Re: [osg-users] receiving network stream using osg and ffmpeg...

2013-09-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Raymond,

I scoured the forum to find something and didn't find anything in particular
that addressed my questions. Do you have a link to the discussion you're
referring to?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Raymond de
Vries
Sent: Thursday, September 26, 2013 1:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] receiving network stream using osg and ffmpeg...

Hi,

 From what I remember, the original mail on the list about the ffmpeg plugin
mentioned such a setup. Maybe you can look that message up? Plz keep us
posted about your findings.

hth
Raymond




On 9/26/2013 1:56 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 Has anyone had any luck in receiving streaming video from a network 
 URL such as rtp://@192.168.178.23:1234 in osgmovie?

 What is the correct command line syntax for doing this? I can play 
 canned files just fine with

 osgmovie -e ffmpeg movie.avi

 But when I attempt to receive a stream from the network and play it, I 
 can't get it to work.

 Any thoughts, examples, or suggestions would be appreciated...

 Thanks,
 -Shayne
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[osg-users] receiving network stream using osg and ffmpeg...

2013-09-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Has anyone had any luck in receiving streaming video from a network URL
such as rtp://@192.168.178.23:1234 in osgmovie? 

What is the correct command line syntax for doing this? I can play
canned files just fine with

osgmovie -e ffmpeg movie.avi

But when I attempt to receive a stream from the network and play it, I
can't get it to work.

Any thoughts, examples, or suggestions would be appreciated...

Thanks,
-Shayne
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Re: [osg-users] [vpb] creating database compatable to osg

2013-09-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I would recommend that you become familiar with VirtualPlanetBuilder and
osgdem. These tools specifically build to osg databases.

Here's one way to build your SRTM data to an osg database...

osgdem.exe --geocentric -d SRTM_dir --terrain -o outputfile.ive

Then you can look at it by...

osgviewer outputfile.ive

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Swathy Nair
Sent: Thursday, August 22, 2013 5:13 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] creating database compatable to osg

hi,
  i am a beginner to osg. i want to convert the data downloaded from SRTM to
a database compatible to osg. can i get as tep by step instruction. my os is
windows 7 and im using visual studio 2010


Thank you!

Cheers,
swathy

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Re: [osg-users] [vpb] osgdem and HAE/MSL

2013-09-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Nick,

Osgdem will work with the input elevation. It will build the database based
on the input source. For example if you're using DTED and the geocentric
option, it will place the point at the specified elevation (in meters) above
the ellipsoid. The point is represented in the Cartesian ECEF geocentric
space (e.g. x,y,z). 

The default ellipsoid used is WGS84. You can specify the polar and
equatorial radii  in osgdem to fit to another ellipsoid. Just make sure you
specify those radii in your EllipsoidModel class on the rendering side so
that things match up. The EllipsoidModel class also defaults to WGS84...

HTH

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nick Modly
Sent: Sunday, August 25, 2013 11:46 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] osgdem and HAE/MSL

Hi,

When providing elevation data to osgdem. is it expected to be in HAE (height
above ellipoid), or MSL (mean sea level), or can it tell from the input? For
example, I am providing elevation data in the AIG/Arc/Info Binary Grid
format (.adf). The data represents the elevation of the area in meters MSL.
However, when I osgpick a point and convert it to Lat-Lon-Alt MSL, the
altitude is off by about 30m (the difference between HAE and MSL at this
location).

This are the options I ran osgdem with
$ osgdem --geocentric -o output.ive -l 8 -d ./path-to-dted/ -t image.tif

Is it possible to specify a vertical datum or coordinate system, such as
EGM96?


Thank you!

Cheers,
Nick

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Re: [osg-users] [vpb] osgdem and HAE/MSL

2013-09-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Good stuff to know. Thank you.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Thursday, September 12, 2013 12:34 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [vpb] osgdem and HAE/MSL

Shayne,
Correct, for each height value in your DTED grid, you have to sample the
EGM96 geoid at that point and add the two together. That will give you HAE.
I don't know of any tools off the cuff, sorry. osgEarth has vertical datum
support so you could probably write a tool using that.


Glenn Waldron / @glennwaldron / osgEarth


On Thu, Sep 12, 2013 at 2:19 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


Glenn,

VPB does reference to the WGS84 for the --geocentric option.

So to do the conversion, do you have to remove the contribution of
the geoid
(gravitational equipotential surface) from the raw DTED first before
pumping
it into VPB? Is there an application that does this?

Thanks,

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org

[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Glenn
Waldron
Sent: Thursday, September 12, 2013 12:04 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [vpb] osgdem and HAE/MSL

Nick, Shayne,

I have not looked at VPB in a while, but I believe it expects height
values
to be referenced to the WGS84 ellipsoid. If that's the case you'll
need to
convert it first to HAE.

By the way: DTED heights are referenced to the EGM96 geoid (not to
the WGS84
ellipsoid). So they need conversion in order to be properly
displayed. GDAL
(up until recently?) does not convey this information so there's no
way for
the application to know. You just have to know :)


Glenn Waldron / @glennwaldron


On Thu, Sep 12, 2013 at 1:45 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


Nick,

Osgdem will work with the input elevation. It will build the
database based
on the input source. For example if you're using DTED and
the
geocentric
option, it will place the point at the specified elevation
(in
meters) above
the ellipsoid. The point is represented in the Cartesian
ECEF
geocentric
space (e.g. x,y,z).

The default ellipsoid used is WGS84. You can specify the
polar and
equatorial radii  in osgdem to fit to another ellipsoid.
Just make
sure you
specify those radii in your EllipsoidModel class on the
rendering
side so
that things match up. The EllipsoidModel class also defaults
to
WGS84...

HTH

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On
Behalf Of
Nick Modly
Sent: Sunday, August 25, 2013 11:46 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] osgdem and HAE/MSL

Hi,

When providing elevation data to osgdem. is it expected to
be in HAE
(height
above ellipoid), or MSL (mean sea level), or can it tell
from the
input? For
example, I am providing elevation data in the AIG/Arc/Info
Binary
Grid
format (.adf). The data represents the elevation of the area
in
meters MSL.
However, when I osgpick a point and convert it to
Lat-Lon-Alt MSL,
the
altitude is off by about 30m (the difference between HAE and
MSL at
this
location).

This are the options I ran osgdem with
$ osgdem --geocentric -o output.ive -l 8 -d ./path-to-dted/
-t
image.tif

Is it possible to specify a vertical datum or coordinate
system,
such as
EGM96?


