-04-17 Thread Roland Smeenk
There seems to be a problem with the Wiki:


 Trac detected an internal error:
 
 OperationalError: database is locked


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Re: [osg-users] [build] Unreckognized Commands

2009-04-06 Thread Roland Smeenk

arwise wrote:
 I recently downloaded Openscenegraph 2.9.2. But there seemed to be an issue 
 with the Collada-dom 2.2:
 
 ..\..\..\..\collada-dom\dom\build\vc9-1.5\libcollada15dom21.dll : fatal 
 error LNK1107: invalid or corrupt file: cannot read at 0x2F8
 
 It doesn't seem to like the dynamic library for some reason. Any suggestions?


The osg collada plugin currently only works with Collada 1.4 and not 1.5.

See 
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada

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Re: [osg-users] animating textures

2009-04-06 Thread Roland Smeenk

jguo wrote:
 
 I had a look in osgAnimation 
 (http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01556.html)
  but that namespace seems to be just related to geometry.


That's not entirely true. osgAnimation can be used to generate animated values. 
These values will have to be linked to some part of your scenegraph, which is 
done with an AnimationUpdateCallback. The currently available callbacks are 
indeed only for updating geometry, but a custom AnimationUpdateCallback could 
be written to update shader uniforms or the textureWeight in a 
MultiTextureControl.

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Re: [osg-users] Object oriented coding

2009-04-02 Thread Roland Smeenk
Hello Tomas,

I moderated the forum posts to hide your real name and e-mail address. However 
it is appreciated if you make your real name visible or at least sign your post 
with your name. 

Note that all forum posts also end up on the osg-users mailing list and 
therefore in the mailing list archive. Moderated forum posts do not end up on 
the ML so the ML archive will still contain your e-mail address and real name.

kind regards,

Roland Smeenk

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Re: [osg-users] unsubscruibe

2009-03-20 Thread Roland Smeenk
Andree,

Go to the bottom of the following page to unsubscribe from the mailing list:
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

As an alternative you may register at the forums:
http://forum.openscenegraph.org/

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Re: [osg-users] [osgPlugins] Plugin Collada

2009-03-17 Thread Roland Smeenk
Patrick,

If I test the current plugin with the Collada logo file that is available from 
the Collada model bank https://collada.org/owl/
I experience no problems.

-What test file are you using? 
-Could you send the .dae file? (unless it's already publically available)
-Did you test with more than one file?
-Describe the exception.

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Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who

2009-03-16 Thread Roland Smeenk
You mean forum posts like this???

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Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who

2009-03-16 Thread Roland Smeenk
I bet Art can come up with a forum adjustment to automatically add the 
username, real name  and possibly the forum e-mail.

kind regards,

Roland Smeenk
---
Forum member: rosme (Roland Smeenk)

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Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who

2009-03-16 Thread Roland Smeenk
Would it be an idea if mail2forum generates an HTML e-mail similar to a forum 
response?

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Re: [osg-users] switch between two camera

2009-03-12 Thread Roland Smeenk

benbao wrote:
 what is the best way to switch between 2 cameras to render?
 Each camera corresponding to a point of view, I need to render only one 
 camera at once.
 


You can add different osg::CameraViews to a scene and use the  
CameraViewSwitchManipulator to toggle between predefined cameraviews.

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Re: [osg-users] [forum] Can't attach header files

2009-03-11 Thread Roland Smeenk
The simplest workaround to this limitation is wrapping everything up in a zip 
file.

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Re: [osg-users] [osgPlugins] Plugin for COLLADA 1.5

2009-03-05 Thread Roland Smeenk
Gus,

I quickly glanced over the 1.5 spec to see what the kinematics is all about.
Seems interesting, but there's probably a lot of functionality missing in osg 
to handle this data. Just like osg does not support physics out of the box.

It could be a very useful addition, but then you would also need to extend osg 
to support kinematics info. I have no plans to add support for this to the 
Collada reader or extend the osg.

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BTW. There was no data attached. Wrap it in a zip and resend, because .dae file 
extensions are not allowed on the forum.

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

2009-03-04 Thread Roland Smeenk
Maciej,


Maciej Krol wrote:
 
 I will refactor my code to strip out customer specific stuff. I hope today 
 late evening (Europe) I will send you working code. 
 


That would be great. No hurry though. I will be able to take a look at it 
earliest next week.

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Re: [osg-users] [osgPlugins] Plugin for COLLADA 1.5

2009-03-04 Thread Roland Smeenk
Gus,

The current dae plugin indeed only supports Collada version 1.4.
I am currently working on support for animations, skinned mesh and morphing.

What specific features of Collada 1.5 do you need?

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Re: [osg-users] osgAnimation and 3ds max exporter

2009-03-03 Thread Roland Smeenk
Boto,

as far as I know nobody has plans to add animations to the max exporter so it 
would be great if this could be a part of the max osg exporter. If my changes 
to the Collada plugin are ready this could also be used by max, but don't let 
this interfere with your plans.

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

2009-03-03 Thread Roland Smeenk
Hello Maciej,

if I am right you have not only been thinking about dynamic shader generation, 
but also got something working. Would you be willing to share your code?

I have some time at work to implement basic shader generation so it would be 
nice if I could learn from and/or extend work done by others.

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Re: [osg-users] osgAnimation and 3ds max exporter

2009-03-03 Thread Roland Smeenk

boto wrote:
 
 i had a look into collada specs and its 3ds max exporter. the idea came into 
 my mind to develop an osgAnimation exporter which gets collada as input. thus 
 the same exporter could also be used for other modelling packages, not only 
 for 3ds max.


