[osg-users] Whole Earth TerraPage video (all OSG and SilverLight)

2011-03-30 Thread trajce (nick) nikolov
Hey community,

this is da promised video. Cedric, thanks for the Earth manipulator !!!

http://www.youtube.com/watch?v=5SXMaP6Kvl0

Cheers !!

p.s. me da Nick from nikolov.tra...@gmail.com, trajce.nikolov...@gmail.com,
n...@rop.mk
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[osg-users] available for short term stuff

2011-03-20 Thread trajce (nick) nikolov
Guys,

any stuff you can hand off to me? I have short term vacancy?

Nick
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[osg-users] I am back

2011-03-03 Thread trajce (nick) nikolov
Hello community,

I am back :) .. and looking forward to work with you again :)

I want to do a game. With opensource .. Who is with me?

Cheers !

-nick

p.s Greets from Abu Dhabi, UAE
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[osg-users] Happy New Year !

2011-01-01 Thread Trajce (Nick) Nikolov
so quiet these days :) .. Happy New Year osgers !

-Nick
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Re: [osg-users] draw a 3D pipe

2010-12-22 Thread Trajce (Nick) Nikolov
hi lucie,

here is something with geometry shaders ...  might get you inspired

-Nick


On Wed, Dec 22, 2010 at 6:42 PM, lucie lemonnier
lucielemonn...@hotmail.frwrote:

 Hi,

 I want to draw a 3D curved pipe from a list of points.
 I looked at osgModeling but I don't know how to do this.
 Would you have an idea using osgModeling or something else?

 Thank you!

 Cheers,
 lucie

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#include osg/Notify
#include osg/ref_ptr
#include osg/Geode
#include osg/Geometry
#include osg/Vec3
#include osg/Vec4
#include osg/Program
#include osg/Shader
#include osg/Uniform
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osgGA/StateSetManipulator

///

static const char* vertSource = {
void main(void)\n
{\n
   gl_Position = gl_Vertex;	\n
	gl_FrontColor = gl_Color;	\n
}\n
};

static const char* geomSource = {
#version 120	\n
#extension GL_EXT_geometry_shader4 : enable	\n
uniform int numCylinderSegments;\n
uniform float cylinderRadius;	\n
vec3 rotateVec3(vec4 q,vec3 v)	\n
{\n
	vec3 uv, uuv;\n
	vec3 qvec = vec3(q.x, q.y, q.z);			\n
	uv = cross(qvec,v);			\n
	uuv = cross(qvec,uv);		\n
	uv *= ( 2.0 * q.w );		\n
	uuv *= 2.0;	\n
	return v + uv + uuv;		\n
}\n
void main(void)\n
{\n
	{			\n
		vec4 q1 = gl_FrontColorIn[0];			\n
		vec4 p1 = gl_PositionIn[0];\n
		vec4 p2 = gl_PositionIn[1];\n
		vec4 q2 = gl_FrontColorIn[1];			\n
		{		\n
			for (int i=0; i=numCylinderSegments; ++i)			\n
			{	\n
float a = 3.14159265358979323846*2.0 / float(numCylinderSegments);\n
\n
float x = cos(a*float(i))*cylinderRadius;		\n
float y = sin(a*float(i))*cylinderRadius;		\n
float z = 0.0;	\n
\n
float clr = cos(a*float(i)+1.57079632679489661923);\n
vec3 vx = vec3(x,y,z);			\n
\n
gl_Position = gl_ModelViewProjectionMatrix * vec4(rotateVec3(q2,vx)+p2.xyz,1.0);\n
gl_FrontColor = vec4(clr,clr,clr,1.0);			\n
EmitVertex();	\n
\n
gl_Position = gl_ModelViewProjectionMatrix * vec4(rotateVec3(q1,vx)+p1.xyz,1.0);\n
gl_FrontColor = vec4(clr,clr,clr,1.0);			\n
EmitVertex();	\n
			}	\n
			EndPrimitive();		\n
		}		\n
	}			\n
}\n
};


static const char* fragSource = {
void main(void)\n
{\n
	gl_FragColor = gl_Color;	\n
}\n
};

///

osg::Program* createShader(int numVxs)
{
osg::Program* pgm = new osg::Program;
pgm-setName( osgshader2 demo );

pgm-addShader( new osg::Shader( osg::Shader::VERTEX,   vertSource ) );
pgm-addShader( new osg::Shader( osg::Shader::FRAGMENT, fragSource ) );

pgm-addShader( new osg::Shader( osg::Shader::GEOMETRY, geomSource ) );
pgm-setParameter( GL_GEOMETRY_VERTICES_OUT_EXT, numVxs );
pgm-setParameter( GL_GEOMETRY_INPUT_TYPE_EXT, GL_LINES );
pgm-setParameter( GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP );

return pgm;
}

///

class CatMullRomCurve : public osg::Geometry
{
public:
CatMullRomCurve(int numCurveSegments = 100, int numCylinderSegments = 35,float cylinderRadius = 0.035f)
{
		std::vectorosg::Vec3 vxs;
		vxs.push_back( osg::Vec3(0,0,0) );
vxs.push_back( osg::Vec3(1,1,0) );
		vxs.push_back( osg::Vec3(0.5,0.5,0.5) );
		vxs.push_back( osg::Vec3(1.0,1.0,1.0) );
		vxs.push_back( osg::Vec3(1.5,1.5,0.5) );
		osg::Vec3Array* vAry = new osg::Vec3Array;
setVertexArray( vAry );

		osg::Vec4Array* quatsIncolorArray = new osg::Vec4Array;
		setColorArray(quatsIncolorArray);
		setColorBinding(BIND_PER_VERTEX);

		for (unsigned int i=0; ivxs.size()-1; ++i)
		{
			int idx0 = i0?i-1:0;
			int idx1 = i;
			int idx2 = i+1;
			int idx3 = idx2(int)vxs.size()-1?idx2+1:idx2;

			osg::Vec3 p0 = vxs.at(idx0);
			osg::Vec3 p1 = vxs.at(idx1);
			osg::Vec3 p2 = vxs.at(idx2);
			osg::Vec3 p3 = vxs.at(idx3);

			for (int j=0; jnumCurveSegments; ++j)			
			{

float t = 

Re: [osg-users] Setting camera Viewmatrix with TrackBallManipulator Matrix gives nothing but black screen

2010-12-16 Thread Trajce (Nick) Nikolov
if this is your code (with all the comments) then here is what you should
do:

- forget about your osg::Camera* camera = new Camera; // there is already a
Camera attached to the View
- use view.getCamera()-setProjectionMatrixAsPerspective(45,1,1,1000);
- no need to attach any CameraManipulator if you want to set the view matrix
by your own (although that is the purpose of the CameraManipulator, to
change the view matrix - probably you do it this way when you get more
familiar with the code)
- in your loop you do
viewer.getView(0)-getCamera()-setViewMatrixAsLookAt(eye,center,up)

-Nick


On Wed, Dec 15, 2010 at 7:02 PM, Bart Jan Schuit osgfo...@tevs.eu wrote:

 Hi,

 I'm trying to setup some cameras without a manipulator. When I assign a
 Trackballmanipulator on the vies, I get the cow projected on the screen. But
 as soon as I manually setup the cameras, I get a completely black screen.
 I extract eye, center and up from Tman (Trackballmanipulator) by
 Tman-getMatrix().lookat(eye, center, up).

 This gives some nice coordinates, but when I put these in a camera without
 a manipulator like Tman, I just get a black screen. What am I doing wrong
 here?


 Code:

 int main( int argc, char **argv )
 {

// use an ArgumentParser object to manage the program arguments.
   osg::ArgumentParser arguments(argc,argv);



osg::Group* scene = new osg::Group();
osg::Node* groundNode = NULL;
groundNode = osgDB::readNodeFile(cow.osg);

scene-addChild(groundNode);

osgViewer::CompositeViewer viewer(arguments);

if (arguments.read(-2))
{

// view one
{

osg::Vec3d eye = osg::Vec3d(0,0,250);
osg::Vec3d center = osg::Vec3d(0,0,250);
osg::Vec3d up = osg::Vec3d(0,0,-1);
osg::Quat rotation;
osg::Matrixd viewmat;

osg::Camera* camera = new osg::Camera;
osgViewer::View* view = new osgViewer::View;
view-setName(View one);
viewer.addView(view);
//camera-setProjectionMatrix( osg::Matrix::ortho2D(0,512,0,512) );
  //not doing anything
//camera-setReferenceFrame( osg::Transform::ABSOLUTE_RF );
//camera-setViewMatrix( osg::Matrix::identity() );
view-setCameraManipulator(Tman);
//Tman-setAutoComputeHomePosition(false);
view-setUpViewOnSingleScreen(0);
view-setSceneData(scene);
//view-setCamera(camera);

}

// view two
{
osg::Matrixd viewmat;
osg::Camera* camera = new osg::Camera;
osgViewer::View* view = new osgViewer::View;
view-setName(View two);
viewer.addView(view);
view-setUpViewOnSingleScreen(1);
view-setSceneData(scene);
//view-setCamera(camera);
view-setCameraManipulator(Tman);
view-setName(right);
osg::Vec3d eye = osg::Vec3d(0,0,25);
osg::Vec3d center = osg::Vec3d(0,0,25);
osg::Vec3d up = osg::Vec3d(0,0,-1);
}
}
viewer.realize();



while(!viewer.done())
{

osg::Vec3d eye = osg::Vec3d(0,0,50);
osg::Vec3d center = osg::Vec3d(0,0,50);
osg::Vec3d up = osg::Vec3d(0,0,-1);
Tman-setHomePosition(eye,center,up); //not working. Doesn't
 matter how I set eye, center etc.
viewer.frame();
}
 }




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[osg-users] osgdb_txp recent fixes

2010-12-14 Thread Trajce (Nick) Nikolov
Hello community,

Robert asked me to make a call for testing the terrapage loader for those of
you using it. Lately there were some fixes, and just the last one was kind
of minimal but important - should fix some visual anomalities with the smart
mesh seams. I have let the old code sitting around there still (#ifdeffed 0)
and I would like to hear your feedback - if positive I will clean the code
to be ready for the upcommng stable release

Thanks !

-Nick
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[osg-users] osgdb_txp recent fixes - Call for tests

2010-12-14 Thread Trajce (Nick) Nikolov

  Hello community,

 Robert asked me to make a call for testing the terrapage loader for those
 of you using it. Lately there were some fixes, and just the last one was
 kind of minimal but important - should fix some visual anomalities with the
 smart mesh seams. I have let the old code sitting around there still
 (#ifdeffed 0) and I would like to hear your feedback - if positive I will
 clean the code to be ready for the upcommng stable release

 Thanks !

 -Nick

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Re: [osg-users] Easy Way to Subdivide Quad w/ Texture for Lighting Purposes

2010-12-07 Thread Trajce (Nick) Nikolov
Hi,

the same way you created your quad you can create many quads ( have a look
at osggeometry example ) or quad strip. Then run osgUtil::SmoothingVisitor
on your Geode to get nice normals. It should be enough for what you want to
do

-Nick


On Wed, Dec 8, 2010 at 4:35 AM, Alden Peterson aldenpeter...@gmail.comwrote:

 Hi,

 What I am trying to do is draw a large quad (purpose to use ground, using a
 high res google earth jpg).  I have been doing this by specifying the end
 points of the square, and then putting the texture onto it.  This works
 fine.

 However this results in only one lighting condition being applied to the
 entire square/ground.  I would like to allow lighting to be variable across
 the surface - ie if I have a spotlight on the surface, the entire ground
 will light up in the same color instead of having a gradient across it (as
 if the ground was subdivided into many polygons with their own lighting
 calculations).

 It would seem there would be an easy way to get OSG to do this - but I do
 not know it.

 Any advice in this regard would be greatly appreciated!

 Thank you!

 Cheers,
 Alden

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Re: [osg-users] Easy Way to Subdivide Quad w/ Texture for Lighting Purposes

2010-12-07 Thread Trajce (Nick) Nikolov
Or you can use osg::HeightField ... much easier to use . have a look at
osg::HeightField  (osgshape.cpp example)

-Nick


On Wed, Dec 8, 2010 at 5:48 AM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

 Hi,

 the same way you created your quad you can create many quads ( have a look
 at osggeometry example ) or quad strip. Then run osgUtil::SmoothingVisitor
 on your Geode to get nice normals. It should be enough for what you want to
 do

 -Nick


 On Wed, Dec 8, 2010 at 4:35 AM, Alden Peterson aldenpeter...@gmail.comwrote:

 Hi,

 What I am trying to do is draw a large quad (purpose to use ground, using
 a high res google earth jpg).  I have been doing this by specifying the end
 points of the square, and then putting the texture onto it.  This works
 fine.

 However this results in only one lighting condition being applied to the
 entire square/ground.  I would like to allow lighting to be variable across
 the surface - ie if I have a spotlight on the surface, the entire ground
 will light up in the same color instead of having a gradient across it (as
 if the ground was subdivided into many polygons with their own lighting
 calculations).

 It would seem there would be an easy way to get OSG to do this - but I do
 not know it.

 Any advice in this regard would be greatly appreciated!

 Thank you!

 Cheers,
 Alden

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Re: [osg-users] why the model always flicker ?

2010-12-04 Thread Trajce (Nick) Nikolov
probably you have to override OnEraseBackground (or something like that) to
do nothing

-Nick


On Fri, Dec 3, 2010 at 6:42 PM, Duan Linghao linghaod...@gmail.com wrote:

 Hi,

 I wrote a program use MFC based on dialog,and I use a slider to rotate the
 model.I wonder why the model always flicker when I draging the slider? My
 code is
 setViewMatrix();
 frame();

 Thank you!

 Cheers,
 Duan

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Re: [osg-users] rain/snow accumulation on the screen

2010-12-02 Thread Trajce (Nick) Nikolov
Thanks Steven .. good hint!

-Nick


On Thu, Dec 2, 2010 at 11:56 PM, Steven Powers stevenapow...@gmail.comwrote:

 I'd use a pixel shader for the effects. Pass in the texture that represents
 the snow overlay and have the shader scale the alpha up and down as it
 accumulates.

 Rain would be handled the same way but you'd have to come up with a way to
 make the water droplets move around on the screen. That should be possible
 in the shader as well.


 Thank you!

 Cheers,
 Steven

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[osg-users] rain/snow accumulation on the screen

2010-12-01 Thread Trajce (Nick) Nikolov
Hi Community,

any ideas/hints how to implement rain/snow accumulation on the screen (like
for a driving sim)?


-Nick
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Re: [osg-users] rain/snow accumulation on the screen

2010-12-01 Thread Trajce (Nick) Nikolov
Hahahahahahah ... thanks Robert !!!

-Nick


On Wed, Dec 1, 2010 at 2:44 PM, Kim Bale kcb...@googlemail.com wrote:

 Genius. :)

 K.


 On 1 December 2010 10:24, Robert Osfield robert.osfi...@gmail.com wrote:

 Hi Nick,

 On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:
  any ideas/hints how to implement rain/snow accumulation on the screen
 (like
  for a driving sim)?

 Bring a laptop to Scotland and sit outside.  Right now you'll get an
 accumulation of snow on the screen.  Waiting another week and we might
 be able to provide an accumulation of rain, although it's likely to
 ruin the laptop.  Still you'd have achieved your mission :-)

 Robert.
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Re: [osg-users] rain/snow accumulation on the screen

2010-12-01 Thread Trajce (Nick) Nikolov
actually, not a a bad idea ... people with John Nesh fortune could probably
figure out the algorithm then ;-)

-Nick


On Wed, Dec 1, 2010 at 4:43 PM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

  Hahahahahahah ... thanks Robert !!!