Thank you!

Cheers,
Nick

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http://forum.openscenegraph.org/viewtopic.php?p=55984#55984





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Re: [osg-users] [vpb] osgdem and HAE/MSL

2013-09-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Glenn,

VPB does reference to the WGS84 for the --geocentric option.

So to do the conversion, do you have to remove the contribution of the geoid
(gravitational equipotential surface) from the raw DTED first before pumping
it into VPB? Is there an application that does this?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Thursday, September 12, 2013 12:04 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [vpb] osgdem and HAE/MSL

Nick, Shayne,

I have not looked at VPB in a while, but I believe it expects height values
to be referenced to the WGS84 ellipsoid. If that's the case you'll need to
convert it first to HAE.

By the way: DTED heights are referenced to the EGM96 geoid (not to the WGS84
ellipsoid). So they need conversion in order to be properly displayed. GDAL
(up until recently?) does not convey this information so there's no way for
the application to know. You just have to know :)


Glenn Waldron / @glennwaldron


On Thu, Sep 12, 2013 at 1:45 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


Nick,

Osgdem will work with the input elevation. It will build the
database based
on the input source. For example if you're using DTED and the
geocentric
option, it will place the point at the specified elevation (in
meters) above
the ellipsoid. The point is represented in the Cartesian ECEF
geocentric
space (e.g. x,y,z).

The default ellipsoid used is WGS84. You can specify the polar and
equatorial radii  in osgdem to fit to another ellipsoid. Just make
sure you
specify those radii in your EllipsoidModel class on the rendering
side so
that things match up. The EllipsoidModel class also defaults to
WGS84...

HTH

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Nick Modly
Sent: Sunday, August 25, 2013 11:46 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] osgdem and HAE/MSL

Hi,

When providing elevation data to osgdem. is it expected to be in HAE
(height
above ellipoid), or MSL (mean sea level), or can it tell from the
input? For
example, I am providing elevation data in the AIG/Arc/Info Binary
Grid
format (.adf). The data represents the elevation of the area in
meters MSL.
However, when I osgpick a point and convert it to Lat-Lon-Alt MSL,
the
altitude is off by about 30m (the difference between HAE and MSL at
this
location).

This are the options I ran osgdem with
$ osgdem --geocentric -o output.ive -l 8 -d ./path-to-dted/ -t
image.tif

Is it possible to specify a vertical datum or coordinate system,
such as
EGM96?


Thank you!

Cheers,
Nick

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http://forum.openscenegraph.org/viewtopic.php?p=55984#55984





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[osg-users] VPB terrain to OpenFlight...

2013-06-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

This question may have already been asked, but has anyone successfully
converted/exported a VPB terrain (*.ive file) to an OpenFlight (*.flt)
file? Is this possible to do?

If so, is it better to use osgconv or to do it programmatically?

Thanks,
-Shayne
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Re: [osg-users] VPB terrain to OpenFlight...

2013-06-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the timely reply. That's basically what I needed to know.

I'm assuming if I had a database with a single LOD (e.g. a heightfield) then
that might come across okay?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, June 14, 2013 11:52 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB terrain to OpenFlight...

Hi Shayne,

On 14 June 2013 18:35, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:
 This question may have already been asked, but has anyone successfully 
 converted/exported a VPB terrain (*.ive file) to an OpenFlight (*.flt) 
 file? Is this possible to do?

 If so, is it better to use osgconv or to do it programmatically?

Features like PagedLOD don't map to OpenFlight and an integral part of VPB
generated databases so you won't be able to simply convert to OpenFlight.

You could export the geometry and perhaps convert PagedLOD to LOD's, but
this will require a custom visitor to do the job and the bits you end up
with won't be particularly useful.

Robert.
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Re: [osg-users] VPB terrain to OpenFlight...

2013-06-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Got it. I'll give that a try and see how things shake out.

Thanks for the help...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, June 14, 2013 12:44 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB terrain to OpenFlight...

Hi Shayne,

On 14 June 2013 19:05, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:
 Thanks for the timely reply. That's basically what I needed to know.

 I'm assuming if I had a database with a single LOD (e.g. a 
 heightfield) then that might come across okay?

Actually the osgTerrain components including the height filed won't be
supported by OpenFlight either... so all you'd get would be the LOD's...

You can build databases that contain just LOD's and osg::Geometry based
tiles but you'll need to explicitly select this when you do the VPB build.

Robert.
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Re: [osg-users] Any recent work on CIGI interfaces to OSG?

2013-05-29 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
That's neat...a lot more folks coming out of the closet that are using
OSG-based IGs using CIGI...;^). 

Actually CIGI is quite prolific in the IG industry which is nice for anyone
who has a host that has to interface with different IGs or wants to upgrade
to a different IG that supports CIGI. You don't have to rewrite the
communication protocol to switch IGs...

I think VT Mak is another high profile IG vendor that uses OSG technology
under the hood that may support CIGI. 

The last time I glanced at Boeing's MPV code, they had upgraded it to
support OSG 2.8.2. They've jettisoned most of the SDL dependencies and are
now using the osgViewer paradigm along with other, more modern OSG concepts.
The blackboard paradigm still exists with some enhancements.

I don't consider myself a prognosticator but I predict that you will see
more IGs emerge, based on OSG and other open source tools. They will
eventually replace IGs that rely on proprietary scenegraphs and databases
because of reduced cost. In the early days, IG vendors relied on proprietary
hardware to introduce their discriminators from the competition. With the
advent of programmable GPUs found on COTS cards such as NVIDIA and ATI, most
of those proprietary hardware discriminators have evaporated and many have
had to retreat to proprietary scenegraphs, tools, and databases to maintain
their business edge. I think you will see a similar revolution in the
software realm as open source tools like OSG make inroads into the current
IG market. Proprietary software used by most IG vendors today (such as
scenegraphs and databases) could suffer the same fate as proprietary IG
hardware did back in the 90's...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lionel
Lagarde
Sent: Wednesday, May 29, 2013 8:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Any recent work on CIGI interfaces to OSG?

Hi, 

I work on an image generator based on OpenSceneGraph and driven by CIGI
commands.

Web site of the company: http://www.oktal-se.fr Section SE-FAST-IG.

At first MPV was a source of inspiration. This is no longer the case now.
It's been a few years since I look at MPV base code.