I am confused. Could you be more specific about which exporters your are 
referring to. 

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Re: [osg-users] osgAnimation and 3ds max exporter

2009-03-03 Thread Roland Smeenk
Boto,

here's an overview of the Collada exporters for 3DSMax that I know of:

1. ColladaMax nextgen by NetAllied Systems GmbH
-open source
-part of opencollada sourceforge project
-http://sourceforge.net/projects/opencollada
-actively developed

2. ColladaMax 3.05C by Feeling Software
-open source
-based on FCollada 3.05C by Feeling Software
-part of colladamaya project
-http://sourceforge.net/projects/colladamaya
-less active since Feeling dropped support for the free version

3. COLLADA Premium Tools by Feeling Software
-commercial alternative to FCollada based tools
-supported and faster alternative

They all support exporting of animations.
I am already working on adding support for importing animations to the osg dae 
(collada) importer.

*

The alternative path may be directly exporting to .osg format from 3DS max. 
This can be done with the max plugin osgexp.
-open source
-Current version 0.9.5
-http://sourceforge.net/projects/osgmaxexp/

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

2009-03-03 Thread Roland Smeenk
Mike,

I know of shadergen. It was already mentioned earlier in this thread. It will 
come in handy when recreating the ffp functionality in shaders.
I am interested in existing osg code that does shader generation based on the 
osg state. 

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Re: [osg-users] A GUIEventAdapter::MOVE event every frame

2009-02-26 Thread Roland Smeenk
Fix for redundant mouse messages just submitted see:

http://forum.openscenegraph.org/viewtopic.php?t=1675

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Re: [osg-users] Current state of Collada importer

2009-02-25 Thread Roland Smeenk
Hi Farshid,

I happen to be working on Collada support for animations, skinned mesh and 
morphing. There are a little too much loose ends for a quick submission though.
Currently I have support for loading morph controllers, partial support for 
skin controllers, partial import and export of animations. I also made a lot of 
small cleanups so almost all dae plugin source files have changes in them.

I am about to submit morphing support for osgAnimation.

We could work on this together so maybe we may be given access to a separate 
developer branch for this plugin...

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

2009-02-23 Thread Roland Smeenk
This paper might be of interest:

Automated Shader Generation using a Shader Infrastructure
http://www.codesampler.com/papers/Automated%20Shader%20Generation%20using%20a%20Shader%20Infrastructure.pdf

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Re: [osg-users] Switching post-processing on/off

2009-02-23 Thread Roland Smeenk
Ken,

I experienced something similar with osgPPU. I can add a osgPPU post processor 
to a camera and even switch between different post processors, but returning to 
a non render-to-texture camera did not work. For now I am settling for using a 
pass though post processor, but I would like to entirely disable the extra 
render pass.

Does anybody else have any experience with switching on/off the RTT at runtime?

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Re: [osg-users] floor looks dark

2009-02-22 Thread Roland Smeenk
Daniel,

viewing your model in osgviewer by default lights it with a headlight, which 
will result in all surfaces that are parallel to the viewing direction to show 
as dark. Use lights in the scene to better light the model.

The problem with the floor not always showing is due to the fact that both the 
windows and the floor are semi-transparent. They are both in the transparent 
bin and will be sorted rather coursely from back to front.
This means that sometimes a window is drawn before a floor element is drawn and 
this will prevent the floor element to correctly show through the window.

For your specific model you could set the floor to a smaller bin number than 
the windows. This way the floor will always be drawn before the windows. Or 
simply make the floor opaque.

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Re: [osg-users] Non emissive ParticleSystem and lighting

2009-02-22 Thread Roland Smeenk
Sukender,

Look for premultiplied alpha. This allows for mixing additive and alpha 
blending in a single texture.

See 
http://home.comcast.net/~tom_forsyth/blog.wiki.html#[[Premultiplied%20alpha]]

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Re: [osg-users] Server migration

2009-02-11 Thread Roland Smeenk

Jose Luis Hidalgo wrote:
 
 I'm not sure if you mean the Timeline, Currently the timeline is not
 available for anonymous users, you must be an authenticated user to
 view it. The reason is the Timeline is a very, very costly view to
 generate, and I don't want hackers to have such an easy way to bring
 down the server. I'm looking for a better solution, maybe there are
 updated versions of Trac, or... don't really know exactly.
 


I didn't know Timeline and it comes close. 

What I meant was a link to this page:
http://www.openscenegraph.org/projects/osg/wiki/RecentChanges
It only contains the changes to the wiki and does not seem to be as expensive 
as Timeline.

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Re: [osg-users] Can't compile Collada 1.5 with RC5

2009-02-11 Thread Roland Smeenk
Just to be clear or confuse you more...

Collada DOM 2.1 creates a library with support for Collada version 1.4.

Collada DOM 2.2 creates libraries for both Collada version 1.4 and version 1.5. 
These are different libraries!

We have only been using the dae plugin with a library for version 1.4.

I haven't look into porting to version 1.5 yet.

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[osg-users] OSG Books (was: RE: Number of contributors)

2009-02-09 Thread Roland Smeenk

Martin Beckett wrote:
 Can the trac wiki be made user editable on some pages safely?


Most pages were editable, but I suspect that due to the server migration the 
current Wiki is locked.


Martin Beckett wrote:
 
 It says 'I have written these tutorials' but no indication who 'I' is or any 
 contact details.
 


The next line says the tutorials are done by Franclin Foping.

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