 -Nick


   On Wed, Dec 1, 2010 at 2:44 PM, Kim Bale kcb...@googlemail.com wrote:

 Genius. :)

 K.


 On 1 December 2010 10:24, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:
  any ideas/hints how to implement rain/snow accumulation on the screen
 (like
  for a driving sim)?

 Bring a laptop to Scotland and sit outside.  Right now you'll get an
 accumulation of snow on the screen.  Waiting another week and we might
 be able to provide an accumulation of rain, although it's likely to
 ruin the laptop.  Still you'd have achieved your mission :-)

 Robert.
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Re: [osg-users] rain/snow accumulation on the screen

2010-12-01 Thread Trajce (Nick) Nikolov
Thank you !!!

Andrew, your approach was the first that crossed my mind  But not too
much of a fan of it. More into what Michael is proposing ... Thanks again

-Nick


On Wed, Dec 1, 2010 at 7:56 PM, Michael Robb msar2...@gmail.com wrote:

 Pixelmaps or billboard textures might be the OpenGL terminology. Animation
 studios might use the term Particle Systems. 1980's game programmers would
 probably use the term sprites, especially if their motion changed when you
 moved. In this case blowing off as the vehicle moved.

  For snow,  they would be partially transparent at the edges (alpha -0 )
 and darker in the middle, so that when they were pasted on top together,
 they would make that area of the screen go dark.

 Not sure about the description of rain accumulation - if it were the effect
 of water trickling down the window,
 Doing trickling raindrops would be tricky - you would definitely need a
 particle system with a surface threshold algorithm (marching
 cubes/triangles) and some surface tension physics to generate the geometry
 to do refraction.

 On the inside of the window, you'd want condensation effects - that would
 just be partially transparent gray.


 On Wed, Dec 1, 2010 at 3:17 PM, Andrew Lowe a...@wht.com.au wrote:

 On 1/12/2010 6:15 PM, Trajce (Nick) Nikolov wrote:

 Hi Community,

 any ideas/hints how to implement rain/snow accumulation on the screen
 (like
 for a driving sim)?


 -Nick


A company I used to work for which did driving sims, mining trucks
 in fact, just used a series of bitmaps - I might be using totally the wrong
 buzzwords here, I've had my after work beer and the correct terms escape me.
 The bit maps were generated by the graphics people and we just loaded them
 up and overlayed them as needed.

There was a series of overlays that corresponded to:

 1) A few drops

 2) More drops

 3) Even more drops

 4) quite a few drops
 ...
 ...
 ...
 ...
 n) That many drop that in combination with a dusty windscreen, remember
 this is of a mining truck in an iron ore mine in Australia, that the
 windscreen has become mud. Then the user would turn on the wipers and a new
 set of overlays would be used which corresponded to the windscreen wipers
 going.

These overlays were created by our graphic artists and we just
 dumped them into the scene at the speed we needed to simulate the rain. In
 other words the screen/rain/mud was not done dynamically with a snazzy
 algorithm, it was basically good old page flipping animation.

Nick, does this make sense? If not I'll revisit the topic in the
 morning, it's currently 11.15pm, and try and make more sense.

Regards,
Andrew

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Re: [osg-users] osgCal animated mesh, possible overlit problem

2010-11-23 Thread Trajce (Nick) Nikolov
no that . I forced the rendering on the software (so it is not a fix,
but a work around) . This cal3d seams to not be supported anymore. I advice
FBX instead ...

-Nick


2010/11/23 Arif Yetkin Sarı arifyet...@gmail.com

 Hi, ty for the fix Nick.

 For those that need/will need help in a similar situation, (as far as I can
 tell) osgUtil::SmoothingVisitor added to osgCal models solved the overlit
 problem. (And a little bit material adjustment for the mesh made it lit at a
 normal level)

 Arif

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Re: [osg-users] osgocean agressive memory leaks

2010-11-23 Thread Trajce (Nick) Nikolov
Hi Daniel,

can you post your code ? (send it to my email). I remember mimicing the
osgocean example I was not able to make it either, but found a work around



-Nick


On Tue, Nov 23, 2010 at 8:20 PM, Daniel Correia doncorr...@yahoo.com.brwrote:

 Hi Nick,

 I am new to OSG and I'm trying to use OsgOcean with Silverlining. I am
 using the osgocean example and removed the skydome, and now I'm trying to
 add the code of silverlining example to to my new project. The project
 builds and run, but no sky is visible.
 I think it has something to do with the right time to render the sky, but
 I'm a little lost in what to do next.
 Can you help me?

 Thanks!

 Daniel

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Re: [osg-users] osgCal animated mesh, possible overlit problem

2010-11-22 Thread Trajce (Nick) Nikolov
@Jan - Silverlining is the toolkit for ephemeris used in this project (
www.sundog-soft.com)

I have sent Arif fix

-Nick


On Mon, Nov 22, 2010 at 9:18 PM, Jan Ciger jan.ci...@gmail.com wrote:

 2010/11/22 Arif Yetkin Sarı arifyet...@gmail.com:
  Hello again.
 
 ...
  Why light slot 0 is problematic ?
  When i completely delete my light, i still get visual (not complete
 darkness in the scene). So it means i have another light source ? Probably
 my sun and the
 other light is both assigned as light0, so this may be the cause of
 the overlit problem ?

 I think that the light 0 is used as a skylight/headlight attached to
 the camera. So if you want to use that light, you have to turn the
 default light off.

  I dont have any lights other then mSun, but i see that in the code
 osgEphemeris is used. It has internal moon and sun light, so they are
 probably overlapping with my manual sun light ?

 No idea what that nodekit does - they may well define their own lights.

 
  And also, i heard that Silverlining can illuminate your scene like
 osgEphemeris, if so, it has also internal lights too ? How can i understand
 which light slots ephemeris and silverlining is using ?

 What do you mean by Silverlining?

  Did I understand the light slot concept correct ? : U can use 8 lights,
 and u need to assign them properly to make it work as expected ?

 OpenGL defines up to 8 user definable lights.  Unless you set
 something up yourself, you get only the default skylight/headlight
 created by OSG, nothing else. In plain OpenGL you would have no lights
 at all (ergo totally dark scene). So you need to define your own
 lighting rig if you want the scene to be lit.

 Regards,

 Jan
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Re: [osg-users] Modifying geometry on the fly?

2010-11-21 Thread Trajce (Nick) Nikolov
if you want only to remove/show blocks, you can use the nodeMask 

-Nick


On Sun, Nov 21, 2010 at 4:01 PM, David Wilson spam...@gmail.com wrote:

 Hi everyone,

 I'm working on a game engine using OSG in which I can load very large game
 worlds and have it run at a high framerate.

 My game world is made up of cubes, and I am building vertex arrays for each
 cell in the level - each cell is 64x64x64 blocks in size.

 Now I would like to be able to add and remove blocks in-game with minimal
 impact on my framerate.
 At the moment I am doing this by destroying the cell's geometry and
 recreating it again - adding it back into the scenegraph using
 setVertexArray() (and setNormalArray, setNormalIndices, etc.)

 This is quite a horrendous operation but remarkably it only takes about
 100ms or so. Still, my framerate takes a very noticeable hit when this
 occurs.

 How would I best modify my vertex/face/etc. arrays on the fly without the
 dip in framerate? Should I be looking to farm this operation out to another
 thread? Is there a way to add and remove vertex data from my arrays so that
 I do not have to push such a large chunk of data to the video card each time
 this happens?

 Apologies if my terminology isn't correct - I'm still learning how OSG (and
 graphics rendering in general) works!

 And thanks to all who have put so much work into OSG, I hope to make an F1
 racer of a game engine with it someday!

 Cheers,
 David Wilson

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Re: [osg-users] render a node last

2010-10-10 Thread Trajce (Nick) Nikolov
Hi Lucie,

you can add the node you want to draw last under new camera,and set the
render order to big number (see Camera::setRenderOrder). You would then need
to sync the new camera matrices with the main camera (probably via update
callback). This is how I did it and it works

-Nick


On Fri, Oct 8, 2010 at 7:36 PM, Paul Martz pma...@skew-matrix.com wrote:

 It looks like you need to turn on backface culling for the sphere.

 But if you're going to draw non-convex objects, then turning off depth
 testing won't work, and instead you'll need to leave it enabled and clear
 the depth buffer before you draw the objects that must always be in front.
 For this you'll want to look at using nested Camera nodes. Take a look at
 osghud.
   -Paul



 On 10/8/2010 6:36 AM, lucie lemonnier wrote:

 Hi,

 I put this line of code for render my model last :

mModel = osgDB::readNodeFile(mFileToLoad);
osg::StateSet* state = mModel-getOrCreateStateSet();
state-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
state-setRenderBinDetails(20,Render_Bin);

 But I get a odd render (see attachment).
 I am trying to put the sphere over the plane.
 Did I miss something in my code?

 Thank you!

 Cheers,
 lucie

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Re: [osg-users] [osgPlugins] export from lightwave format *. IVE

2010-10-06 Thread Trajce (Nick) Nikolov
you can convert .. osgconv model.lwo model.ive
-Nick


On Wed, Oct 6, 2010 at 2:29 AM, Pierre Bixquert pie...@japp3d.com wrote:

 Hi,

 there is a plugin to export from lightwave format *. IVE?
 someone what to do?

 ...

 Thank you!

 Cheers,
 pierre |-)

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Re: [osg-users] Lighting shader problem

2010-10-04 Thread Trajce (Nick) Nikolov
the viewer by default is attaching a light. Setup your viewer with NO_LIGHT
(or something like that, look in the code), and then create and control your
own light

-Nick


On Mon, Oct 4, 2010 at 11:19 AM, Aitor Ardanza aitoralt...@terra.es wrote:


 ledocc wrote:
 
  bug fix:
  - ViewDirection  = normalize(eyePosition - fvObjectPosition.xyz);
  + ViewDirection  = normalize( - fvObjectPosition.xyz);
 

 I already had tried before, but does not solve the problem.
 If you disable the shader, with the standard osg lighting, gives me no
 problems, the model normals  are well.

 If approached the camera at a distance close enough to the model,
 everything is fine, but if you walk away a bit, whole model is lit
 regardless of the position of the light ...

 Thanks for the answer!

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Re: [osg-users] Lighting shader problem

2010-10-04 Thread Trajce (Nick) Nikolov
maybe better to put something in while we can compile and test and see if
can help - including the model

-Nick


On Mon, Oct 4, 2010 at 5:37 PM, Aitor Ardanza aitoralt...@terra.es wrote:


 ledocc wrote:
  Is you normal of your model well defined and normalized ?

 Whitout shaders model looks perfect, and you can see the changes moving the
 light of the site.

 ledocc wrote:
 
  I suppose you used an osg::Light to define your light.
  Have you put it in a osg::LightSource ?
 


 Code:
 int const LIGHTS = 1;
osg::StateSet *lightStateSet = scene-getOrCreateStateSet();
osg::Geode *lightMarker[LIGHTS];
osg::LightSource *lightSource[LIGHTS];
// Create Lights
osg::Vec4 lightColors[] = {osg::Vec4(1.0,1.0,1.0,1.0), osg::Vec4(0.0,
 1.0, 0.0, 1.0), osg::Vec4(0.0, 0.0, 1.0, 1.0)};

for (int i = 0; i  LIGHTS; i++) {
lightMarker[i] = new osg::Geode();
lightMarker[i]-addDrawable(new osg::ShapeDrawable(new
 osg::Sphere(osg::Vec3(0.0, 40.0, 0.0), 5.0)));
osg::Material *light_material = new osg::Material();
light_material-setDiffuse(osg::Material::FRONT,  osg::Vec4(1.0,
 1.0, 1.0, 1.0));
light_material-setSpecular(osg::Material::FRONT,  osg::Vec4(0.1,
 0.1, 0.1, 1.0));
light_material-setEmission(osg::Material::FRONT, lightColors[i]);
lightMarker[i]-getOrCreateStateSet()-setAttribute(light_material);

lightSource[i] = new osg::LightSource();
osg::Light *light = new osg::Light();
// each light must have a unique number
light-setLightNum(0);
// we set the light's position via a PositionAttitudeTransform
 object
light-setPosition(osg::Vec4(0.0, 40.0, 0.0, 0.3));
light-setSpecular(osg::Vec4(0.1,0.1,0.1,1.0));
light-setAmbient( osg::Vec4(0.2,0.2,0.2,1.0));
light-setDiffuse(lightColors[i]);
lightSource[i]-setLight(light);
lightSource[i]-setLocalStateSetModes(osg::StateAttribute::ON);
lightSource[i]-setStateSetModes(*lightStateSet,
 osg::StateAttribute::ON);

lightTransform[i] = new osg::PositionAttitudeTransform();
lightTransform[i]-addChild(lightSource[i]);
lightTransform[i]-addChild(lightMarker[i]);
lightTransform[i]-setPosition(osg::Vec3(0, 0,200));
//lightTransform[i]-setScale(osg::Vec3(0.1,0.1,0.1));

scene-addChild(lightTransform[i]);
 }



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Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Trajce (Nick) Nikolov
Hi Brad,

did you tried my change with adding the new extra line in
GraphicsWindowWin32.cpp ? I think it will fix it. This way the key that was
being translated to WM_CHAR will be passed as WM_KEYDOWN as well

-Nick


On Mon, Sep 20, 2010 at 5:51 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Brad,


  Robert- One issue with including both the translated and untranslated
 keys in the event is that there is not a one to one mapping.  In windows
 sometimes 3 key presses will translate to one WM_CHAR (translated key)
 message and they don’t even need to be pressed at the same time (in the
 case of dead keys).  Whereas I believe there is a one-to-one between
 WM_KEYDOWN and key presses…


 I don't think that's a problem, in that case there will be 3 keydown
 events:

 - the first two would have an untranslated key code but the translated code
 would be invalid (say -1 so the app can recognize it and just do nothing if
 it only wants translated codes)

 - and the third event would have both a translated and untranslated codes
 (both would be valid).

 Thus apps that want raw keypresses could get them, and apps (or
 osgWidget::Input) that need translated keys could just ignore keypresses
 where the translated code is invalid.


 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Trajce (Nick) Nikolov
Hi Brad,

Dialogs in MFC do not capture/receive the WM_CHAR message and that is why I
cannot properly pass it on to the OSG window

you could override CDialog::PreTranslateMessage( MSG* msg ) and do it the
same way is CView from the osgviewerMFC example

-Nick


On Mon, Sep 20, 2010 at 5:29 PM, Brad Huber br...@procerusuav.com wrote:

  Gentlemen,



 I apologize for being inactive on the thread these last few days.  I was on
 vacation at the Reno Air Races J.



 Trajce- to address your point about how to make MFC “work properly”.  The
 example code IS NOT a dialog based MFC app.  My app IS a dialog based MFC
 app.  Dialogs in MFC do not capture/receive the WM_CHAR message and that is
 why I cannot properly pass it on to the OSG window.  Of course there are
 other work arounds that address my particular problem (I believe I’ve
 already fixed it), but I’m trying to bring up the point that this may be a
 fundamental issue in the key handling.