Lionel



On 24/05/2013 23:26, Chris Calef wrote:


Hi, 


I'm new to OSG, coming in from the direction of FlightGear, but I'm
here primarily because I am interested in implementing a CIGI interface to
FlightGear, and would like to put as much of this work as possible into an
OSG module in order to make it useful to the larger OSG community and not
only FlightGear developers.


I have read the conversations about doing this from several years
ago, but have not found any recent discussion or located any available code
drops.  I have downloaded the MPV example from CIGI at sourceforge, which is
based on OSG, and that is quite helpful, but I wanted to introduce myself
here and see if anyone can catch me up on any other existing work in this
direction, or give me advice about where to start.


Much of the CIGI interface is dedicated to higher order simulation
functions (ie celestial bodies, ocean conditions, aircraft controls) which
are probably too specific to implement at the OSG layer, but I'd like to
make at least a virtual wrapper in OSG which could be inherited by
FlightGear and other OSG based projects, each of which could determine on
its own which functions to support, and how to support them.


Any pointers would be welcome.  I am applying for funding for this
project in one week, so the more information I can gather before then the
better.  


Thanks for all your efforts!

Chris Calef, CTO
BrokeAss Games, LLC



 

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Re: [osg-users] Any recent work on CIGI interfaces to OSG?

2013-05-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Our host talks with several different IGs on the backend (OSG, Quantum3D,
Aechelon) . All use the CIGI protocol. If it wasn't for CIGI, our host would
have to support different ways of communicating with each IG which would be
a pain. 

The OSG-based IG is one that we developed in-house. Like both Chris' , we
also spawned our efforts off of Boeing's MPV with our own modifications.

Rather than rolling CIGI into OSG, I would suggest using a thread/process
that eats CIGI packets that then interfaces with OSG where applicable.

A while back, the developer of osgVisual had contemplated writing a CIGI
plugin. I don't know where that effort ended up though...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Best
Sent: Tuesday, May 28, 2013 2:29 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Any recent work on CIGI interfaces to OSG?

Hi Chris,


I work on an OpenSceneGraph-based image generator for the Federal Aviation
Administration that is built on the CIGI protocol. Like you, we originally
started from MPV and worked from there. Thankfully we threw all that code
away and started from scratch.

I don't know how much has changed in MPV in the past five years... Maybe
it's a great, well-engineered piece of software now! But if it's like what I
remember, I'd only use it as a reference on CIGI concepts, not on how to
integrate OSG into a CIGI application. It wasn't designed for
multithreading, it was originally built for OSG 0.91, and it uses a library
called osgSDL to handle Windowing, threading, and user input... Which
makes using any modern OSG code/examples (which expect an osgViewer/osgGA
base) problematic to say the least. 


Also, if you're serious about CIGI support, you may need to roll your own
CIGI library. I haven't looked at the 3.3.3 version of CCL, but when it
finally became apparent that our wrapper code around CCL 3.3.2 was rivaling
the size of CCL itself, we ended up rewriting it from scratch. Again, it's a
good solution for teaching you the concepts, but I think it's really best as
a reference implementation and not practical for production use...


May I ask why you're working on adding a CIGI interface to FlightGear? I'm
only curious because we keep asking ourselves why we stuck with CIGI all
these years, as no one else actually seems to use it! Any other vendors we
deal with always go Well, yeah, you CAN use CIGI with our stuff... But it'd
really be better if you used our API instead! And then when you look at
their CIGI support, they usually have just wrapped their proprietary packets
in CIGI custom packets... Bleh.


But if this hasn't thoroughly discouraged you yet... Well, I'm not sure I
have any good news for you, really. You're going to find that SO MUCH of
CIGI is either incredibly ambiguous or 'implementation defined', that you're
going to have trouble writing a general-purpose CIGI wrapper. If you're
willing to get more specific, I think a useful area for you to work on is
handling EntityCtrl packets at the very least, to add/move/delete entities
to a scene graph. That's (to me) the really key/useful feature exposed by
CIGI, and is probably the most well-defined part of the protocol. It'll also
be your first real taste of how CIGI gets you most of the way, as you'll
have to provide an out-of-band way to map entity types to model files, and
also a way to let a user specify the coordinate system transform from the
WGS84 ellipsoid to their database coordinates. Oh, and CIGI optionally lets
you specify a custom ellipsoid, too. I'd save some sanity and leave that
particular feature in the not supported column. :)


After that... Extending osgGA::NodeTrackerManipulator to follow the Ownship
entity in your scene graph would be a good step towards having a functional
image generator, if that's what you're aiming for. 


If you have any specific questions, feel free to ping me and I'll be happy
to share the dubious benefits of five years of working on your problem with
you. 

But if you're looking for general advice on implementing CIGI in OSG...
Well... In one word: Don't.


In slightly more words: Think very hard as to why you're doing it, and what
the likelihood is you'll actually ever integrate your solution with a
DIFFERENT system that uses CIGI... And is using a compatible version of
CIGI... And made the same (or similar enough) choices about the ambiguous or
implementation defined features...


Good luck.


-Chris B




On Fri, May 24, 2013 at 5:26 PM, Chris Calef chris.ca...@gmail.com wrote:


Hi, 


I'm new to OSG, coming in from the direction of FlightGear, but I'm
here primarily because I am interested in implementing a CIGI interface to
FlightGear, and would like to put as much of this work as possible into an
OSG module in order to make it useful to the larger OSG community and not
only FlightGear developers.



Re: [osg-users] Height of the terrain on a given lang/long

2013-04-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
The methods provided in osgSim work for geocentric databases. Is your
terrain built as a geocentric database?

If so, you can get the HAT/HOT with this...

earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat),
osg::DegreesToRadians(lon), alt, X,Y,Z);
hat =
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain.get(),
osg::Vec3d(X,Y,Z));

If you're a flat earth with lat/lon only, then what you've got is
probably fine...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Zeki
Yugnak
Sent: Thursday, April 18, 2013 7:15 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Height of the terrain on a given lang/long

Hi everyone,

I am trying to calculate height value of the terrain on a given latitude
and longitude. I am using a ive formatted terrain model that was
converted using osgDem from Dted level-1 data. I searched a solution on
whole osg forum and web but i could not find good one. Also I looked
HeightAboveTerrain class and osgintersection sample but these class does
not work only given a latitude and longitude values. 

I can get height on terrain with following code block,  is it a good
solution?


