Re: [osg-users] Creating a glowing sun in scene

2017-02-22 Thread Suraj Paul
Hi All, As i had posted previously, I could obtain the following results attached in the screen short in my attempt to create a glowing sun in the scene. I am also attaching the source code. As I am taking the baby-steps in doing shaders programming in OSG, i am having a really bad time. My

[osg-users] Blurred scenes for camera in motion

2017-02-09 Thread Suraj Paul
Hi everybody, I am trying to to simulate a scene that can be used to stimulate a stationary camera to feel as if the camera is under motion. (The camera is used to detect height from terrain surface and its velocity from the images it captures.) I know the values of focal length of camera, FOV,

Re: [osg-users] Visualizing a light cone in scene

2017-01-15 Thread Suraj Paul
Hi David, Thanks for the tips on my problem. Yes, i am trying to use (at present) light cone to show in my scene what its highlighting. But it fails to show the cone light beam emanating from the aircraft. As u suggested, i tried with transparent cone. But The problem is i am not able to

Re: [osg-users] Visualizing a light cone in scene

2017-01-15 Thread Suraj Paul
Hi David, Thanks for the tips on my problem. Yes, i am trying to use (at present) light cone to show in my scene what its highlighting. But it fails to show the cone light beam emanating from the aircraft. As u suggested, i tried with transparent cone. But The problem is i am not able to

Re: [osg-users] Visualizing a light cone in scene

2017-01-15 Thread Suraj Paul
Hi Ekaterina, Thanks for the clue. I am at present doing the round trace in a brute force way: I am retaining the rendered base circle of cone in each of the position of the aircraft. Next when the aircraft moves to next position, i again draw the new base circle, while i translate the cone i

Re: [osg-users] Visualizing a light cone in scene

2017-01-12 Thread Suraj Paul
Hi, Any suggestions or clues ? ... Cheers, Suraj -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69963#69963 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Visualizing a light cone in scene

2017-01-10 Thread Suraj Paul
Hi all, I am trying to visualize in openscenegraph a scene where there is a moving aircraft and a 'searchlight' attached to it. I am given the orientation of searchlight w.r.t aircraft in terms of angle between the vertical axes of searchlight beam and that of aircraft. Also the positions of

Re: [osg-users] How to validate the value of height Above Terrain

2016-11-11 Thread Suraj Paul
Hi Sebastian, Thanks for the link. ... Thank you! Cheers, Suraj -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69323#69323 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] How to validate the value of height Above Terrain

2016-11-11 Thread Suraj Paul
Hi, I checked it out. I am missing DTED data for the terrain! Any sources where i can get any terrain model and its corressponding DTED data? ... Thank you! Cheers, Suraj -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69320#69320

Re: [osg-users] How to validate the value of height Above Terrain

2016-11-10 Thread Suraj Paul
Hi, Thanks Sebastian for the hint...i will try it out. ... Thank you! Cheers, Suraj -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69317#69317 ___ osg-users mailing list

[osg-users] How to validate the value of height Above Terrain

2016-11-09 Thread Suraj Paul
Hi, I am trying to find out the height above a terrain (HAT). Currently im reading terrain DEM in .ive format and using getHeightAboveTerrain() i m computing the HAT for given point (lat/lon and its altitude is available). I wish to check the output of my programme is correct by validating

Re: [osg-users] Issue with shadow

2016-09-27 Thread Suraj Paul
Hi marchingcubes , I tried with softshadow technique. It has reduced the flickering of the shadow and made the shadow of the moving node on the terrian moe well defined. Increasing the 'textureSize' from 1024 to 8192 helped me. However, the flickering of the surface of the moving node is

Re: [osg-users] Creating a flame of rocket

2016-09-26 Thread Suraj Paul
Hi Jannik, Here's my code i am using the create the particle system and emitter. I am creating two particle systems--one for each exhaust of the rocket.:-- int main() { osg::ref_ptr mt = new osg::MatrixTransform; osg::ref_ptr mt_2 = new osg::MatrixTransform; osg::ref_ptr trans= new