 Robert- One issue with including both the translated and untranslated keys
 in the event is that there is not a one to one mapping.  In windows
 sometimes 3 key presses will translate to one WM_CHAR (translated key)
 message and they don’t even need to be pressed at the same time (in the case
 of dead keys).  Whereas I believe there is a one-to-one between WM_KEYDOWN
 and key presses…



 Thanks

 -Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* Friday, September 17, 2010 10:57 AM

 *To:* osg-users@lists.openscenegraph.org
 *Subject:* Re: [osg-users] Keypress broken since rev 11749



 Hi Robert,



 I find some time to dig into this. And here are my observations ( I am
 working with Vivien's submission, with osgviewerMFC )



 I put break points in GraphicsWindowWin32.cpp:

 Line: 2476

 case WM_KEYDOWN:

 case WM_SYSKEYDOWN :

 



 {

 int keySymbol = 0;



 Line: 2451

  /

 case WM_CHAR :

 /

 {

 // if event was not handled by WM_KEYDOWN then we take care
 of it here

 // this method gives directly the utf16 char back so just
 need to add it as it is

 if(!_keypresshandled)

 {

 // first check if key is already registered on the map





 case WM_KEYDOWN/WM_SYSKEYDOWN : get its chance to handle every single key
 you press, even a dead key. So, for my czech character 'č', I have to press:
 SHIFT, '+', and 'c', in this order, and for each of these three I get
 WM_KEYDOWN. The only difference is that when I complete this sequence, on
 top of all WM_KEYDOWNs, it gets to case WM_CHAR: with my 'č'. This is how
 the system is managing these events. To reflect this behavior into OSG, only
 one single line needs to be added, I think, and that will fix Brad's issue
 as well:



 else

 {

 // was no special key, let WM_CHAR handle it

 _keypresshandled = false;

 _lastkeysymbol = keySymbol;

 /* the new line
 */ getEventQueue()-keyPress(keySymbol, eventTime);

 }



 This was the key that was waste (being 'eaten' :) ..).



 So to me it sounds that, with Vivien's submission, only the dead key +
 'something' was not firing an event in osg - for the rest it should work as
 before, not  as Brad states above that the key events stopped work. I am
 very curious what he was actually doing.



 Cheers,

 -Nick

  On Fri, Sep 17, 2010 at 8:04 PM, Vivien Delage vdel...@gmail.com wrote:

 Hi guys,

 I understand you Robert. I have no problem with reverting the code for now
 if this causes issues for other people. I will go and experiment a bit more
 on how to fix the dead key problem. Maybe I can find a solution which is not
 using the WM_CHAR message. I will let you know how it goes on my side.


 Cheers,

 Vivien

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 http://forum.openscenegraph.org/viewtopic.php?p=31778#31778






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Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Trajce (Nick) Nikolov
Hi Brad,

I hate arguing :) ... For me it works. I put a break point on the Sleep and
I get there

BOOL CDialogDlg::PreTranslateMessage( MSG *pMsg )
{
 if (pMsg-message == WM_CHAR )
{
// will I get here
 Sleep(10);
}
return CDialog::PreTranslateMessage(pMsg);
}
-Nick


On Mon, Sep 20, 2010 at 9:28 PM, Brad Huber br...@procerusuav.com wrote:

  Nick,



 According to my understanding and experience,
 CDialog::PreTranslateMessage(MSG *msg) does not receive WM_CHAR messages so
 I cannot do anything about that.  In the MFC documentation there is a
 CWnd::GetDlgCode method which tells the framework which key messages (like
 WM_CHAR) your class would like to receive but again this does not work for
 CDialog classes.  GetDlgCode does not get called and PreTranslateMessage
 does not ever get WM_CHAR.  Therefore I cannot use any WM_CHAR based
 mechanism with my existing CDialog based app.  I can use a work around (ie
 don’t rely on any WM_KEYDOWN) and use WM_KEYUP instead.  I could also
 investigate inserting a control on top of the dialog which would allow
 receipt of WM_CHAR messages.  Anyway there is apparently nothing I can do to
 force WM_CHAR to work with CDialog.



 Thanks

 -Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* Monday, September 20, 2010 11:06 AM
 *To:* OpenSceneGraph Users

 *Subject:* Re: [osg-users] Keypress broken since rev 11749



 Hi Brad,



 Dialogs in MFC do not capture/receive the WM_CHAR message and that is why I
 cannot properly pass it on to the OSG window



 you could override CDialog::PreTranslateMessage( MSG* msg ) and do it the
 same way is CView from the osgviewerMFC example


 -Nick

  On Mon, Sep 20, 2010 at 5:29 PM, Brad Huber br...@procerusuav.com
 wrote:

 Gentlemen,



 I apologize for being inactive on the thread these last few days.  I was on
 vacation at the Reno Air Races J.



 Trajce- to address your point about how to make MFC “work properly”.  The
 example code IS NOT a dialog based MFC app.  My app IS a dialog based MFC
 app.  Dialogs in MFC do not capture/receive the WM_CHAR message and that is
 why I cannot properly pass it on to the OSG window.  Of course there are
 other work arounds that address my particular problem (I believe I’ve
 already fixed it), but I’m trying to bring up the point that this may be a
 fundamental issue in the key handling.



 Robert- One issue with including both the translated and untranslated keys
 in the event is that there is not a one to one mapping.  In windows
 sometimes 3 key presses will translate to one WM_CHAR (translated key)
 message and they don’t even need to be pressed at the same time (in the case
 of dead keys).  Whereas I believe there is a one-to-one between WM_KEYDOWN
 and key presses…



 Thanks

 -Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* Friday, September 17, 2010 10:57 AM


 *To:* osg-users@lists.openscenegraph.org
 *Subject:* Re: [osg-users] Keypress broken since rev 11749



 Hi Robert,



 I find some time to dig into this. And here are my observations ( I am
 working with Vivien's submission, with osgviewerMFC )



 I put break points in GraphicsWindowWin32.cpp:

 Line: 2476

 case WM_KEYDOWN:

 case WM_SYSKEYDOWN :

 



 {

 int keySymbol = 0;



 Line: 2451

  /

 case WM_CHAR :

 /

 {

 // if event was not handled by WM_KEYDOWN then we take care
 of it here

 // this method gives directly the utf16 char back so just
 need to add it as it is

 if(!_keypresshandled)

 {

 // first check if key is already registered on the map





 case WM_KEYDOWN/WM_SYSKEYDOWN : get its chance to handle every single key
 you press, even a dead key. So, for my czech character 'č', I have to press:
 SHIFT, '+', and 'c', in this order, and for each of these three I get
 WM_KEYDOWN. The only difference is that when I complete this sequence, on
 top of all WM_KEYDOWNs, it gets to case WM_CHAR: with my 'č'. This is how
 the system is managing these events. To reflect this behavior into OSG, only
 one single line needs to be added, I think, and that will fix Brad's issue
 as well:



 else

 {

 // was no special key, let WM_CHAR handle it

 _keypresshandled = false;

 _lastkeysymbol = keySymbol;

 /* the new line
 */ getEventQueue()-keyPress(keySymbol, eventTime);

 }



 This was the key that was waste (being 'eaten' :) ..).



 So to me it sounds that, with Vivien's submission, only the dead key +
 'something' was not firing an event in osg

Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Trajce (Nick) Nikolov
Hi again Brad,

http://msdn.microsoft.com/en-us/library/619z63f5(VS.80).aspx

http://msdn.microsoft.com/en-us/library/619z63f5(VS.80).aspxnote the Note.
This makes me think you are using older MFC that is not doing that .

-Nick


On Mon, Sep 20, 2010 at 9:37 PM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

 Hi Brad,

 I hate arguing :) ... For me it works. I put a break point on the Sleep and
 I get there

 BOOL CDialogDlg::PreTranslateMessage( MSG *pMsg )
 {
  if (pMsg-message == WM_CHAR )
 {
 // will I get here
  Sleep(10);
 }
 return CDialog::PreTranslateMessage(pMsg);
 }
 -Nick



 On Mon, Sep 20, 2010 at 9:28 PM, Brad Huber br...@procerusuav.com wrote:

  Nick,



 According to my understanding and experience,
 CDialog::PreTranslateMessage(MSG *msg) does not receive WM_CHAR messages so
 I cannot do anything about that.  In the MFC documentation there is a
 CWnd::GetDlgCode method which tells the framework which key messages (like
 WM_CHAR) your class would like to receive but again this does not work for
 CDialog classes.  GetDlgCode does not get called and PreTranslateMessage
 does not ever get WM_CHAR.  Therefore I cannot use any WM_CHAR based
 mechanism with my existing CDialog based app.  I can use a work around (ie
 don’t rely on any WM_KEYDOWN) and use WM_KEYUP instead.  I could also
 investigate inserting a control on top of the dialog which would allow
 receipt of WM_CHAR messages.  Anyway there is apparently nothing I can do to
 force WM_CHAR to work with CDialog.



 Thanks

 -Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* Monday, September 20, 2010 11:06 AM
 *To:* OpenSceneGraph Users

 *Subject:* Re: [osg-users] Keypress broken since rev 11749



 Hi Brad,



 Dialogs in MFC do not capture/receive the WM_CHAR message and that is why
 I cannot properly pass it on to the OSG window



 you could override CDialog::PreTranslateMessage( MSG* msg ) and do it the
 same way is CView from the osgviewerMFC example


 -Nick

  On Mon, Sep 20, 2010 at 5:29 PM, Brad Huber br...@procerusuav.com
 wrote:

 Gentlemen,



 I apologize for being inactive on the thread these last few days.  I was
 on vacation at the Reno Air Races J.



 Trajce- to address your point about how to make MFC “work properly”.  The
 example code IS NOT a dialog based MFC app.  My app IS a dialog based MFC
 app.  Dialogs in MFC do not capture/receive the WM_CHAR message and that is
 why I cannot properly pass it on to the OSG window.  Of course there are
 other work arounds that address my particular problem (I believe I’ve
 already fixed it), but I’m trying to bring up the point that this may be a
 fundamental issue in the key handling.



 Robert- One issue with including both the translated and untranslated keys
 in the event is that there is not a one to one mapping.  In windows
 sometimes 3 key presses will translate to one WM_CHAR (translated key)
 message and they don’t even need to be pressed at the same time (in the case
 of dead keys).  Whereas I believe there is a one-to-one between WM_KEYDOWN
 and key presses…



 Thanks

 -Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* Friday, September 17, 2010 10:57 AM


 *To:* osg-users@lists.openscenegraph.org
 *Subject:* Re: [osg-users] Keypress broken since rev 11749



 Hi Robert,



 I find some time to dig into this. And here are my observations ( I am
 working with Vivien's submission, with osgviewerMFC )



 I put break points in GraphicsWindowWin32.cpp:

 Line: 2476

 case WM_KEYDOWN:

 case WM_SYSKEYDOWN :

 



 {

 int keySymbol = 0;



 Line: 2451

  /

 case WM_CHAR :

 /

 {

 // if event was not handled by WM_KEYDOWN then we take
 care of it here

 // this method gives directly the utf16 char back so just
 need to add it as it is

 if(!_keypresshandled)

 {

 // first check if key is already registered on the map





 case WM_KEYDOWN/WM_SYSKEYDOWN : get its chance to handle every single key
 you press, even a dead key. So, for my czech character 'č', I have to press:
 SHIFT, '+', and 'c', in this order, and for each of these three I get
 WM_KEYDOWN. The only difference is that when I complete this sequence, on
 top of all WM_KEYDOWNs, it gets to case WM_CHAR: with my 'č'. This is how
 the system is managing these events. To reflect this behavior into OSG, only
 one single line needs to be added, I think, and that will fix Brad's issue
 as well:



 else

 {

 // was no special key, let WM_CHAR handle it

 _keypresshandled = false

Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Trajce (Nick) Nikolov
Hi Brad,

VS 8.0. Is that 2005?

-Nick


On Mon, Sep 20, 2010 at 11:52 PM, Brad Huber br...@procerusuav.com wrote:

  Nick,



 Thanks for the extra input.  I’m using VC80.  I’ve previously hooked up
 Spy++ and noticed that my window does not receive either WM_CHAR or
 WM_GETDLGCODE.  In addition I tried something like what you’ve mentioned and
 it doesn’t ever get a WM_CHAR.  It does get WM_KEYDOWN and others.  Anyway
 I’ve also come across several posts online saying the CDialog is different
 wrt WM_CHAR.



 You’re example says differently and I haven’t tried a stripped down version
 like that.  I don’t want to belabor the point.  The issue is essentially
 fixed for me (regardless of which way we do translated / raw messages).



 I guess we’ll see which direction Robert would like to take it vis-à-vis
 translated/untranslated, dead keys, etc.



 Thanks

 -Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* Monday, September 20, 2010 12:15 PM

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] Keypress broken since rev 11749



 Hi again Brad,



 http://msdn.microsoft.com/en-us/library/619z63f5(VS.80).aspx



 note the Note. This makes me think you are using older MFC that is not
 doing that .


 -Nick

  On Mon, Sep 20, 2010 at 9:37 PM, Trajce (Nick) Nikolov 
 nikolov.tra...@gmail.com wrote:

 Hi Brad,



 I hate arguing :) ... For me it works. I put a break point on the Sleep and
 I get there



 BOOL CDialogDlg::PreTranslateMessage( MSG *pMsg )

 {

 if (pMsg-message == WM_CHAR )

 {

 // will I get here

 Sleep(10);

 }

 return CDialog::PreTranslateMessage(pMsg);

 }

 -Nick



  On Mon, Sep 20, 2010 at 9:28 PM, Brad Huber br...@procerusuav.com
 wrote:

 Nick,



 According to my understanding and experience,
 CDialog::PreTranslateMessage(MSG *msg) does not receive WM_CHAR messages so
 I cannot do anything about that.  In the MFC documentation there is a
 CWnd::GetDlgCode method which tells the framework which key messages (like
 WM_CHAR) your class would like to receive but again this does not work for
 CDialog classes.  GetDlgCode does not get called and PreTranslateMessage
 does not ever get WM_CHAR.  Therefore I cannot use any WM_CHAR based
 mechanism with my existing CDialog based app.  I can use a work around (ie
 don’t rely on any WM_KEYDOWN) and use WM_KEYUP instead.  I could also
 investigate inserting a control on top of the dialog which would allow
 receipt of WM_CHAR messages.  Anyway there is apparently nothing I can do to
 force WM_CHAR to work with CDialog.



 Thanks

 -Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* Monday, September 20, 2010 11:06 AM
 *To:* OpenSceneGraph Users


 *Subject:* Re: [osg-users] Keypress broken since rev 11749



 Hi Brad,



 Dialogs in MFC do not capture/receive the WM_CHAR message and that is why I
 cannot properly pass it on to the OSG window



 you could override CDialog::PreTranslateMessage( MSG* msg ) and do it the
 same way is CView from the osgviewerMFC example


 -Nick

 On Mon, Sep 20, 2010 at 5:29 PM, Brad Huber br...@procerusuav.com wrote:

 Gentlemen,



 I apologize for being inactive on the thread these last few days.  I was on
 vacation at the Reno Air Races J.



 Trajce- to address your point about how to make MFC “work properly”.  The
 example code IS NOT a dialog based MFC app.  My app IS a dialog based MFC
 app.  Dialogs in MFC do not capture/receive the WM_CHAR message and that is
 why I cannot properly pass it on to the OSG window.  Of course there are
 other work arounds that address my particular problem (I believe I’ve
 already fixed it), but I’m trying to bring up the point that this may be a
 fundamental issue in the key handling.