Code:

osg::PagedLOD* pLod =
dynamic_castosg::PagedLOD*(coordinateSystemNode-getChild(0));
osgTerrain::TerrainTile* pTopTile =
dynamic_castosgTerrain::TerrainTile*(pLod-getChild(0));
osgTerrain::HeightFieldLayer* pLayer =
dynamic_castosgTerrain::HeightFieldLayer*(pTopTile-getElevationLayer(
));

pLayer-getInterpolatedValidValue( osg::DegreesToRadians(langVal),
osg::DegreesToRadians(longVal), height );




Cheers,

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Re: [osg-users] reading dem/image files...

2013-04-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I did try the extension of gdal and that successfully loaded the file.
However, the data doesn't display when I add by HeightField object to my
geode for display. The osgviewer app doesn't display the data correctly
either...

Any thoughts as to why?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, April 12, 2013 12:24 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] reading dem/image files...

Hi Shayne,


If you want to use the gdal plugin in this way you'll either need to
preload the gdal plugin or append the .gdal extension to your filename
so that the OSG knows to load the gdal plugin to attempt the load the
data.

Robert.



On 11 April 2013 23:19, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:


All,

I'm attempting to load a height field by using

osg::HeightField *grid = osgDB::readHeightFieldFile(...)

where the file is a gdal supported dem/image file format. When I
attempt
to read the file, I'm getting the error

Warning: could not find plugin to read objects from file...

Is this because readHeightFieldFile() doesn't support the
formats gdal
supports or is there something wrong with my environment so that
my
plugins aren't loading correctly?

My environment is window 7 and OSG 3.0.1...

Thanks,
-Shayne
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[osg-users] reading dem/image files...

2013-04-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

I'm attempting to load a height field by using

osg::HeightField *grid = osgDB::readHeightFieldFile(...)

where the file is a gdal supported dem/image file format. When I attempt
to read the file, I'm getting the error

Warning: could not find plugin to read objects from file...

Is this because readHeightFieldFile() doesn't support the formats gdal
supports or is there something wrong with my environment so that my
plugins aren't loading correctly?

My environment is window 7 and OSG 3.0.1...

Thanks,
-Shayne
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks. I will do that.

I'll most likely have more questions as I move along...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan
Ciger
Sent: Tuesday, April 02, 2013 1:25 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to build OpenSceneGraph for Android in
Windows

On 04/02/2013 06:56 PM, Shayne Tueller wrote:
 Hi Jan,

 So are you saying that Cygwin is the best way to compile OSG for
Android on Windows? I don't think the tutorial in this thread uses
Cygwin which makes this all the more confusing...

 I'll try setting the ANDROID_NDK environment variable to the path
where it resides and issue the make command again.


You need to read (and get familiar) with the Android NDK documentation
as well. Otherwise you are going to be tearing your hair out for a good
while.

For Windows, Cygwin 1.7 or higher is required. The NDK will not work
with Cygwin 1.5 installations.

http://developer.android.com/tools/sdk/ndk/index.html#Reqs

The ndk_build script is a bash script, using GNU make. Neither of those
tools are available on Windows by default, so you need to get them from
Cygwin.

I suggest that you first try to compile some simple NDK example so that
you are familiar with how the build works, how things integrate with the
regular Android application code (Java) and only then start with OSG.

Regards,

Jan


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Re: [osg-users] SGI: Performer licensesing Ends!

2013-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
SGI? I didn't know they were still around...;^)

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David
Glenn
Sent: Monday, March 25, 2013 3:54 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] SGI: Performer licensesing Ends!

Greetings All!

For anyone who is sentimental, SGI has announced that issuance of
Performer licenses will end as of 06/30/2013.

Good thing that I now use OpenSceneGraph!
... 
David Glenn - D Glenn 3D Computer Graphic Entertainment!


David Glenn
---
D Glenn 3D Computer Graphics amp; Media Systems.
www.dglenn.com

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Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If you enable two-sided lighting, the driver flips the lighting normals
so that the back side of the polygon is lit correctly. There should be
no need to do this in a shader (with OGL that supports fixed
functionality...).

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christian Buchner
Sent: Thursday, March 14, 2013 10:46 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [forum] Rendering backface like front face


The front and back material properties were set to same values, it's
just that when doing the calculations for the back side, the normal
vector is not pointing towards the light source but away from it.

I only looked at this issue briefly, and concluded that it would take
some GLSL to fix it.

Christian


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Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

Thanks for pointing that out. I failed to mention the winding rule
dependency...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Thursday, March 14, 2013 1:44 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [forum] Rendering backface like front face

There are a couple different scenarios.

If a surface is composed of triangles that all have a normal consistent
with the winding order, but some of the triangles are facing the wrong
way, then two-sided lighting will address the issue. That's why I asked
the OP if he had tried this.

If your surface has normals that are not consistent with vertex winding
order, then you might be able to fix this in a shader by flipping the
normal only when the dot product is negative, but I've never tried this.
I've always just called it a modeling bug. :-)


On Thu, Mar 14, 2013 at 12:27 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


If you enable two-sided lighting, the driver flips the lighting
normals
so that the back side of the polygon is lit correctly. There
should be
no need to do this in a shader (with OGL that supports fixed
functionality...).


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christian Buchner
Sent: Thursday, March 14, 2013 10:46 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [forum] Rendering backface like front
face


The front and back material properties were set to same values,
it's
just that when doing the calculations for the back side, the
normal
vector is not pointing towards the light source but away from
it.

I only looked at this issue briefly, and concluded that it would
take
some GLSL to fix it.

Christian



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Skew Matrix Software LLC 
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Re: [osg-users] Most efficient way to get a single pixel RGBA froman FBO texture

2013-01-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Whatever you end up doing, you want to avoid doing the equivalent of
glReadPixels since that stalls the pipe and is relatively slow. I
noticed that this was one of the suggestions in the link provided
below...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan
Fahy
Sent: Wednesday, January 23, 2013 7:24 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Most efficient way to get a single pixel RGBA
froman FBO texture

I should note that my needs are very similar to the ones described in
this post:

http://forum.openscenegraph.org/viewtopic.php?t=5941highlight=glreadpix
els

I adapted the sample code given at the end of that thread and found that
while I was able to retrieve the correct pixel values, I also was
getting the:

warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw()

warning after every frame, regardless of whether my rtt camera was set
to post render or pre render.  Unfortunately that thread ended 2.5 years
ago without a full resolution to the outstanding questions.