[osg-users] Creating a flame of rocket

2016-09-25 Thread Suraj Paul
Hi all, I am trying to create a exhaust flame of a moving rocket similar to one shown in attached image 1. I need only the exhaust plume of the rocket. The rocket is moving [b]fast[/b]. To do so, I used osgParticles to make the particle system as shown below in code: sg::ref_ptr ps =new

Re: [osg-users] Mapping world cordinates to screen cordinates

2016-09-25 Thread Suraj Paul
Hi, After trying a lot, I could understand the behavior of Screen cordinate computation using the above code. SSC are computed whether or not the node is within the camera view. Its just that the camera doesnt know if the node its luking at is still within the FoV or not. Wevneed to check if

[osg-users] Camera Eye psotion in scenes with large terrain

2016-09-23 Thread Suraj Paul
Hi all, I have a scene with large terrain where a node starts moving from a given arbitrary location on the terrain. As the starting location of the node is known, i set the camera's target to look as the node's starting position. My problem is I want to set the initial camera eye to get a

Re: [osg-users] Creating a glowing sun in scene

2016-09-23 Thread Suraj Paul
Hi David, Thanks for the clues to achieve the effect i needed. I have already attempted textured quad, with transparency on it. But it gives, as u said, a cheap look. Being new to multi-pass rendering with blur filter and read the link you shared. Any example on how to get started with this

Re: [osg-users] Issue with shadow

2016-09-21 Thread Suraj Paul
Hi marchingcubes, Thanks a lot for your reply. Being unaware of the shortcoming of the 'shadowmap' of OSG for large terrain, I was struggling with shadow. the link u shared is really useful one and exactly addresses my problem. However, i am yet to include these few-found techniques of the

[osg-users] Mapping world cordinates to screen cordinates

2016-09-18 Thread Suraj Paul
Hi, I am trying to find out what is the screen cordinates corresponding to the world cordinates of a moving node. I read the post: http://forum.openscenegraph.org/viewtopic.php?t=2292 and referred to OSG beginners guide also. So, I did the following:- //set viewport of viewer for screensize

[osg-users] Creating a glowing sun in secene

2016-09-17 Thread Suraj Paul
Hi, I am trying to render a scene from outer space where i need to create a sun glowing at a certain position in space. I could create the sphere but unable to create a glowing effect--a bright sphere with emitting light beyond its boundary. Its something similar to the attached image. I

[osg-users] Issue with shadow

2016-09-15 Thread Suraj Paul
Hi All, I have a scene in which a node is [b]moving over a terrain[/b] at a certain height. I also have a light source in the scene. The node correctly casts shadow on the terrain. Also the parts of node like its limbs/appendages show shadow on the central body of the node as expected.

Re: [osg-users] Detecting if a node is within viewfrustum

2016-08-28 Thread Suraj Paul
Hi Robert, Thanks for throwing light in the issue. I will explore OsgUtil::PolytopeIntersector. I am particularly interested in detecting if a particular node is within the view frustum. My purpose is to move the camera manually to contain the node within the view only when it moves out of

Re: [osg-users] Detecting if a node is within viewfrustum

2016-08-28 Thread Suraj Paul
Hi Julien, Thanx for reply. I would be better if there is a simpler way out. If i could just detect when a given node is not inside the viewfrustum, then i could adjust the camera view matrix, something like:- osgGA::OrbitManipulator* orbit = dynamic_cast( view->

[osg-users] Detecting if a node is within viewfrustum

2016-08-26 Thread Suraj Paul
Hi evrybody, I am new to Openscene graph and need a help/guidance. I wish to [b]find which of the sides of view frustum[/b]- left, right, top, bottom near or far- a moving node is crossing. How to find this in Openscene graph? I need it so that, i can translate the camera in the approriate