 Robert- One issue with including both the translated and untranslated keys
 in the event is that there is not a one to one mapping.  In windows
 sometimes 3 key presses will translate to one WM_CHAR (translated key)
 message and they don’t even need to be pressed at the same time (in the case
 of dead keys).  Whereas I believe there is a one-to-one between WM_KEYDOWN
 and key presses…



 Thanks

 -Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* Friday, September 17, 2010 10:57 AM


 *To:* osg-users@lists.openscenegraph.org
 *Subject:* Re: [osg-users] Keypress broken since rev 11749



 Hi Robert,



 I find some time to dig into this. And here are my observations ( I am
 working with Vivien's submission, with osgviewerMFC )



 I put break points in GraphicsWindowWin32.cpp:

 Line: 2476

 case WM_KEYDOWN:

 case WM_SYSKEYDOWN :

 



 {

 int keySymbol = 0;



 Line: 2451

Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Trajce (Nick) Nikolov
okay .. that explains things. Looks like as per the latest MSDN there are
changes. Main thing it works for you though ...

Cheers,

-Nick


On Tue, Sep 21, 2010 at 12:24 AM, Brad Huber br...@procerusuav.com wrote:

  Nick,



 Yes.



 -Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* Monday, September 20, 2010 2:23 PM

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] Keypress broken since rev 11749



 Hi Brad,



 VS 8.0. Is that 2005?


 -Nick

  On Mon, Sep 20, 2010 at 11:52 PM, Brad Huber br...@procerusuav.com
 wrote:

 Nick,



 Thanks for the extra input.  I’m using VC80.  I’ve previously hooked up
 Spy++ and noticed that my window does not receive either WM_CHAR or
 WM_GETDLGCODE.  In addition I tried something like what you’ve mentioned and
 it doesn’t ever get a WM_CHAR.  It does get WM_KEYDOWN and others.  Anyway
 I’ve also come across several posts online saying the CDialog is different
 wrt WM_CHAR.



 You’re example says differently and I haven’t tried a stripped down version
 like that.  I don’t want to belabor the point.  The issue is essentially
 fixed for me (regardless of which way we do translated / raw messages).



 I guess we’ll see which direction Robert would like to take it vis-à-vis
 translated/untranslated, dead keys, etc.



 Thanks

 -Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* Monday, September 20, 2010 12:15 PM


 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] Keypress broken since rev 11749



 Hi again Brad,



 http://msdn.microsoft.com/en-us/library/619z63f5(VS.80).aspx



 note the Note. This makes me think you are using older MFC that is not
 doing that .


 -Nick

 On Mon, Sep 20, 2010 at 9:37 PM, Trajce (Nick) Nikolov 
 nikolov.tra...@gmail.com wrote:

 Hi Brad,



 I hate arguing :) ... For me it works. I put a break point on the Sleep and
 I get there



 BOOL CDialogDlg::PreTranslateMessage( MSG *pMsg )

 {

 if (pMsg-message == WM_CHAR )

 {

 // will I get here

 Sleep(10);

 }

 return CDialog::PreTranslateMessage(pMsg);

 }

 -Nick



 On Mon, Sep 20, 2010 at 9:28 PM, Brad Huber br...@procerusuav.com wrote:

 Nick,



 According to my understanding and experience,
 CDialog::PreTranslateMessage(MSG *msg) does not receive WM_CHAR messages so
 I cannot do anything about that.  In the MFC documentation there is a
 CWnd::GetDlgCode method which tells the framework which key messages (like
 WM_CHAR) your class would like to receive but again this does not work for
 CDialog classes.  GetDlgCode does not get called and PreTranslateMessage
 does not ever get WM_CHAR.  Therefore I cannot use any WM_CHAR based
 mechanism with my existing CDialog based app.  I can use a work around (ie
 don’t rely on any WM_KEYDOWN) and use WM_KEYUP instead.  I could also
 investigate inserting a control on top of the dialog which would allow
 receipt of WM_CHAR messages.  Anyway there is apparently nothing I can do to
 force WM_CHAR to work with CDialog.



 Thanks

 -Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
 Nikolov
 *Sent:* Monday, September 20, 2010 11:06 AM
 *To:* OpenSceneGraph Users


 *Subject:* Re: [osg-users] Keypress broken since rev 11749



 Hi Brad,



 Dialogs in MFC do not capture/receive the WM_CHAR message and that is why I
 cannot properly pass it on to the OSG window



 you could override CDialog::PreTranslateMessage( MSG* msg ) and do it the
 same way is CView from the osgviewerMFC example


 -Nick

 On Mon, Sep 20, 2010 at 5:29 PM, Brad Huber br...@procerusuav.com wrote:

 Gentlemen,



 I apologize for being inactive on the thread these last few days.  I was on
 vacation at the Reno Air Races J.



 Trajce- to address your point about how to make MFC “work properly”.  The
 example code IS NOT a dialog based MFC app.  My app IS a dialog based MFC
 app.  Dialogs in MFC do not capture/receive the WM_CHAR message and that is
 why I cannot properly pass it on to the OSG window.  Of course there are
 other work arounds that address my particular problem (I believe I’ve
 already fixed it), but I’m trying to bring up the point that this may be a
 fundamental issue in the key handling.



 Robert- One issue with including both the translated and untranslated keys
 in the event is that there is not a one to one mapping.  In windows
 sometimes 3 key presses will translate to one WM_CHAR (translated key)
 message and they don’t even need to be pressed at the same time (in the case
 of dead keys).  Whereas I believe there is a one-to-one between WM_KEYDOWN
 and key presses…



 Thanks

 -Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick

Re: [osg-users] Hint for appropriate export format?

2010-09-19 Thread Trajce (Nick) Nikolov
Hi Werner,

the OpenFlight writer seam to work good, and lately there were improvements
posted for the 3ds as well. The first one format is pretty well supported in
the vis-sim, the later is well supported in 3D in general

-Nick


On Sun, Sep 19, 2010 at 4:34 PM, Werner Modenbach 
werner.modenb...@texion.eu wrote:

 My application is creating a scene with standard Geodes (vertex arrays,
 normal
 arrays etc.)

 I would like to export the 3D structure for further processing in external
 programs like ansys or to convert it in external converter programs into
 appropriate formats.

 I was advised to use IGES as export format but I think it is rarely
 supported
 nowadays. What about VRML?

 Is anybody out there who can give me some info for at least having a
 starting
 point?

 Thanks for any hint and also many thanks to the osg team for the great
 work!

 Werner
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Re: [osg-users] Keypress broken since rev 11749

2010-09-17 Thread Trajce (Nick) Nikolov
Hi,

the code from 11749 works just great with the latest osgviewerMFC. If this
revision fixes issues for Vivien, I would put again his changes, there are
no regression. I just give it a shot to make sure it does work. I think Brad
can really rely on this example as a guide how to implement his own things,
as well the hint I gave him could work for him  as well .


-Nick


On Fri, Sep 17, 2010 at 5:47 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Robert,


  I'm not clear on what solution should be used going forward.  The
 GraphicsWindowWin32.cpp code had been in play for a few years without
 problems being reported on this topic and to get a report or new
 problem after merging Vivien's changes make me concerned that we may
 have broken more apps usage than might have fixed.  Could this be the
 case?  Or is Brad's experience unique?


 I think Nick's message shows that it may be Brad's app's message passing
 that's the cause of his problem. If the osgViewerMFC example works, and it
 demonstrates proper integration between OSG and MFC, and furthermore, the
 other OSG examples and apps that come with it work fine on Windows (when
 GraphicsWindowWin32 is used) then I think the changes to GraphicsWindowWin32
 are OK.


  I'm inclined for the 2.9.9 dev release to revert the changes, and then
 let us discuss possible solutions.


 I don't think that's necessary at this point. As I said above, the changes
 seem fine. There may be other changes going forward, for sure, but I think
 the code is safe as it is.


  In the past we've talked about the

 idea of having raw key codes as well as translated keycodes in the
 GUIEventAdapter, would this help here?


 Perhaps, the raw key codes would be the keyup and keydown messages from the
 OS, and the translated code would be the accented character in the case dead
 keys were being used. Brad gave an example of a game that wants to check a
 given key directly, it would use the raw key codes, and a text editor/e-mail
 app (or osgWidget::Input) would use the translated key code. It would be a
 flexible solution.

 Now, where will we find a developer to implement this? :-)


 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Keypress broken since rev 11749

2010-09-17 Thread Trajce (Nick) Nikolov
Hi Robert,

I actually like the idea of having osg working with dead keys thus being
capable of handling language specific characters (you can type your text in
osgWidget::Input in your natural language). I think this is very good
feature, what Vivien has implemented. On the other side I totally understand
you too, but Brad is the only one so far reporting issues and for me is
likely he is doing something wrong (ehm ... maybe strong word, but he hasn't
been replying lately so no idea if he fixed it). The OSG MFC example is a
good guide how to properly implement things, and my hint is very standard
and trivial, not a hack or work around. You might be right with your view on
how actually Vivien implemented this new cool feature, improvements can
always be done I think. Me being you , would let Vivien's work in, again I
find it very cool. But .. you are the boss :)

Cheers,
-Nick


On Fri, Sep 17, 2010 at 7:27 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Vivien, JS, Nick et.al,

 I'm not really happy with the technique that Vivien took, eating a key
 down till a WM_CHAR occurs then dispatching one seems rather
 convoluted and with extra complication comes the danger of bugs being
 introduced as the code evolves, and obviously also forces the app to
 generate the WM_CHAR, which not all apps will do.  I'm sure Brad's not
 alone in this.

 There might be a workaround for Brad and others to address this, but
 this all will require end users to come across odd regressions and
 then have to investigate and if they are lucky come across this or
 subsequent threads.  It certainly is an issue that is ripe for arising
 again and again as new users stumble on the same issue.

 I do not what the best solution would be, but we do at least need to
 try harder to address the problem without introducing regressions.

 Robert.
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Re: [osg-users] Keypress broken since rev 11749

2010-09-17 Thread Trajce (Nick) Nikolov
Hi Robert,

I find some time to dig into this. And here are my observations ( I am
working with Vivien's submission, with osgviewerMFC )

I put break points in GraphicsWindowWin32.cpp:
Line: 2476
case WM_KEYDOWN:
case WM_SYSKEYDOWN :


{
int keySymbol = 0;

Line: 2451
 /
case WM_CHAR :
/
{
// if event was not handled by WM_KEYDOWN then we take care
of it here
// this method gives directly the utf16 char back so just
need to add it as it is
if(!_keypresshandled)
{
// first check if key is already registered on the map


case WM_KEYDOWN/WM_SYSKEYDOWN : get its chance to handle every single key
you press, even a dead key. So, for my czech character 'č', I have to press:
SHIFT, '+', and 'c', in this order, and for each of these three I get
WM_KEYDOWN. The only difference is that when I complete this sequence, on
top of all WM_KEYDOWNs, it gets to case WM_CHAR: with my 'č'. This is how
the system is managing these events. To reflect this behavior into OSG, only
one single line needs to be added, I think, and that will fix Brad's issue
as well:

else
{
// was no special key, let WM_CHAR handle it
_keypresshandled = false;
_lastkeysymbol = keySymbol;
 /* the new line */ getEventQueue()-keyPress(keySymbol, eventTime);
}

This was the key that was waste (being 'eaten' :) ..).

So to me it sounds that, with Vivien's submission, only the dead key +
'something' was not firing an event in osg - for the rest it should work as
before, not  as Brad states above that the key events stopped work. I am
very curious what he was actually doing.

Cheers,
-Nick


On Fri, Sep 17, 2010 at 8:04 PM, Vivien Delage vdel...@gmail.com wrote:

 Hi guys,

 I understand you Robert. I have no problem with reverting the code for now
 if this causes issues for other people. I will go and experiment a bit more
 on how to fix the dead key problem. Maybe I can find a solution which is not
 using the WM_CHAR message. I will let you know how it goes on my side.


 Cheers,
 Vivien

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=31778#31778





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Re: [osg-users] Keypress broken since rev 11749

2010-09-16 Thread Trajce (Nick) Nikolov
Hi Brad,

that is what I was expecting while reading this thread, that you have the
GraphicsWindowWin32 into some framework ... You need to pass the event from
MFC to the window. In your OnKeyDown you get the window handle and pass thru
the event. If you need details let me know  This is how I made it work
... way back when
-Nick


On Thu, Sep 16, 2010 at 11:54 PM, Vivien Delage vdel...@gmail.com wrote:

 Hi Brad,

 I totally aggree with what you said.
 This is also what I proposed to Robert in the submission thread.
 Basically the best would be to have a new event of type
 UnicodeCharEntered or something like this. This way we could leave the
 keydown and keyup events as they were and only using wm_chat for the new
 type of event.

 However, this change is too big  to do it by ourself I guess? This touch
 the core functionnality and does not only impact win32 version. This is why
 I provided the fix as it is now.


 Vivien

 --
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Re: [osg-users] latest NVIDIA drivers

2010-09-14 Thread Trajce (Nick) Nikolov
our GLSL code is bug free ... no need of debugging .. *smile*
-Nick


On Tue, Sep 14, 2010 at 5:06 PM, Fred Smith osgfo...@tevs.eu wrote:


 robertosfield wrote:
 
  The desktop market is already rather stagnant in comparison to the growth
 of mobile device,
  mindshare and market share are moving away from the desktop to mobile,
  with this sea change Microsoft and hence DirectX will be loosing
  ground.


 I am appalled to see that GLSL development tools are almost non-existent.
 Microsoft historically succeeded by attracting developers, and I think this
 might also be true for DirectX.

 Look at shader debugging tools. I'm not talking about small tools used to
 play for a few minutes with your shader, but real debuggers with
 breakpoints.

 Apart from glslDevil and its very limited capabilities there is just no
 development tool available.

 HLSL has plenty of support from Microsoft (PIX), nVidia (FX Composer and
 now Parralel nSight) and ATI (GPU PerfStudio).

 ATI does not plan to support GLSL debugging in the near term I was told.
 nVidia doesn't look much more interested. Also, their latest Optimus
 technology isn't compatible with Linux yet, which doesn't help...

 That's a pity.

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Re: [osg-users] osgQt error

2010-09-09 Thread Trajce (Nick) Nikolov
not a qt guru, but this seem a file generated by the moc preprocessor. try
removing it. It will create a new one from you

-Nick


On Thu, Sep 9, 2010 at 7:03 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hello Lucie,


  When I compile osgQt, I have this error :

 1moc_QGraphicsViewAdapter.cxx
 1.\__\__\include\osgQt\moc_QGraphicsViewAdapter.cxx(11) : fatal error
 C1189: #error :  The header file 'QGraphicsViewAdapter' doesn't
 includeQObject.

 How do I solve it?


 Is this on trunk updated today? Which OS/compiler? (seems Visual Studio but
 which version?)

 Try adding the required header, though I didn't need it and I'm also on
 Windows...

 J-S
 --
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Re: [osg-users] How can I rotate a image

2010-09-07 Thread Trajce (Nick) Nikolov
what do you mean by rotating an image? Could you tell what you are
actually trying to do? More info you provide more chances to get some advice

-Nick


2010/9/7 Martin Großer grosser.mar...@gmx.de

 Hello,

 I would like rotate a image. Because I want to rotate the separate images
 from my sky box. I think it is difficult to change the texture coordinates
 of my sphere. I my idea is to rotate the images at the beginning.

 Example

 ::osg::Image* image = osgDB::readImageFile(c_posX.Filename);

 // rotate image

 _cubeMap-setImage(::osg::TextureCubeMap::POSITIVE_X, image);

 I hope someone can help me.