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Re: [osg-users] Basic whitepaper on LOD in OpenSceneGraph

2013-01-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Both would be great to have. Thank you...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
Hanson
Sent: Thursday, January 17, 2013 5:35 PM
To: OpenSceneGraph Users
Subject: [osg-users] Basic whitepaper on LOD in OpenSceneGraph


  I pulled out some material I developed for various training seminars
in the past and polished it up a bit as a whitepaper:

http://alphapixel.com/content/level-detail-lod-openscenegraph


  If anyone has any corrections or comments, shoot me a note.

  I have another one about the structure and workings of VPB databases
that I'll try to get out in the next couple of weeks.


-- 

Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/ Training * Consulting * Contracting 3D *
Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 *
GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL Digital Imaging * GIS * GPS *
osgEarth * Terrain * Telemetry * Cryptography * Digital Audio * LIDAR *
Kinect * Embedded * Mobile * iPhone/iPad/iOS * Android @alphapixel
https://twitter.com/alphapixel  facebook.com/alphapixel (775) 623-PIXL
[7495]
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Re: [osg-users] Fitting my world into the viewport

2012-12-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This thread of discussion may help you...

http://forum.openscenegraph.org/viewtopic.php?t=11461

Also, since you are new to the OSG, I would suggest that you look
closely at the provided examples to obtain an understanding on how the
OSG classes are used in the applications. Looking at the OSG source
itself is also helpful in understanding how it works...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Daniel
Peraza
Sent: Sunday, December 23, 2012 2:14 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Fitting my world into the viewport

Hi, I'm very new to OSG and OpenGL programming in general, but right now
I'm working on my thesis and my application requires to load several
models on the same scene. Once every model is done loading, I must
adjust the viewer's settings so that an user is able to see the entire
scene. I know this can be achieved by fitting the world's bounding
sphere into the viewport, the problem is that I don't know OSG Classes
well enough to do so.

My application is Qt-based and uses a Track Ball Manipulator. I wonder
if I must use the manipulator methods, or adjust the camera's projection
directly.

I'd appreciate if you can give me some examples of how should I work on
this.


Thank you!

Cheers,
Daniel

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Re: [osg-users] Streaming world and integer limits

2012-10-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If you're modeling on the earth, you should be using double precision
for your camera position...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dmitry
K.
Sent: Tuesday, October 30, 2012 2:16 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Streaming world and integer limits

I'm saying about position of a node. 
If I model earth (for example) then the camera (for example) or another
node will move from southern pole (0, 0) to equator (0, MAX_INT) and
then it will move again to southern pole though it increments its
position (not decrements), due to integer overflow (MAX_INT + inc_pos =
inc_pos).

Again, if I have a node with position (200, 200) and a child node with
position (MAX_INT, MAX_INT) the result position of the child's node will
be MAX_INT + 200, MAX_INT + 200. That means integer overflow again.

These two cases are not clear for me. Sorry, if I've expressed myself
not so clearly. Thanks for your answers.

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Re: [osg-users] OpenSceneGraph for Beginners tutorial help requested

2012-10-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Another thing to check is make sure you're not mixing debug version of
OSG with a release version of your app and vice versa. They must be the
same.

I've had readNodeFile() fail as below when I accidently linked my
release built app with debug OSG...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Seth
Hays
Sent: Sunday, October 28, 2012 7:48 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OpenSceneGraph for Beginners tutorial help
requested

Hi,

I've been working with the OSG Beginners book.  I am trying to get the
first program to run but I continually get a bad alloc error:

Code:

Microsoft C++ exception: std::bad_alloc at memory location 0x00a1d4f0..




The break point is:

Code:

inline osg::Node* readNodeFile(const std::string filename) { return
readNodeFile(filename,Registry::instance()-getOptions());
}




And the following is my code:

Code:

#include osgDB/ReadFile
#include osgViewer/Viewer

int main( int argc, char** argv ) {
osg::ref_ptrosg::Node root =
osgDB::readNodeFile(c:\\osg\\data\\cessna.osg);
osgViewer::Viewer viewer;
viewer.setSceneData( root.get() );
return viewer.run();
}




Any hints would be fantastic.


Thank you!

Cheers,
Seth

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Re: [osg-users] Increasing line width

2012-10-17 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Take a look at the createAxis() in the osgbillboard.cpp file for the
osgbillboard example. There's code in there to set linewidth...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Filip
Arlet
Sent: Wednesday, October 17, 2012 3:55 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Increasing line width

Hi,

I want to highlight part of CAD model. I have big symbol with lines,
that have different line width. Now I want to render that lines with
+4.0f linewidth according to original width of every line.

What is the best approach?

Thank you!

Cheers,
Filip

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Re: [osg-users] How can I get the viewer's camera to 'ignore' anode's geometry?

2012-10-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
We specify the near  far planes manually and we don't have z-buffer
issues with models on the earth's surface. Perhaps you should select the
option DO_NOT_COMPUTE_NEAR_FAR for cull settings...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Thrall,
Bryan
Sent: Friday, October 05, 2012 8:55 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] How can I get the viewer's camera to 'ignore'
anode's geometry?

Preet wrote on 2012-10-04: 
 Sorry if it wasn't clear; the items aren't being displayed because the

 near and far planes that osg sets creates a frustum that doesn't
include
 them. I need to manually set the near and far planes to see
everything.
 
 The near and far planes that osg sets without the earth surface
geometry
 is fine. Once you add the surface geometry though, the near and far 
 planes are set such that the items are no long in the view frustum.

If the surface geometry is in view but the calculated frustum doesn't
contain it, then that sounds like a bug that should be investigated
further. Are you certain the frustum really doesn't contain the surface
geometry?

It seems more likely that the problem is with z buffer precision due to
the earth geometry pushing the far plane out so far that the surface
geometry is getting buried, as other people in the thread have
suggested.
--
Bryan Thrall
Principal Software Engineer
FlightSafety International
bryan.thr...@flightsafety.com


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Re: [osg-users] VPB in VS10...

2012-09-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
You've got mail...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
Hanson
Sent: Monday, September 24, 2012 1:59 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] VPB in VS10...

See my previous post.
 The template compile errors that I'm getting are strange.
Perusing the forum, I did find something similar when someone was
compiling osgPhysics against OSG...




  I didn't find it at a quick glance. Can you email it to me privately?
 

-- 

Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/ Training * Consulting * Contracting 3D *
Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 *
GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL Digital Imaging * GIS * GPS *
Telemetry * Cryptography * Digital Audio * LIDAR * Kinect * Embedded *
Mobile * iPhone/iPad/iOS * Android

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[osg-users] VPB in VS10...

2012-09-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a couple of questions regarding VirtualPlanetBuilder on
Windows...

 

1)  Does the latest SVN of VPB compile on Windows 7 using Visual
Studio 10 and OSG 3.0.1? I'm having major issues getting it to compile
in this environment.

2)  If it does compile, will it run without the nvtt for
compression? My current machine has an ATI card (no NVIDIA).

 

Thanks,

-Shayne

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Re: [osg-users] VPB in VS10...

2012-09-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
That's good to know.

I have version 0.9.12 which should compile against OSG 3.0.1. Perhaps
I'm not using CMake to generate the projects correctly. 

Is there a Wiki for building VPB using Cmake? I've always done it on
Linux but this is a first on Windows...

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
Hanson
Sent: Friday, September 21, 2012 12:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB in VS10...

On Fri, Sep 21, 2012 at 12:15 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


All,

1)  Does the latest SVN of VPB compile on Windows 7 using
Visual Studio 10 and OSG 3.0.1? I'm having major issues getting it to
compile in this environment.

2)  If it does compile, will it run without the nvtt for
compression? My current machine has an ATI card (no NVIDIA).




 

  I last built VPB .9.11 against OSG 3.1.0 in Jan of this year, on VC++
2010 32 and 64-bit without nvtt.

  I don't think NVTT requires an Nvidia card, in fact, it can be used
with NO OpenGL graphics card.
  
-- 

Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/ Training * Consulting * Contracting 3D *
Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 *
GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL Digital Imaging * GIS * GPS *
Telemetry * Cryptography * Digital Audio * LIDAR * Kinect * Embedded *
Mobile * iPhone/iPad/iOS * Android

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Re: [osg-users] How to update only one view in compositeviewer?

2012-09-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Roman,

Have you tried view-getCamera()-setNodeMask(0x0)?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
Grigoriev
Sent: Thursday, September 13, 2012 11:09 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How to update only one view in compositeviewer?

Hi,

I have qt app with tab widget with two views in one compositeviewer When
I switch tab I'd like not to render invisible window.
I browse source and not found any method to disable rendering on certain
view

Thank you!

Cheers,
Roman

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50037#50037





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Re: [osg-users] OpenSceneGraph Newbie: PErformance question

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Are you on Windows or Linux? 

If Windows, are you running with debug OSG libs? If so, release OSG libs
are much faster.

Just a thought...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Randall
Hand
Sent: Monday, September 10, 2012 8:35 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OpenSceneGraph Newbie: PErformance question

I'm experimenting with OpenScenegraph for a new project, and I've build
a simple application that opens 2 viewer windows, and places 3 teapots
in them (using the teapot object from the osgteapot example),
translating them into different positions.  My resulting scene graph
(saved as an osg) looks like this: 


Group {
  UniqueID Group_0
  nodeMask 0x
  cullingActive TRUE
  num_children 3
  Group {
UniqueID Group_1
nodeMask 0x
cullingActive TRUE
StateSet {
  UniqueID StateSet_2
  DataVariance STATIC
  rendering_hint DEFAULT_BIN
  renderBinMode USE
  binNumber 50
  binName RenderBin
}
num_children 1
MatrixTransform {
  nodeMask 0x
  cullingActive TRUE
  referenceFrame RELATIVE
  Matrix {
1 0 0 0
0 1 0 0
0 0 1 0
0 -50 0 1
  }
  num_children 1
  Geode {
UniqueID Geode_3
nodeMask 0x
cullingActive TRUE
StateSet {
  UniqueID StateSet_4
  DataVariance STATIC
  rendering_hint DEFAULT_BIN
  renderBinMode INHERIT
  Material {
ColorMode OFF
ambientColor 0.2 0.2 0.2 1
diffuseColor 0.8 0.8 0.8 1
specularColor 0 0 0 1
emissionColor FRONT 0 1 0 1
emissionColor BACK  1 0 0 1
shininess 0
  }
  LightModel {
ambientIntensity 0.2 0.2 0.2 1
colorControl SINGLE_COLOR
localViewer FALSE
twoSided TRUE
  }
}
num_drawables 1
  }
}
  }
  Group {
UniqueID Group_5
nodeMask 0x
cullingActive TRUE
Use StateSet_2
num_children 1
MatrixTransform {
  nodeMask 0x
  cullingActive TRUE
  referenceFrame RELATIVE
  Matrix {
1 0 0 0
0 1 0 0
0 0 1 0
-10 -50 0 1
  }
  num_children 1
  Use Geode_3
}
  }
  Group {
UniqueID Group_6
nodeMask 0x
cullingActive TRUE
Use StateSet_2
num_children 1
MatrixTransform {
  nodeMask 0x
  cullingActive TRUE
  referenceFrame RELATIVE
  Matrix {
1 0 0 0
0 1 0 0
0 0 1 0
10 -50 0 1
  }
  num_children 1
  Use Geode_3
}
  }
}


Pretty basic.. However, I'm only getting about 60-70fps (in each of my 2
viewers).  I've already set the vsync=false in my Stateset for the
viewer (if I run with _nothing_ in my Scene Graph I get over 1000fps).
Is this typical performance? I really expected to still be getting
100+fps easy with such trivial geometry.


-- 
Randall Hand
http://www.yeraze.com


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[osg-users] LineSegmentIntersector question...

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a couple of questions regarding LineSegmentIntersector. 

 

I noticed that for a given line segment, it currently computes and
returns ALL intersections with a given geometry in the scene.

 

My questions are:

 

1)  Does it support a feature of detecting a hit and then
returning without the need to compute all the intersections? This would
be sort of like a visibility test.

2)  Does it have the ability to find the closest intersection
without the need to compute all the intersections? In other words, does
it step along from the starting point of the line segment until an
intersection is found and then bail out?

3)  If it doesn't support these features, is it possible to modify
the LineSegmentIntersector to support these?

 

I would think that having this capability would improve performance
where applicable.

 

Thanks for any input in advance...

 

-Shayne

 

 

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Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Farshid,

Thanks much for the input and addressing my questions. That is good news
that the support is there.