 Cheers

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Re: [osg-users] How can I rotate a image

2010-09-07 Thread Trajce (Nick) Nikolov
so yo have a skybox model (probably a dome). and you want to render
something in cube map and apply that to the skybox, correct?
-Nick


2010/9/7 Martin Großer grosser.mar...@gmx.de

 Ok, also I have create a sky box like the sky box in the vertexprogramm
 example of osg. But in my scene the up vector is in the z direction and not
 in the y direction. Now I have rotate my sky box 90 degrees around the x
 axis.

 Is it understandable?

 But now, the images on the sky box are in the wrong orientation. For
 example the image in the positiv x direction is 90 degrees rotated. And I
 want to correct this rotation.

 Is it understandable? I am not sure.

 Cheers

 Martin

  Original-Nachricht 
  Datum: Tue, 7 Sep 2010 14:57:24 +0400
  Von: Trajce (Nick) Nikolov nikolov.tra...@gmail.com
  An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] How can I rotate a image

  what do you mean by rotating an image? Could you tell what you are
  actually trying to do? More info you provide more chances to get some
  advice
 
  -Nick
 
 
  2010/9/7 Martin Großer grosser.mar...@gmx.de
 
   Hello,
  
   I would like rotate a image. Because I want to rotate the separate
  images
   from my sky box. I think it is difficult to change the texture
  coordinates
   of my sphere. I my idea is to rotate the images at the beginning.
  
   Example
  
   ::osg::Image* image = osgDB::readImageFile(c_posX.Filename);
  
   // rotate image
  
   _cubeMap-setImage(::osg::TextureCubeMap::POSITIVE_X, image);
  
   I hope someone can help me.
  
   Cheers
  
   Martin
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Re: [osg-users] How can I rotate a image

2010-09-07 Thread Trajce (Nick) Nikolov
 are in the wrong orientation. For
 example the image in the positiv x direction is 90 degrees rotated. And I
 want to correct this rotation.

 Is it understandable? I am not sure.

 Cheers

 Martin

  Original-Nachricht 

 Datum: Tue, 7 Sep 2010 14:57:24 +0400
 Von: Trajce (Nick) Nikolov nikolov.tra...@gmail.com
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] How can I rotate a image


  what do you mean by rotating an image? Could you tell what you are
 actually trying to do? More info you provide more chances to get some
 advice

 -Nick


 2010/9/7 Martin Großer grosser.mar...@gmx.de

  Hello,
 
  I would like rotate a image. Because I want to rotate the separate
 images
  from my sky box. I think it is difficult to change the texture
 coordinates
  of my sphere. I my idea is to rotate the images at the beginning.
 
  Example
 
  ::osg::Image* image = osgDB::readImageFile(c_posX.Filename);
 
  // rotate image
 
  _cubeMap-setImage(::osg::TextureCubeMap::POSITIVE_X, image);
 
  I hope someone can help me.
 
  Cheers
 
  Martin
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Re: [osg-users] latest NVIDIA drivers

2010-09-03 Thread Trajce (Nick) Nikolov
nice reading ... :) .. I agree about the DirectX part .. Let start talking
to Robert to make OSG DirectX compatible :)
-Nick


On Fri, Sep 3, 2010 at 7:29 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Wojtek,


  I think that breaking gl_LightSource usage in fragment shaders is
 actually a major problem. On this forum there are three of us who
 admitted it affected them. Probably few more did not mention it. How
 many OpenGL developers outside OSG community do pixel lighting ? I bet
 there thousands if not tens of thousands who were or can be affected in
 the future.


 I agree, and in fact in my case the error happened in a vertex shader when
 doing a loop over light sources to do per-vertex lighting, so it's not just
 limited to per-pixel lighting shaders. I bet any code that loops over
 gl_LightSource[] in any shader will cause this error.

 I also agree with your other points. Hopefully soon OSG will allow us to
 choose which path we use, OpenGL 2.x or OpenGL 3.x+/4.x, and will help ease
 our transition.


 J-S
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Re: [osg-users] latest NVIDIA drivers

2010-09-03 Thread Trajce (Nick) Nikolov
hi J-S,

I was just kidding :) .. I think I know Robert's view on Microsoft. My
opinion is, even the fact the DirectX is kind of further then OpenGL, what
osg is on top of opengl is my favorite, and not only osg but all the rest of
opensource projects around that are on top of it  (vpb, osgEarth, osgOcean
... ) as well ...

-Nick


On Fri, Sep 3, 2010 at 10:23 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Nick,


  nice reading ... :) .. I agree about the DirectX part .. Let start
 talking to Robert to make OSG DirectX compatible :)
 -Nick


 Haven't you been here for a while now? You should know by now that's not
 going to happen :-) Search the archives if you're interested, this has been
 discussed in the past.

 But let's not let this thread go into API wars, please. We're using one
 API, and this thread just discussed bugs in parts of that API which are
 deprecated but should still be supported by the vendor in question.


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Re: [osg-users] Creating and exporting OSG Switches from 3ds max

2010-09-03 Thread Trajce (Nick) Nikolov
Hi

I think I have seen OpenFlight exporter for max. You can build your
hierarchy with it including the switches ...

-Nick


On Fri, Sep 3, 2010 at 9:40 AM, Luke Daly melbdemon...@hotmail.com wrote:

 Hi,

 I was wondering if there was any tutorials that anyone knows of for the
 creation and exporting of OSG models with Switch nodes.

 I am working on a driving simulator that for the creation of objects such
 as traffic lights, the different colour lights must be created with OSG
 switches. Only I have never used these before. I have installed OSGexp for
 3ds max 2010, and I know how to add an OSG_Switch to the scene, but there my
 knowledge ends.

 So if anyone knows of a noob or beginner tut for this, I would really
 apprecitate it.
 ...

 Thank you!

 Cheers,
 Luke

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Re: [osg-users] Granular LOD control

2010-09-02 Thread Trajce (Nick) Nikolov
  I would like to be able to increase or decrease the LODScale for just the
globe portion without disturbing everything else.

Write NodeVisitor that will control the osg::LOD range


-Nick


On Wed, Sep 1, 2010 at 9:53 PM, Brad Huber br...@procerusuav.com wrote:

  Hello,



 I am interested in granularly controlling the LODScale for different parts
 of my scene graph.  For example I have one part of the graph rendering a
 globe (osgEarth) and another part rendering items on the globe.  I would
 like to be able to increase or decrease the LODScale for just the globe
 portion without disturbing everything else.  The CullSettings are typically
 attached to the Camera.  I wasn’t sure initially that creating two separate
 cameras was the right solution.  I still want the depth buffering and render
 order stuff to be preserved the way it is now (the globe and the items on
 the globe render to the same depth buffer).



 Thoughts?



 Thanks

 -Brad

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-09-01 Thread Trajce (Nick) Nikolov
I assume you are on Windows, as from what are you experiencing sounds
familiar to me, all these stl issues. What I would do is, make sure Debug
links to debug libraries, Relase to release. And do a clean build.

-Nick


On Wed, Sep 1, 2010 at 2:57 AM, Sanat Talmaki sanat.sch...@gmail.comwrote:

 Hi Nick, Jean

 The problem was because I was using the Release version of osg. I used the
 Debug instead and both size and numElements give the same value.

 I had turned optimization off but it seems as though you cannot run through
 the code even then.

 Thanks

 Sincerely,
 Sanat

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-09-01 Thread Trajce (Nick) Nikolov
good :)

-Nick


On Wed, Sep 1, 2010 at 8:31 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:

 Hi Nick,

 Yes, Windows and VS 2008. I had to do exactly that. The debugger works
 normally (as expected) now

 Thanks,

 Sanat.

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Re: [osg-users] [osgOcean] increase ocean view range

2010-08-31 Thread Trajce (Nick) Nikolov
LOD - Level Of Detail. Obviously when you build a terrain database, you
build it in few different level of details. What is close is more detailed
what is further is less detailed. All of the terrain generation tools are
aware of this and they build the final scene graph using LODs. They often
build it as quad tree structure.

So what you would need is, different representation of the ocean that will
change based on the range. And that is done with LOD node. So your ocean can
be polygonal for far range, and a hole for closer range (the hole will
become your osgocean)

The terrain tools like TerraVista, can do this easy. When you build your
database, you would have vector culture (ESRI shape. etc) for your ocean.
And you specify how this culture will be represented in your final terrain
database. So you make it polygonal for lower LODs and a hole for the highest
LOD. Then you set the range of your osgocean to be the same as your highest
LOD range

That is how I build the bosphores database with TerraVista.

I am not very familiar with vpb (well, I used it couple of times to generate
the whole earth with the blue marble dataset). You would need to see if vpb
can work with vector culture. Or go with some commercial tolls, TerraVista,
TerraSim ... etc. There are some contractors as well you can outsource the
terrain generation to them.

Maybe you explain what is your final database (also, what kind of sources
you have) and we see if we can give better guidance. I expect some of the
rest from the community might have faced and resolved this issue differently
then me.


-Nick


On Tue, Aug 31, 2010 at 12:54 PM, issam boughanmi amigof...@gmail.comwrote:

 can you explain more in details this please ?

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Re: [osg-users] [osgOcean] increase ocean view range

2010-08-31 Thread Trajce (Nick) Nikolov
yes. look in the setup code for the oceansurface (I think. Dont have the
code with me at the moment, but as far I can recall you can do that).

-Nick


On Tue, Aug 31, 2010 at 2:15 PM, issam boughanmi amigof...@gmail.comwrote:

 Hi nick and thanks for your support ;)

 i can investigate for your suggestion about lod node , shape files
 integration ... etc

 but for now i have a simple question :
 can i simply increase the ocean grid size surface ? if yes how ?



 my terrain is built like i said with vpb using srtm elevation file and
 landsat geotiff images + some high res geotiff files of some regions

 i am using this in a flight sim app

 the terrain database work perfectelly and now i want to integrate osgocean
 for the sea side region of my map

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Trajce (Nick) Nikolov
to me looks like you are trying to debug in release
-Nick


On Tue, Aug 31, 2010 at 10:46 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:

 Hi Jean,

 I was not able to understand this behavior:

 When I had a vec3Array and I queried it using
 vec3 = vec3Array-at(0) I would get an exception. Why does it give that
 exception ?

 I needed to use (*Vec3Array)[i] to get each Vec3.
 But then at i = 14113, I got an Unhandled exception:
 at 0x00402207 in OSG_examples.exe: 0xC005: Access violation reading
 location 0x00ba9000.
 And size has a value much higher = 4176061468

 when I query the vec3Array for size I get a very large number and much
 large than Vec3Array-numElements()
 size = 4176061468
 numElements =   7772
 Which of these represents the number of vertices in the model ?


 Thanks

 Sincerely,
 Sanat

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Re: [osg-users] Displaying text as Bold, Italicized and underlined in osg

2010-08-30 Thread Trajce (Nick) Nikolov
you can do it by changing the font. obviously there is file per style. For
example, for Courier New font, the regular font is cour.ttf, for bold you
have courbd.ttf and so on

-Nick


On Mon, Aug 30, 2010 at 5:45 PM, Jeremy Moles jer...@emperorlinux.comwrote:

 On Mon, 2010-08-30 at 12:27 +0200, Mangesh Joshi wrote:
  Hi,
 
  Is there any way in osg to display the text in bold and italicized style
 and underline or strikethrough the text?

 You can mix these kinds of decorations in a single string in osgPango,
 though I haven't added support for underline yet.

 http://osgpango.googlecode.com

 If you need to only use osgText, perhaps someone here will have some
 advice.

  Thank you!
 
  Cheers,
  mangesh
 
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Re: [osg-users] [osgOcean] increase ocean view range

2010-08-30 Thread Trajce (Nick) Nikolov
I think the endless option will not produce real endless ocean you can see
it from any range. I think it is rather following your eyepoint and render
enough so you can see it all the time. Just my thoughts, might be good to
check it actually
-Nick


On Mon, Aug 30, 2010 at 1:24 PM, issam boughanmi amigof...@gmail.comwrote:

 hi

 back to the original question

 here two screens that describe the problem i am facing

 [Image: http://img90.imageshack.us/img90/183/fsim1.th.jpg ] (
 http://img90.imageshack.us/i/fsim1.jpg/)

 [Image: http://img521.imageshack.us/img521/439/fsim2.th.jpg ] (
 http://img521.imageshack.us/i/fsim2.jpg/)

 especially in the second screen the effect is more visible

 i have just a small square area of sea even with the enableEndless option
 and when the main player is in hight altitude the sea disappears




 any help or orientation is welcome

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Re: [osg-users] [osgOcean] increase ocean view range

2010-08-30 Thread Trajce (Nick) Nikolov
I guess you would need to put some LOD on the ocean culture.

-Nick


On Mon, Aug 30, 2010 at 6:44 PM, issam boughanmi amigof...@gmail.comwrote:

 yes from i have read the endless option adapt only the point of view to
 simulate endless effect

 that's said : how to get endless effect with osgocean especially in high
 altitude


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Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-30 Thread Trajce (Nick) Nikolov
you need to write a node visitor and when you hit a Geode, then go over the
drawables. There is a functor somewhere that gets you triangles from the
drawables (have a look at TriangleFunctor)
-Nick


On Mon, Aug 30, 2010 at 9:07 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:

 Hi,

 I am having trouble figuring out how I can get the list of triangles
 (vertices) that make up an osg object to use in another algorithm that needs
 a list of triangle vertices that make up the model. (I have seen the models
 I intend to use in osgviewer using the 'w' key and they are made up of only
 triangles.

 So if I am using either a .osg model or a model loaded through
 osgDB::readNodeFile(...), I would like to store in memory the list as above.

 I was hoping to get some tips on how I can start approaching this. (I hope
 I have been able to explain my problem clearly enough)

 Thank You

 Sincerely,
 Sanat.

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Re: [osg-users] [osgOcean] increase ocean view range

2010-08-29 Thread Trajce (Nick) Nikolov
with osgocean there is an example coming which shows you how to add your own
terrain. in the sample, the file loaded is called island.ive. Mimic the code
and put there your database. That is what I did 

-Nick


On Sun, Aug 29, 2010 at 5:39 PM, issam boughanmi amigof...@gmail.comwrote:

 nice screens !

 can you show me your graph structure

 i tried every combination : ocean as a child, as a parent of the terrain
 parent, in the same level 


 
  Hello,
 
  I havent tried with a database built with vpb, but I did it with database
 built with TerraVista. The key was to cut out the ocean (make a hole) to be
 later replaced by osgOcean.
 


 do you mean make a hole in the terrain ?

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Re: [osg-users] [osgOcean] increase ocean view range

2010-08-29 Thread Trajce (Nick) Nikolov
 do you mean make a hole in the terrain ?
yes

-Nick


On Sun, Aug 29, 2010 at 5:39 PM, issam boughanmi amigof...@gmail.comwrote:

 nice screens !

 can you show me your graph structure

 i tried every combination : ocean as a child, as a parent of the terrain
 parent, in the same level 


 
  Hello,
 
  I havent tried with a database built with vpb, but I did it with database
 built with TerraVista. The key was to cut out the ocean (make a hole) to be
 later replaced by osgOcean.
 


 do you mean make a hole in the terrain ?

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Re: [osg-users] [osgPlugins] png plugin not working

2010-08-08 Thread Trajce (Nick) Nikolov
make sure the 3rd party dlls are in your system path 
-Nick


On Sun, Aug 8, 2010 at 4:53 PM, Nir Putter nirput...@walla.com wrote:

 Hi All,

 I'm trying to open an OSG file that uses a PNG file as texture and it keeps
 failing, informing me that it failed loading png plugin or something like
 that. Now, I've rebuilt  the sample projects, both the plugin and the
 osgViewer, numerous times and still it wont load my lovely model.