I'm assuming the default is NO_LIMIT. Is this true?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid
Lashkari
Sent: Tuesday, September 11, 2012 11:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector question...

Hi Shayne,

The base osgUtil::Intersector class supports setting the limits on
intersection results, using the setIntersectionLimit() method. The
current options are NO_LIMIT, LIMIT_ONE_PER_DRAWABLE, LIMIT_ONE,
LIMIT_NEAREST.

On Tue, Sep 11, 2012 at 9:47 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:

1)  Does it support a feature of detecting a hit and then
returning without the need to compute all the intersections? This would
be sort of like a visibility test.

Set the intersection limit to LIMIT_ONE



2)  Does it have the ability to find the closest
intersection without the need to compute all the intersections? In other
words, does it step along from the starting point of the line segment
until an intersection is found and then bail out?

Set the intersection limit to LIMIT_NEAREST. This mode could be
optimized more, but it will currently reject a subgraph if the nearest
point of the bounding sphere is further than the nearest hit. So it can
still provide significant savings in computation time.

Cheers,
Farshid
 



3)  If it doesn't support these features, is it possible to
modify the LineSegmentIntersector to support these?

 

I would think that having this capability would improve
performance where applicable.

 

Thanks for any input in advance...

 

-Shayne

 

 


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Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just a follow on question to my previous email...

Is this functionality of setting limits on intersection results only
found in later versions of OSG? I'm currently using OSG 2.9.11 and I
can't find any support for this. I guess this would explain why I asked
the questions in the first place.

If true, I need to upgrade to a later version like 3.0.1...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, September 11, 2012 11:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector question...

Farshid,

Thanks much for the input and addressing my questions. That is good news
that the support is there.

I'm assuming the default is NO_LIMIT. Is this true?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid
Lashkari
Sent: Tuesday, September 11, 2012 11:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector question...

Hi Shayne,

The base osgUtil::Intersector class supports setting the limits on
intersection results, using the setIntersectionLimit() method. The
current options are NO_LIMIT, LIMIT_ONE_PER_DRAWABLE, LIMIT_ONE,
LIMIT_NEAREST.

On Tue, Sep 11, 2012 at 9:47 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:

1)  Does it support a feature of detecting a hit and then
returning without the need to compute all the intersections? This would
be sort of like a visibility test.

Set the intersection limit to LIMIT_ONE



2)  Does it have the ability to find the closest
intersection without the need to compute all the intersections? In other
words, does it step along from the starting point of the line segment
until an intersection is found and then bail out?

Set the intersection limit to LIMIT_NEAREST. This mode could be
optimized more, but it will currently reject a subgraph if the nearest
point of the bounding sphere is further than the nearest hit. So it can
still provide significant savings in computation time.

Cheers,
Farshid
 



3)  If it doesn't support these features, is it possible to
modify the LineSegmentIntersector to support these?

 

I would think that having this capability would improve
performance where applicable.

 

Thanks for any input in advance...

 

-Shayne

 

 


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Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Farshid,

Thank you for your help...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid
Lashkari
Sent: Tuesday, September 11, 2012 11:28 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector question...

Hi Shayne,

Yes, the default is NO_LIMIT. I'm using it in version 2.9.12, but I
think I might have backported it from a newer version. Sounds like
you'll need to do an upgrade to get this feature.

Cheers,
Farshid


On Tue, Sep 11, 2012 at 10:25 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


Just a follow on question to my previous email...

Is this functionality of setting limits on intersection results
only
found in later versions of OSG? I'm currently using OSG 2.9.11
and I
can't find any support for this. I guess this would explain why
I asked
the questions in the first place.

If true, I need to upgrade to a later version like 3.0.1...


-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of

Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, September 11, 2012 11:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector question...

Farshid,

Thanks much for the input and addressing my questions. That is
good news
that the support is there.

I'm assuming the default is NO_LIMIT. Is this true?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Farshid
Lashkari
Sent: Tuesday, September 11, 2012 11:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector question...

Hi Shayne,

The base osgUtil::Intersector class supports setting the limits
on
intersection results, using the setIntersectionLimit() method.
The
current options are NO_LIMIT, LIMIT_ONE_PER_DRAWABLE, LIMIT_ONE,
LIMIT_NEAREST.

On Tue, Sep 11, 2012 at 9:47 AM, Tueller, Shayne R Civ USAF AFMC
519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:

1)  Does it support a feature of detecting a hit
and then
returning without the need to compute all the intersections?
This would
be sort of like a visibility test.

Set the intersection limit to LIMIT_ONE



2)  Does it have the ability to find the closest
intersection without the need to compute all the intersections?
In other
words, does it step along from the starting point of the line
segment
until an intersection is found and then bail out?

Set the intersection limit to LIMIT_NEAREST. This mode could be
optimized more, but it will currently reject a subgraph if the
nearest
point of the bounding sphere is further than the nearest hit. So
it can
still provide significant savings in computation time.

Cheers,
Farshid




3)  If it doesn't support these features, is it
possible to
modify the LineSegmentIntersector to support these?



I would think that having this capability would improve
performance where applicable.



Thanks for any input in advance...



-Shayne






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Re: [osg-users] KdTree issue...

2012-08-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the feedback. After I had posted my problem, I did find a
previous thread of discussion that addressed a somewhat similar problem
to what I've been seeing. It too was related to memory or a lack
thereof. I can certainly look into it further to see if that is the
problem.

On moving to OSG 3.0.1, I can try it and move on from there. I'm
assuming that there is a version of VPB that is in lockstep to the 3.0.1
release?

Thanks for your help.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Saturday, August 25, 2012 1:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] KdTree issue...

HI Shayne,

The stack trace suggests an allocation issue when building a KdTree
leaf.  Any chance you are running out of memory?

As a general comment I would suggest that you try OSG-3.0.1 rather than
a old 2.9.x developer release as there is chance that bug fixes will
have fixed bugs that are relevant to you.

If moving to OSG-3.0.1 doesn't fix the issue then I would work on
isolate which tile causes the KdTree builder to crash, to do this I'd
write out each tile to a .osg(t) file prior to doing the KdTree build so
if it crashes you have a record of the problem tile and can then test it
stand alone.

Robert.