 What am I missing here ?

 Thank you!

 Cheers,
 Nir

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[osg-users] latest NVIDIA drivers

2010-08-05 Thread Trajce (Nick) Nikolov
Hi community,

anyone has experienced some weirdness with the latest drivers from NVIDIA?
My shaders just stopped working with them without any warning/error from OSG
...

-Nick
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Re: [osg-users] latest NVIDIA drivers

2010-08-05 Thread Trajce (Nick) Nikolov
Hi Wojtek,

looks like that is it. The shader failing is the lighting shader ... Thanks
!

-Nick


On Thu, Aug 5, 2010 at 11:51 AM, Wojciech Lewandowski lewandow...@ai.com.pl
 wrote:

  Hi Trajce,

 I have noticed issues with Shader compilation on 256 (and above) series on
 Windows 7. Some fragment shaders using gl_LightSource fields were generating
 internal compiler errors. In fact I also posted a bug report to
 NVidia. These errors were normally reported by OSG with compilation log
 showing assembly cg output that was causing trouble for compiler. You don't
 see any compilation errors even with OSG_NOTIFY_LEVEL=DEBUG_INFO ?

 I have attached the bug report I posted to NVidia you can check if it could
 related.

 Cheers,
 Wojtek



  *From:* Trajce (Nick) Nikolov nikolov.tra...@gmail.com
 *Sent:* Thursday, August 05, 2010 8:47 AM
 *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org
 *Subject:* [osg-users] latest NVIDIA drivers

 Hi community,

 anyone has experienced some weirdness with the latest drivers from NVIDIA?
 My shaders just stopped working with them without any warning/error from OSG
 ...

 -Nick

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Re: [osg-users] Different textures on each face of a geometry?

2010-08-03 Thread Trajce (Nick) Nikolov
Hi Ku,

well, you will only see one side of the face at a time - front or back. So
to not go very complex, you can add cull callback where based on the face
normal you change the texture and the uvs. I think this can work

-Nick


On Mon, Aug 2, 2010 at 1:18 PM, Ku Krapox kukra...@gmail.com wrote:

 Hi Nick,

 If you mean using osg::Geometry::setTexCoordArray, that's what I was doing
 until now, but I can't anymore since I want to put 2 textures on a single
 Geometry AND show different parts of them...

 But if this is not possible without modifying the geometry, I could get by
 with a simple method to put half of an image into a texture, which I'd
 display completely. This seemed easier to me, but I don't know if it is
 doable and how to do it?

 Thanks for any advice!

 Cheers,
 Ku

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Re: [osg-users] Different textures on each face of a geometry?

2010-07-30 Thread Trajce (Nick) Nikolov
you can control the part of the image you want to display thru the uv
coordinates in your geometry

-Nick


On Fri, Jul 30, 2010 at 6:33 PM, Ku Krapox kukra...@gmail.com wrote:

 Hi Robert,

 Thanks for your reply. :)
 Your solution looks great, I think it'll do the trick!

 I have another question : Is there a way to create an osg::Texture2D
 containing only one part of an image, instead of loading the whole image?
 Typically I want to create textures with only one half of an image.

 Is this doable? Or is there an easier way to display only one half of an
 image on my geometry, by configuring the StateSet maybe?...

 Thanks!

 Cheers,
 Ku

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Re: [osg-users] .osg model converted to flt would not load in 3rd party software

2010-07-29 Thread Trajce (Nick) Nikolov
Hi Macher,

can you share your model? I might have some time to have a look 

-Nick


On Thu, Jul 29, 2010 at 11:18 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Macher,

 You will have say what the problem is when looking at the model with
 the various 3rd party software, there is pretty well nothing others
 can add without you describing what the problem is in more detail.

 Robert.

 On Thu, Jul 29, 2010 at 8:08 AM, Mach Bhai sar...@dsi.co.ae wrote:
  Hi,
  I have some models in native .osg format and i converted them to .flt
 using the osgconv utility. These models load fine with the osgviewer but
 with other softwares namely,
 
  1) Deep Exploration 5.7
  2) NVIDIA ScenixViewer 6.0
  3) Remo 3D
 
  Is there a problem with a flt plugin or is there something that i am
 missing. I am using the following command for the conversion.
 
  osgconv -e flt in.osg out.flt
 
  I used osg 2.8.3. I would appreciate any help that may come my way.
 
  Thanks
  Macher
 
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Re: [osg-users] Footprint algorithm

2010-07-29 Thread Trajce (Nick) Nikolov
Hi Sukender,

have you tried this one? http://www.naadsm.org/opensource/gpc
http://www.naadsm.org/opensource/gpc
-Nick


On Thu, Jul 29, 2010 at 12:54 PM, Sukender suky0...@free.fr wrote:

 Hi all,

 Does anyone knows a (preferably free/open source) code computing either:
 - The footprint polygons of a building (intersection with terrain)
 - The footprint polygons of a building (intersection with a single plane)
 - The conntour polygons of a projected building
 ?

 Thanks.

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
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Re: [osg-users] Optimizer is awesome!

2010-07-29 Thread Trajce (Nick) Nikolov
you can save your model after optimization and load it optimized  no
need to wait 20 seconds then

-Nick


On Thu, Jul 29, 2010 at 10:39 PM, Cory Riddell c...@codeware.com wrote:

 I'm getting to the point where I have to start tuning my app a bit and
 so I added a call to Optimizer::optimize() today. Wow!

 On a typical model, my app was able to push just under 40 fps at
 1920x1200 (debug build). After running the optimizer, it's pushing
 around 100 fps.

 The trade off of course is that it takes 20 seconds to run through all
 optimizations. That's a little long, but now I can start looking at the
 individual optimizations and see what the cost and benefit of each is.

 Cory
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Re: [osg-users] What will OSG 3.0.0 be?

2010-07-28 Thread Trajce (Nick) Nikolov
Hi Donlin,

look in the archive. Robert is talking about things like shader composition
- which I think will be the key feature.

-Nick


2010/7/29 xyc508 xyc...@163.com

 Hi,all osger

 osg 3.0.0 is coming,Could someone tell What will OSG 3.0.0 be? what's the
 main changes and revolutionary updates?

 donlin



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Re: [osg-users] How to set new PAT position for every traversal run ?

2010-07-22 Thread Trajce (Nick) Nikolov
probably if you post the whole code someone might help you better. My advice
is to use the updateCallback of the PAT node - you make sure then you are
working on the right node.

-Nick


On Thu, Jul 22, 2010 at 2:41 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:

 Hi,

 I am trying to set new values for the position of my PAT node for every run
 of while(!viewer.done())


 Code:
 while( !viewer.done() )
 {
  osg::Vec3d positionVector;
  // fire off the cull and draw traversals of the scene.
  viewer.frame();
  viewer.updateTraversal();
  receiveSignal(gpsInstance, gpsLat, gpsLon);
  setBackhoe(gpsLat, gpsLon, mapNode, surface, objectPlacer,   backhoe1PAT);
  return 0;
 }



 And in my function:


 Code:
 void setBackhoe(double gpsLat,
double gpsLon,
osgEarth::MapNode* mapNode,
osg::Node *surface,
osgEarthUtil::ObjectPlacer* objectPlacer,
osg::PositionAttitudeTransform* backhoe1PAT
//osg::Vec3d positionVector
)
 {
  osg::Matrixd positionMatrix1;
objectPlacer-createPlacerMatrix(gpsLat, gpsLon, 131,
 positionMatrix1);
static double latitude;
static double longitude;
static double height;
//static double x, y;
static double X1 = positionMatrix1.getTrans().x();
static double Y1 = positionMatrix1.getTrans().y();
  static double Z1 = positionMatrix1.getTrans().z();
//get SpatialReferenceSystem SRS for terrain (i.e. map) and
 lat-long.
const SpatialReference* terrain_srs =
 mapNode-getMap()-getProfile()-getSRS();
const SpatialReference* latlong_srs =
 terrain_srs-getGeographicSRS();
//convert from projected to lat-long:
terrain_srs-transform(X1, Y1, latlong_srs, longitude, latitude );
//to go from lat-long to projected:
latlong_srs-transform(longitude, latitude, terrain_srs, X1, Y1);
//set backhoe 1 exactly over terrain: letting the callback do that
 work.
//set the PAT value of backhoe1:
backhoe1PAT-setPosition(osg::Vec3d(X1, Y1, 0.0));
return ;
 }



 The problem I'm having is the my PAT node resets to (0,0,0) as soon as the
 function is exited. But since I was passing in by pointer a PAT node which I
 created in my main(), I thought this would not happen.

 How can I keep the current position value in my PAT node till it is updated
 in the next run ?

 Been stuck on this for quite a while so was hoping to get some advise.

 Thanks.

 Best,

 Sanat

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Re: [osg-users] 3D objects that don't rescale

2010-07-22 Thread Trajce (Nick) Nikolov
Yes. You can use osg::AutoTransform I think

-Nick


On Thu, Jul 22, 2010 at 2:09 PM, benedikt naessens 
benedikt.naess...@spaceapplications.com wrote:

 Can you make 3D objects that don't rescale in OSG ? To clarify : if you
 move the camera closer and further, they will still have the same size.
 Still, they need to rotate and translate according to the movement of the
 camera. An example of that is the
 OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT character size
 mode for text. Here the text always has the same font size, independent of
 how far you are from the text geode. What I would like to have is something
 similar for for example points, lines and boxes.

 Thank you!

 Kind regards,
 Benedikt

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Re: [osg-users] Retrieve MatrixTransform of a loaded model

2010-07-21 Thread Trajce (Nick) Nikolov
Hi lucie,

you do something like this

class CollectMatrixTransformNodeVisitor : public osg::NodeVisitor
{
public:
CollectMatrixTransformNodeVisitor() :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}

virtual void apply(osg::MatrixTransform node)
{
matrixTransforms.push_back(node);
 }

std::vectorosg::MatrixTransform* matrixTransforms;
};

then

CollectMatrixTransformNodeVisitor nv;
root-accept(nv);

nv.matrixTransforms vector should have all your MatrixTransforms


-Nick


On Wed, Jul 21, 2010 at 4:39 PM, lucie lemonnier
lucielemonn...@hotmail.frwrote:

 Hi,
 I know how to create a node visitor but I don't know how to traverse the
 node and simultaneously retrieve and store the MatrixTransform.
 Can you help me?

 Thank you!

 lucie

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Re: [osg-users] Retrieve MatrixTransform of a loaded model

2010-07-21 Thread Trajce (Nick) Nikolov
you would want to add traverse(node); in the apply method. forgot this

-Nick


On Wed, Jul 21, 2010 at 9:48 PM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

 Hi lucie,

 you do something like this

 class CollectMatrixTransformNodeVisitor : public osg::NodeVisitor
 {
 public:
 CollectMatrixTransformNodeVisitor() :
 osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}

 virtual void apply(osg::MatrixTransform node)
 {
 matrixTransforms.push_back(node);
  }

 std::vectorosg::MatrixTransform* matrixTransforms;
 };

 then

 CollectMatrixTransformNodeVisitor nv;
 root-accept(nv);

 nv.matrixTransforms vector should have all your MatrixTransforms


 -Nick



 On Wed, Jul 21, 2010 at 4:39 PM, lucie lemonnier 
 lucielemonn...@hotmail.fr wrote:

 Hi,
 I know how to create a node visitor but I don't know how to traverse the
 node and simultaneously retrieve and store the MatrixTransform.
 Can you help me?

 Thank you!

 lucie

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Re: [osg-users] txp::TXPNode coordinate system

2010-07-20 Thread Trajce (Nick) Nikolov
do search for Y up to Z up in the archive.

-Nick


On Wed, Jul 21, 2010 at 3:53 AM, Guy Volckaert guy.volcka...@meggitt.comwrote:

 While analyzing the TXNode class, I noticed that it makes a suttle
 assumption that the coordinate system is Z up. Almost everyhere else in OSG
 it make no such assumption (or it provides a CoordinateFrame class to
 convert from one coordinate system to another such as from Z up to Y up).

 Here is a small code snipit of TxpNode:


 Code:

 void TXPNode::updateEye(osg::NodeVisitor nv)
 {
 [...]
// This code assumes Z up.
trpg2dPoint loc;
loc.x = nv.getEyePoint().x() - _originX;
loc.y = nv.getEyePoint().y() - _originY;
 [...]
 }




 Is there an easy to make this work with other coordinate systems (like Y
 up).

 Cheers,
 Guy

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Re: [osg-users] Select node on screen

2010-07-15 Thread Trajce (Nick) Nikolov
Have a look at the osgpick example


-Nick


On Thu, Jul 15, 2010 at 4:53 PM, Tufan Taş tas.tu...@gmail.com wrote:

 Hi,
 I have nodes on screen and I want to select a node by clicking on it using
 mouse. Do you know any samples about this subject?

 ...

 Thank you!

 Cheers,
 Tufan

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Re: [osg-users] Disable maximize button in Win32 window

2010-07-14 Thread Trajce (Nick) Nikolov
::SetWindowLong( hwnd-getHWND(), GWL_STYLE,
::GetWindowLong(hwnd-getHWND(),GWL_STYLE)  ~WS_MAXIMIZEBOX );

-Nick


On Tue, Jul 13, 2010 at 10:25 AM, Saravanan Sivaprahasam 
saransivapraha...@rediffmail.com wrote:

 Hi,
 I've tried using the following code to disable the maximize button in
 the window.

 osgViewer::ViewerBase::Windows wins;
 viewer-getWindows(wins);
 osgViewer::GraphicsHandleWin32* hwnd =
 dynamic_castosgViewer::GraphicsHandleWin32*(wins[0]);

 HMENU hMenu = ::GetSystemMenu(hwnd-getHWND(), FALSE);
 ::EnableMenuItem(hMenu, SC_MAXIMIZE, MF_BYCOMMAND | (MF_DISABLED |
 MF_GRAYED));

 The above code is not working for maximize button, but it works well for
 close button. Is there any other way to achieve this

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Re: [osg-users] automatically minimize the viewer window

2010-07-07 Thread Trajce (Nick) Nikolov
are you under windows? If so there is a way to do that by setting a new
style with WS_MINIMIZE

http://msdn.microsoft.com/en-us/library/ms633591(VS.85).aspx

http://msdn.microsoft.com/en-us/library/ms633591(VS.85).aspx
-Nick


On Wed, Jul 7, 2010 at 3:45 AM, Thomas Canipel thomas.cani...@gmail.comwrote:

 Hi,

 Is there a way to modify the behavior of the window, like minimize it ,
 programmatically ?


 Thank you!

 Cheers,
 Thomas

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Re: [osg-users] missing posts on the mailing lists.

2010-07-06 Thread Trajce (Nick) Nikolov
some emails might end up in the junk

-Nick


On Tue, Jul 6, 2010 at 8:05 PM, Martin Naylor
martin.nay...@dsl.pipex.comwrote:

  Hi all,

 I am either going crazy or more likely my outlook email is.

 Is anyone else missing replies on posts?



 An example:

 Jose posted with the subject “light through walls”

 I see J-S’s reply but I don’t see Nicks, the only reason why i noticed is
 that Jose thanks Nick and J-S, but I don’t see Nick’s reply.

 Mmmm I did see something in submissions in the other day from another
 poster who is having similar problems.



 Maybe it’s just me!



 Martin Naylor.



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Re: [osg-users] light through walls

2010-07-05 Thread Trajce (Nick) Nikolov
do a search in the archive for light lobes. There is a code posted that do
what you ask for

-Nick


On Wed, Jun 9, 2010 at 7:01 PM, Jose Rincon jm.rincon.pe...@gmail.comwrote:

 Hi,

 I'm working with a light (spotlight) concretely. I would like that this
 light didn't go through walls. How can I obtain this effect?

 Thank you!

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[osg-users] OT: NASA immersive 3D graphics

2010-07-04 Thread Trajce (Nick) Nikolov
http://www.nasa.gov/offices/education/programs/national/ltp/games/moonbasealpha/index.html

http://www.nasa.gov/offices/education/programs/national/ltp/games/moonbasealpha/index.html
-Nick
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Re: [osg-users] cross axes

2010-07-01 Thread Trajce (Nick) Nikolov
could you post a working code of it? I will have a look at

-Nick


On Thu, Jul 1, 2010 at 1:35 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Thanks Nick,
 I implement it but some modifications caused another problem I don't
 understand.

 In the old code I created a cross axes with size=1.5 for each axis. The
 ortho camera was defined as follows:

 camera-setProjectionMatrix(osg::Matrix::ortho2D(-1.7, 17.75, -1.7,
 13.86));

 Then I had to fix the resize problem as you suggested. So, on resize event
 I used the actual viewer width and height. Here is basically the call:

 camera-setProjectionMatrix(osg::Matrix::ortho2D(-axisSize,
 iWidth-axisSize, -axisSize, iHeight-axisSize));

 but the axis size=1.5 was to small in this case and I had to increase it to
 70 to be seen.

 Now the problem.
 On top of each axis an osgText to diplays the labels X, Y and Z. When an
 axis points towards out of the screen (more or less) the label disappears.
 In the previous implementation with axis size=1.5 it worked correctly. Can
 you please explain me why?

 Regards
 Gianni

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Re: [osg-users] cross axes

2010-07-01 Thread Trajce (Nick) Nikolov
cool. I ll have a look later today and get back to you

-Nick


On Thu, Jul 1, 2010 at 2:51 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Nick, here is a working code showing the label disappearing problem:


 Code:

 #include osgViewer/Viewer
 #include osgText/Text
 #include osg/LineWidth
 #include osg/Geometry
 #include osgGA/TrackballManipulator

 osgText::Text* createAxisLabel(const std::string iLabel, const osg::Vec3
 iPosition)
 {
   osgText::Text* text = new  osgText::Text;
   text-setFont(arial.ttf);
   text-setText(iLabel);
   text-setPosition(iPosition);
   text-setCharacterSize(17);
   text-setAutoRotateToScreen(true);
   text-setColor(osg::Vec4(204, 204, 0, 1));
   text-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
   return text;
 }

 osg::Geometry* createArrow(const osg::Matrixd iTransform, const osg::Vec4
 iColor, double iHeight)
 {
   osg::Geometry* geometry = new osg::Geometry;

   double pyramidBaseZ = iHeight/3.0*2.0;
   double outerBaseRadius = iHeight/9.0;
   osg::Vec3Array* vertices = new osg::Vec3Array(7);
   (*vertices)[0].set(iTransform.preMult(osg::Vec3d(outerBaseRadius, 0.0,
 pyramidBaseZ)));
   (*vertices)[1].set(iTransform.preMult(osg::Vec3d(0.0, outerBaseRadius,
 pyramidBaseZ)));
   (*vertices)[2].set(iTransform.preMult(osg::Vec3d(-outerBaseRadius, 0.0,
 pyramidBaseZ)));
   (*vertices)[3].set(iTransform.preMult(osg::Vec3d(0.0, -outerBaseRadius,
 pyramidBaseZ)));
   (*vertices)[4].set(iTransform.preMult(osg::Vec3d(0.0, 0.0, iHeight)));
   (*vertices)[5].set(iTransform.preMult(osg::Vec3d(0.0, 0.0, iHeight)));
   (*vertices)[6].set(iTransform.preMult(osg::Vec3d(0.0, 0.0, 0.0)));

   osg::UByteArray* indices = new osg::UByteArray(20);
   (*indices)[0]=0;  (*indices)[1]=1;  (*indices)[2]=4;
   (*indices)[3]=1;  (*indices)[4]=2;  (*indices)[5]=4;
   (*indices)[6]=2;  (*indices)[7]=3;  (*indices)[8]=4;
   (*indices)[9]=3;  (*indices)[10]=0; (*indices)[11]=4;
   (*indices)[12]=1; (*indices)[13]=0; (*indices)[14]=3;
   (*indices)[15]=2; (*indices)[16]=1; (*indices)[17]=3;
   (*indices)[18]=5;
   (*indices)[19]=6;

   geometry-setVertexArray(vertices);
   geometry-setVertexIndices(indices);

   osg::Vec4Array* colors = new osg::Vec4Array;
   colors-push_back(iColor);
   geometry-setColorArray(colors);
   geometry-setColorBinding(osg::Geometry::BIND_OVERALL);

   geometry-addPrimitiveSet(new
 osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, indices-size()-2));
   geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,
 indices-size()-2, 2));

   return geometry;
 }

 osg::Geometry* createXAxis(double iHeight)
 {
   osg::Matrixd transform = osg::Matrix::rotate(osg::inDegrees(90.0f), 0.0f,
 1.0f, 0.0f);
   osg::Vec4 color(0.5f,0.125f,0.125f,1.0f);
   osg::Geometry* geometry = createArrow(transform, color, iHeight);
   return geometry;
 }

 osg::Geometry* createYAxis(double iHeight)
 {
   osg::Matrixd transform = osg::Matrix::rotate(osg::inDegrees(-90.0f),
 1.0f, 0.0f, 0.0f);
   osg::Vec4 color(0.125f,0.5f,0.125f,1.0f);
   osg::Geometry* geometry = createArrow(transform, color, iHeight);
   return geometry;
 }

 osg::Geometry* createZAxis(double iHeight)
 {
   osg::Matrixd transform = osg::Matrix::identity();
   osg::Vec4 color(0.125f,0.125f,0.5f,1.0f);
   osg::Geometry* geometry = createArrow(transform, color, iHeight);
   return geometry;
 }

 osg::Geode* createAxesGeometry()
 {
   osg::Geode* geode = new osg::Geode;

   osg::LineWidth* lineWidth = new osg::LineWidth(2);
   geode-getOrCreateStateSet()-setAttributeAndModes(lineWidth,
 osg::StateAttribute::ON);
   geode-getOrCreateStateSet()-setMode(GL_LIGHTING,
 osg::StateAttribute::OFF);

   double length = 70.0;
   geode-addDrawable(createXAxis(length));
   geode-addDrawable(createYAxis(length));
   geode-addDrawable(createZAxis(length));
   geode-addDrawable(createAxisLabel(X, osg::Vec3(length*1.05, 0, 0)));
   geode-addDrawable(createAxisLabel(Y, osg::Vec3(0, length*1.05, 0)));
   geode-addDrawable(createAxisLabel(Z, osg::Vec3(0, 0, length*1.05)));

   return geode;
 }

 class AxisCameraUpdateCallback:public osg::NodeCallback
 {
 public:
   virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
   {
  if(nv-getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
  {
 osg::Camera* camera = dynamic_castosg::Camera*(node);
 if (camera)
 {
osg::View* view = camera-getView();
if (view  view-getNumSlaves()  0)
{
   osg::View::Slave* slave = view-getSlave(0);
   if(slave-_camera.get() == camera)
   {
  osg::Camera* masterCam = view-getCamera();
  osg::Vec3 eye, center, up;
  masterCam-getViewMatrixAsLookAt(eye, center, up, 30);
  osg::Matrixd matrix;
  matrix.makeLookAt(eye-center, osg::Vec3(0, 0, 0), up); //
 always look at (0, 0, 0)
  camera-setViewMatrix(matrix);
   }
}
 }
  }
  

Re: [osg-users] cross axes

2010-07-01 Thread Trajce (Nick) Nikolov
Gianni, I would follow Davide's hints and see if it works

-Nick


On Thu, Jul 1, 2010 at 5:36 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Thanks Davide. I considered that but since I would prefer to fix the axes
 origin to (0,0,0), I tried setting big values for zNear/zFar parameters for
 camera as follows:

 setProjectionMatrixAsOrtho(-80, 1280-80, -80, 1024-80,-800, 800);

 but nothing changed.

 Gianni

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Re: [osg-users] Loader Plugin callback mechanism

2010-06-30 Thread Trajce (Nick) Nikolov
You are right about this. I would welcome more as attribute support though
(like descriptions is implemented. There was some discussion abiyt having
attributes in the nodes I remember, but sure if it is implemented.

-Nick


On Wed, Jun 30, 2010 at 1:27 PM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

 Hi,

 Some file formats like OpenFlight can contain various data, which might not
 be directly related to rendering but can be important in other contexts.
 While I fully agree that the loaders can and should skip this information
 when constructing the scene-graph, I would find it extremly useful to have
 some callback mechanism for those skipped entities.

 @Robert:
 Can you think of a general concept that could be integrated into the
 loader-infrastructure? My idea was to use a callback mechanism that can be
 installed and registered to the loader implementation. Those callbacks would
 textually tell me what kind of non-render-related data was read for which
 node/geom etc.

 For instance flt can contain things like surface material codes and
 featured ids. I imagine having a callback functions like this:

 class LoadCallback
 {


 virtual void customData(const std::string element_data, osg::Node node,
  int data)

 virtual void customData(const std::string element_data, osg::Node node,
  float data)

 ... various overloads

 }


 Those could be called inside the loader:


 ...
 _loadcallback.customData(OpenFlight::SMC, current_node, readuint(16))
 ...


 Do you think that such extension would be general enough to be applied to
 loaders? Would you mind If I try to include such concept?

 cheers
 Sebastian



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Re: [osg-users] Understanding Transparent Textures with an transparent image with alpha channels

2010-06-30 Thread Trajce (Nick) Nikolov
attach a screenshot of what you are seeing
-Nick


On Wed, Jun 30, 2010 at 6:25 PM, Tim Larson tlar...@hunter.com wrote:

 Thank you.

 I've experimented with enabling blending by calling
 pStateSet-setMode(GL_BLEND) on my geometry.  I've also experimented with
 creating a material for the geometry that has an alpha value.
  Unfortunately, this does not have the desired effect.  Applying an alpha
 value to the material for the geometry makes the entire geometry and image
 partially transparent.  I would like to have the transparency level
 determined by the alpha values within my image.  The image has some areas
 that are completely transparent and some areas that are completely opaque.
  The Image is a TGA image with alpha transparency.

 I can confirm that the transparency of the image is intact, because if I
 change the color of the geometry's material, I can see that color behind
 the image.

 But, my goal is to have the geometry on which the image placed be invisible
 so that all that is seen is the image.  And, the user can see through the
 transparent elements of the image to the background or to other geometries
 that may be behind.

 I've attached the small source file and my actual image.

 Thank you for your assistance.

  Tim


 J.P. Delport wrote:
  Hi,
 
  did you enable blending in your scene? What format texture are you
 loading?
 
  jp
 
  On 29/06/10 23:34, Tim Larson wrote:
 
   I am attempting to utilize a transparent image as a texture map.
  
   I can successfully display the transparent image as a texture on a
 simple rectangular geometry.
  
   But, I would like to be able to see through to the background
 wherever the image is transparent.
  
   I've utilized the osgHelp program GeometryTexture as a baseline and I
 can load my image, but the transparent parts of the image show through to
 the default gray material of the underlying geometry.  I see a gray
 rectangle with my image on top of it.  Even though my image has many
 transparent areas.
  
   I would like to be able to see through the transparent areas of the
 image into the background.  i.e. If all I have on the screen is a single
 rectangular geometry with my transparent image, then I'd like to see the
 blue background through the transparent parts of my image.
  
   Can anyone give me a pointer or advise?
  
   Thanks in Advance.
  
   Tim
  
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Re: [osg-users] cross axes

2010-06-30 Thread Trajce (Nick) Nikolov
exactly. make your ortho with the new window size

-Nick


On Wed, Jun 30, 2010 at 7:21 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Hi Nick,
 I'm using Qt and reimplemented the virtual method:

 virtual void resizeGL( int width, int height )

 that is called on every window resize. I get the ortho camera and called

 getProjectionMatrixAsOrtho(left, right, bottom, top, zNear, zFar);

 just to verify the values. Do you mean I should change those parameters
 depending on the actual width  height of the window?

 Regards
 Gianni

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Re: [osg-users] setting a color to material

2010-06-29 Thread Trajce (Nick) Nikolov
yes. You can set the color directly for the Geometry and the Material as a
State

-Nick


On Tue, Jun 29, 2010 at 5:37 PM, Nitin Rangari rangari.niti...@gmail.comwrote:

 hi all,

  can  i set a both color array and material in one geometry?

 thanks,
 Nitin


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Re: [osg-users] Quero ser seu amigo no Quepasa.com

2010-06-28 Thread Trajce (Nick) Nikolov
yea ... I used to work on amiga long time ago :

how did this get into here?

-Nick


2010/6/28 Edgar Moraes Diniz edg...@gmail.com

[image: 
 Quepasa.com]http://www.quepasa.com/metric/email/click/d31589a0052ffe4b42687e6a5b3aa09e/7271921561/1519.html?url=http://www.quepasa.com/pt_BR/
 *Clique 
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  cancelar a inscrição.


 OpenSceneGraph,

 Eu gostaria de ser seu amigo(a) no Quepasa.com.

 Você gostaria de 
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  Obrigado!

 Edgar Moraes Diniz


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Re: [osg-users] cross axes

2010-06-26 Thread Trajce (Nick) Nikolov
if you are doing it thru ortho camera, then you have to change the camera
settings to fit your new window size on resize

-Nick


On Fri, Jun 25, 2010 at 11:50 AM, Gianni Ambrosio ga...@vi-grade.comwrote:

 Another question.

 Now the axes works fine in the left bottom corner but if I resize the
 viewer window (I use QT embedding the viewer inside) the cross axes object
 is deformed accordingly. How can I prevent that? I mean, I agree to resize
 the axes but in a homogeneous way for every axis.

 Regards
 Gianni

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Re: [osg-users] Extracting Node Names from NodePath

2010-06-23 Thread Trajce (Nick) Nikolov
Hi John,

the node path stores all the nodes from the root to the node containing the
geometry (a Geode). In your case, if you picked node1, the nodepath will be
root;PAT1;node1. You can iterate over them and get the name with
node-getName(). The lead node would be nodepath.back()

-Nick


On Wed, Jun 23, 2010 at 9:54 AM, John Galt manu9ak...@gmail.com wrote:

 Hi,

 I have my scene set up as follows:

 osg::Node* node1;
 osg::Node* node2;
 osg::Node* node3;

 I have loaded node1, node2 and node3 using readNodeFromFile function.

 Then I have my nodes attached to my root as follows:

 root-addChild(PAT1);
 PAT1-addChild(node1);
 root-addChild(PAT2);
 PAT1-addChild(node2);
 root-addChild(PAT3);
 PAT1-addChild(node3);

 Then I got a HitList and extracted Hits out of it. For each particular hit,
 I have extracted the NodePath. What exactly does the NodePath store? How do
 I extract the names of the Nodes that contain the geometry i.e., how do I
 use the NodePath to return the bottom most (leaf node?) node (node1, node2
 or node3) in my scene graph?



 Thank you!

 Cheers,
 John

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Re: [osg-users] geometry

2010-06-23 Thread Trajce (Nick) Nikolov
Hi Gianni,

here is working code snippet with the line

*osg::Geometry* createPyramid(const osg::Matrixd iTransform, const
osg::Vec4 iColor)*
*{*
*  osg::Geometry* geom = new osg::Geometry;*
*
*
*  osg::Vec3Array* vertices = new osg::Vec3Array(5+2);*
*  (*vertices)[0].set(iTransform.preMult(osg::Vec3d(8.0f, 0.0f, 0.0f)));*
*  (*vertices)[1].set(iTransform.preMult(osg::Vec3d(0.0f, 8.0f, 0.0f)));*
*  (*vertices)[2].set(iTransform.preMult(osg::Vec3d(-8.0f, 0.0f, 0.0f)));*
*  (*vertices)[3].set(iTransform.preMult(osg::Vec3d(0.0f, -8.0f, 0.0f)));*
*  (*vertices)[4].set(iTransform.preMult(osg::Vec3d(0.0f, 0.0f, 25.0f)));*
*
*
*  (*vertices)[5].set(iTransform.preMult(osg::Vec3d(0.0f, 0.0f, 25.0f)));
//4line*
*  (*vertices)[6].set(iTransform.preMult(osg::Vec3d(0.0f, 0.0f, -50.0f)));
//4line*
*
*
*  osg::UByteArray* indices = new osg::UByteArray(20);*
*  (*indices)[0]=0;  (*indices)[1]=1;  (*indices)[2]=4;*
*  (*indices)[3]=1;  (*indices)[4]=2;  (*indices)[5]=4;*
*  (*indices)[6]=2;  (*indices)[7]=3;  (*indices)[8]=4;*
*  (*indices)[9]=3;  (*indices)[10]=0; (*indices)[11]=4;*
*  (*indices)[12]=1; (*indices)[13]=0; (*indices)[14]=3;*
*  (*indices)[15]=2; (*indices)[16]=1; (*indices)[17]=3;*
*
*
*  (*indices)[18]=5;*
*  (*indices)[19]=6;*
*
*
*  geom-setVertexArray(vertices);*
*  geom-setVertexIndices(indices);*
*
*
*  osg::Vec4Array* colors = new osg::Vec4Array;*
*  colors-push_back(iColor);*
*  geom-setColorArray(colors);*
*  geom-setColorBinding(osg::Geometry::BIND_OVERALL);*
*
*
*  geom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,
0, indices-size()-2));*
*
*
*  geom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,
indices-size()-2, 2)); //4line*
*
*
*  return geom;*
*}*
-Nick


On Wed, Jun 23, 2010 at 5:32 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Hi,
 what's wrong in the following code?


 Code:
 osg::Geometry* createPyramid(const osg::Matrixd iTransform, const
 osg::Vec4 iColor)
 {
   osg::Geometry* geom = new osg::Geometry;

   osg::Vec3Array* vertices = new osg::Vec3Array(5+2);
   (*vertices)[0].set(iTransform.preMult(osg::Vec3d(8.0f, 0.0f, 0.0f)));
   (*vertices)[1].set(iTransform.preMult(osg::Vec3d(0.0f, 8.0f, 0.0f)));
   (*vertices)[2].set(iTransform.preMult(osg::Vec3d(-8.0f, 0.0f, 0.0f)));
   (*vertices)[3].set(iTransform.preMult(osg::Vec3d(0.0f, -8.0f, 0.0f)));
   (*vertices)[4].set(iTransform.preMult(osg::Vec3d(0.0f, 0.0f, 25.0f)));

   (*vertices)[5].set(iTransform.preMult(osg::Vec3d(0.0f, 0.0f, 25.0f)));
 //4line
   (*vertices)[6].set(iTransform.preMult(osg::Vec3d(0.0f, 0.0f, -50.0f)));
 //4line

   osg::UByteArray* indices = new osg::UByteArray(18);
   (*indices)[0]=0;  (*indices)[1]=1;  (*indices)[2]=4;
   (*indices)[3]=1;  (*indices)[4]=2;  (*indices)[5]=4;
   (*indices)[6]=2;  (*indices)[7]=3;  (*indices)[8]=4;
   (*indices)[9]=3;  (*indices)[10]=0; (*indices)[11]=4;
   (*indices)[12]=1; (*indices)[13]=0; (*indices)[14]=3;
   (*indices)[15]=2; (*indices)[16]=1; (*indices)[17]=3;

   geom-setVertexArray(vertices);
   geom-setVertexIndices(indices);

   osg::Vec4Array* colors = new osg::Vec4Array;
   colors-push_back(iColor);
   geom-setColorArray(colors);
   geom-setColorBinding(osg::Geometry::BIND_OVERALL);

   geom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,
 0, indices-size()));

   geom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 5,
 2)); //4line

   return geom;
 }



 I added the three //4line lines of code to explain my problem. In this
 case I would add a line starting from the top of the pyramid downwards but I
 just see the pyramid instead.

 Regards
 Gianni

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Re: [osg-users] geometry

2010-06-23 Thread Trajce (Nick) Nikolov
I think you can not mix index based geometry with non-index based geometry
within one geometry (I might be wrong here! ). If you want to draw a line
outside the pyramid, then attach another geometry to the geode doing just
the line in a way you want. Are yo after drawing an arrow? If so, your
approach will rebuild the arrow geometry for each matrix transform -
change.
-Nick


On Wed, Jun 23, 2010 at 6:08 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Thanks Nick for the code.

 Now I would like to understand why I must add the indices in this case
 since for a simple line I just need to insert the vertices in the geometry
 node.
 In fact I would like to add the line to the geometry outside of the
 createPyramid method, where the line is created without the use of indices,
 just vertices.

 Regards
 Gianni

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Re: [osg-users] geometry

2010-06-23 Thread Trajce (Nick) Nikolov
Here is what I would do:

1) Create the whole arrow in one geometry including the line - by default
let say make it fixed pointing up (0,0,1). Here is your createArrow thing
that will give you the whole arrow
2) Add MatrixTransform on top of this geometry - with this, you can control
the position, direction and scale
3) Use quaternions for the arrow orientation osg::Quat

This way would not need to rebuilt it for each change

or

build the arrow completely in geometry shader - you would need to pass only
a line this way - only two vertices

-Nick


On Wed, Jun 23, 2010 at 6:32 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 OK, thanks Nick for the explanation  suggestion. At first I started adding
 the geometry to a geode separately but I would like to add the entire arrow
 to the geode instead of adding the two parts. I mean somethig like that:

 osg::Geode g;
 g-addDrawable(createArrow());

 osg::Geometry* createArrow()
 {
   // here use createPyramid() and then add the line
 }

 Is it possible? I dont like to do as follows:

 osg::Geode g;
 g-addDrawable(createPyramid());
 g-addDrawable(createLine());

 I mean, I would like to create the arrow as a single geometry but calling
 the createPyramid() method.

 Regards
 Gianni

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Re: [osg-users] geometry

2010-06-23 Thread Trajce (Nick) Nikolov
ah .. ok

-Nick


On Wed, Jun 23, 2010 at 11:18 PM, Gianni Ambrosio ga...@vi-grade.comwrote:

 Nick, I didn't get the second solution, anyway I think my case is a little
 bit particular. I don't need to move the arrow around but it is just part of
 a cross axes I have to add to the scene. It is fixed under a separate
 camera. So the transformation you can see as first parameter of
 createPyramid() method is just to generalize the creation of the three axes
 (X, Y and Z).

 Gianni

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Re: [osg-users] HitLists

2010-06-22 Thread Trajce (Nick) Nikolov
This should be STL vector.

for (unsigned int i=0; iHitList.size(); ++i)
 myHit = HitList.at(i);

-Nick


On Tue, Jun 22, 2010 at 8:06 AM, John Galt manu9ak...@gmail.com wrote:

 Hi,

 If my HitList contains multiple hits, how do I extract all of them starting
 from the first to the last?

 I can extract the first and the last hits using HitList.front() and
 HitList.back() but I am having trouble with extracting the other hits in
 between them.


 Thank you!

 Cheers,
 John

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Re: [osg-users] Virtual walk on my scene

2010-06-21 Thread Trajce (Nick) Nikolov
Hi Elmar,

have a look at osgviewer. or you can do viewer.setCameraManipulator( new
osgGA::FirstPersonManipulator ) - that is only you need

-Nick


On Mon, Jun 21, 2010 at 8:04 AM, Elmar Alizade elmar_aliz...@hotmail.comwrote:

 Hi Trajce,
 Where I can get samples about using osgGA::FirstPersonManipulator?

 ...

 Thank you!

 Cheers,
 Elmar

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Re: [osg-users] [build] Building

2010-06-19 Thread Trajce (Nick) Nikolov
Hi Robert,

yes, it is possible. I have build the whole OSG project with Visual Studio
express 2008

-Nick


On Tue, Jun 15, 2010 at 9:30 AM, Robert Oliver robertool2...@yahoo.comwrote:

 Hi,

 Is it possible to build using VS Express Edition ?. I' ve used some headers
 from Open Foundation Classes, but it is not enough to build all

 Thank you!

 Cheers,
 Robert

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Re: [osg-users] How to know if a pre render pass has finished rendering

2010-06-18 Thread Trajce (Nick) Nikolov
Hi,

have a look at osghud example. It shows how to use postDrawCallbacks to save
the rendered image into a file

-Nick


On Fri, Jun 18, 2010 at 7:49 PM, Prakhar Jain mindfields@gmail.comwrote:

 [quote=Paul Martz]Prakhar Jain wrote:

  I wish to do a Render  to Texture in which I have set the render target
 for the camera to be an osg image.
 
  Is there a way by which I can know if the prerender pass has finished or
 not ?.
 

 Attach a post-draw callback to the Camera. See the Camera header file.



 Thank you for the answers. How can I do this, can you give me a rough idea
 ?

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Re: [osg-users] Virtual walk on my scene

2010-06-17 Thread Trajce (Nick) Nikolov
Hi Elmar,

what do you mean by virtual walk? interactively to mo move thru your scene?
Animate the camera ? when you run osgviewer with your model, press 'h', help
will show on your screen., There are couple of Camera Manipulators available
- obviousely the keys 1-5, these allow you to move with the mouse,
keyboard.

-Nick


On Thu, Jun 17, 2010 at 11:29 AM, Elmar Alizade
elmar_aliz...@hotmail.comwrote:

 Hi,
 I want to create visualization of my scene with terrain, my objects, sky,
 light and etc. I want to virtual walk on my scene. Where I can find sample
 about this? Generally is it possible with OSG?

 ...

 Thank you!

 Cheers,
 Elmar

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Re: [osg-users] Virtual walk on my scene

2010-06-17 Thread Trajce (Nick) Nikolov
Hi Elmar,

then I would suggest to have a look at osgGA::FirstPersonManipulator and get
familiar with the examples as they are good to walk you thru different
aspect of osg. Also do a search in the archive. Collision detection was
discussed a lot

-Nick


On Thu, Jun 17, 2010 at 2:45 PM, Elmar Alizade elmar_aliz...@hotmail.comwrote:

 Hi, Trajce
 I want to move through in my scene. First of all I want to create player
 combined camera and create collision between this player and my objects.

 ...

 Thank you!

 Cheers,
 Elmar

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Re: [osg-users] How I can set background?

2010-06-17 Thread Trajce (Nick) Nikolov
Hi

your question is answered in the archive ... do a search for Background
image...
-Nick


On Sat, Jun 12, 2010 at 8:03 AM, Elmar Alizade elmar_aliz...@hotmail.comwrote:

 Hi,
 How I can set the image as background to my scene?
 Maybe there is information about my question. If there is then send me
 link.
 ...

 Thank you in advance!

 Cheers,
 Elmar

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Re: [osg-users] normals in geometry shader

2010-06-17 Thread Trajce (Nick) Nikolov
Please ignore this question. After researching and understanding how things
works it is rather non-sense ;-)

-Nick


On Wed, Jun 16, 2010 at 11:25 PM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

 Hello community,

 till now, I have had some experience with geometry shaders, but not too
 serious. I am after generating normals for the vertices generated in the
 geometry shader. I did some research on this but not very happy with what I
 have found so far. Any hints from you?

 Thanks a lot

 -Nick

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Re: [osg-users] different behavior on the trackball manipulator

2010-06-12 Thread Trajce (Nick) Nikolov
Hi John,

I just ran an old code. In the older version, the model was centered on the
screen. with the new manipulators it is not. I use the default behavior

-Nick


On Sat, Jun 12, 2010 at 2:28 PM, PCJohn pec...@fit.vutbr.cz wrote:

  Hi Nick,

 there are two major changes to CameraManipulator::computeHomePosition():
 - the computation uses bounding box by default (the model center is located
 more precisely)
 - the computation considers the camera fov to make sure that the model
 nicely fits to the screen (small fov may make the model larger than screen
 while big fov too small).

 If there is a bug, you see some problems with the approach, or you would
 like some adjustments, we can discuss them further.
 John


 Trajce (Nick) Nikolov wrote:

 Hi community,

  I updated osg from the trunk today (after a month) and I am seeing
 different behavior on the trackball manipulator - the scene starts far away
 from my model. I was following the thread of the reengineering of this piece
 of the code which happened lately. Anyone experiencing the same/similar ?

 -Nick

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Re: [osg-users] different behavior on the trackball manipulator

2010-06-12 Thread Trajce (Nick) Nikolov
it is using some sample with osgviewer., I can post you the code if you are
interested.

-Nick


On Sat, Jun 12, 2010 at 2:53 PM, PCJohn pec...@fit.vutbr.cz wrote:

  Strange. Unfortunately, all my models gets centered on the screen, so I
 can not reproduce the problem on my side. Can you investigate further what
 is happening and whether the problem is not in your code?

 Is the problem happening with osgviewer as well?


 John


 Trajce (Nick) Nikolov wrote:

 Hi John,

  I just ran an old code. In the older version, the model was centered on
 the screen. with the new manipulators it is not. I use the default behavior

 -Nick


 On Sat, Jun 12, 2010 at 2:28 PM, PCJohn pec...@fit.vutbr.cz wrote:

 Hi Nick,

 there are two major changes to CameraManipulator::computeHomePosition():
 - the computation uses bounding box by default (the model center is
 located more precisely)
 - the computation considers the camera fov to make sure that the model
 nicely fits to the screen (small fov may make the model larger than screen
 while big fov too small).

 If there is a bug, you see some problems with the approach, or you would
 like some adjustments, we can discuss them further.
 John


 Trajce (Nick) Nikolov wrote:

  Hi community,

  I updated osg from the trunk today (after a month) and I am seeing
 different behavior on the trackball manipulator - the scene starts far away
 from my model. I was following the thread of the reengineering of this piece
 of the code which happened lately. Anyone experiencing the same/similar ?

 -Nick

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Re: [osg-users] How can I define the screen which show me my viewer?

2010-06-10 Thread Trajce (Nick) Nikolov
looks in the traits for setup your viewer. osgcompositeviewer example shows
usage of traits

-Nick


2010/6/10 Martin Großer grosser.mar...@gmx.de

 Hello,

 I get the number of screens with the following lines:

 _wsi = _gc-getWindowingSystemInterface();
 std::cout  Detected Screens:   _wsi-getNumScreens()  std::endl;

 My question is: How can I define the screen which show me my viewer?

 Cheers

 Martin
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