On 25 August 2012 00:16, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:
 All,



 I have a terrain database built with VPB that I'm currently doing 
 visibility tests on based on ten different locations on the terrain. 
 The tests are using the osgSim::LineOfSight class to determine 
 intersection with the terrain between each location. Things appear to 
 run fine until I use KdTrees to speed up the intersection testing
(which is quite slow) with the terrain.
 I use the call



 osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::
 Options::BUILD_KDTREES);



 to do this. Unfortunately doing this causes the application to crash 
 when doing the intersection tests. I've attached a debug stack trace 
 after the crash has occurred (KdTreeCrash.txt). I've also turned on
VERBOSE_OUTPUT
 in the KdTree.cpp file to gather more information on why this is 
 happening (KdTreeOut.txt). I'm not familiar enough with the pertinent 
 code to determine why KdTrees is causing the application to blow up.



 I'm running with OSG 2.9.11 on Windows 7, Visual Studio 2008.



 Any ideas on what's going on? Is there a limitation on what KdTrees 
 will handle?



 Thanks,

 -Shayne


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Re: [osg-users] post-rendering warping and off-axis projection

2012-08-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Torben,

Thanks for addressing my questions and providing that information.

We've relied on the projectors and associated software (Mersive) to do
the distortion correction and edge blending but a cheaper
(monetary-wise) approach is always worth investigating...

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Tuesday, August 21, 2012 4:15 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] post-rendering warping and off-axis projection

Hi Shayne,



 
 On the distortion correction, is there really any need for pixel level

 distortion? That would seem very expensive. I would think that 
 textureCoodinate distortion is more than sufficient with a reasonable
mesh resolution. I haven't seen the need for pixel level distortion in a
spherical dome display.
 


distortionNG supports vertex distortion and  texCoord distortion, pixel
wise distortion is planned but not yet realized because we do not have a
use case for pixel wise distortion.
Theoretically it is the most flexible distortion but it thwarts a lot of
OpenGLs image quality enhancements like anti-aliasing and makes the
image noisy, so you need to apply a filter at a post rendering stage.
It could be realized in shaders as it is done in the current( old)
osgVisual distortion module, its perfomance is aceptable.

With vertex(mesh)  distortion and texCoord-distortion you can achieve
identical results but I personmally prefere the vertex distortion for
the follow reason:
If you configure distortionNG to display the distortion Mesh, you can
use thes mesh to setup/control each channels correct alignment, whereas
with textCoord you cannot do that.


 
 Does osgVisual support an interface for providing asymmetric viewing 
 frustums for each channel? What I mean by this is can I specify the 
 clipping bounds (i.e. rotation, widening or shrinking) for each
channel frustum so that I can effectively tile the channels in a dome
display optimally?
 


You can apply any projectionmatrix OSG/OpenGL allows, it does not
introduice any restrictions.


 
 How does osgVisual deal with edge blending of the channels or do you
rely on the projectors to do this? 
 


The blending is performed in the distortion Modules, the projectors are
COTS devices, only a better color management could be useful to ensure
an identical color temperature on each channel.


-- So why is distortionNG still marked as experimental if it works like
a charm?!
Maybe I should explain the current situation:

The above mentioned 6 channel helicopter simulator uses a proprietary
commercial setup system: It is camera based and its output is the
blendmap, the projection matrix and the distortion matrix used by
distortionNG. It works like a charm, but it is very expensive.

For the academic usage osgVisual aims for, a cheaper solutions should be
available: 
Therefore I'm also working on a mouse based setup method. This is very
easy for vertex/texCoord distortion setup, but it is not so easy for the
projection Matrix or the blend map. The manual setup mode is still unter
construction.

The manual setup should be done in the following order (not yet
finishend, it may contain errors)

* Position the projectors to cover every desired sqare inch of the
screen, ensure that there is a reasonable overlaping of the projectors
to use for blending purposes.
* In each channel display the distortion mesh and align it with the
mouse and setup a regular mesh structure across all channels on the
whole screen. ensure that each distorted channel covers a regular,
ideally rectangular area from the simulator eye point perspective, this
simplyfies the design of the projection matrix.
* Not yet solved because problematic: The blendmaps must be designed
interactively with the mouse. The blend function between black and wite
must not necessarily be linear, but maybe it can be simplyfied be
regarding it as linear. The black blending edges are simple, they are
the edge of the channel projector (blending maps are not distorted!) .
The inner (white) blending edges have to be defined by mouse. If
required the non-linear blend function must be definable.
* Not yet solved because problematic:  the projection Matrix has to be
defined. To set it up correctly, the position of each channel relative
to the simulators eye point must be determined. A cheap theodolith may
be required. Finally the projection matrix has to be defined by this
measured angels relative to eypoint. How to do this interactively I have
no clue (yet) :)

The distortionSet itself is a container which can by saved and restored
(like a path file of the animation manipulator) once it is configured by
one of the above methods.

Finally one thing to mention: Lots of this tasks may be easy - I simply
do not know because my time is limited due to my PhD and my daily work
(both not in this area) and it is hard to get free hours and 

Re: [osg-users] post-rendering warping and off-axis projection

2012-08-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Torben,

That's good news about the CiGi module. If this gets completed, I will
be very interested in looking at osgVisual for our host.

On the distortion correction, is there really any need for pixel level
distortion? That would seem very expensive. I would think that
textureCoodinate distortion is more than sufficient with a reasonable
mesh resolution. I haven't seen the need for pixel level distortion in a
spherical dome display.

Does osgVisual support an interface for providing asymmetric viewing
frustums for each channel? What I mean by this is can I specify the
clipping bounds (i.e. rotation, widening or shrinking) for each channel
frustum so that I can effectively tile the channels in a dome display
optimally?

How does osgVisual deal with edge blending of the channels or do you
rely on the projectors to do this?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Monday, August 20, 2012 1:15 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] post-rendering warping and off-axis projection

Hi,

you can also have a look at osgvisual.org, we are currently working on a
new distortion framework w'll submit once it is finished. We have
already a 6 channel helicopter simulator with a specrical screen working
with that software, only the manual setup via mouse is not working yet.

Here are some images:

http://www.osgvisual.org/projects/osgvisual/chrome/site/img/distortionNG
1.jpg
http://www.osgvisual.org/projects/osgvisual/chrome/site/img/distortionNG
2.jpg
http://www.osgvisual.org/projects/osgvisual/chrome/site/img/distortionNG
3.jpg

The CiGi-Module for multichannel communication is under construction
currently, we hope to finish this autumn.

Do you want to use vertex distortion of the Mesh, textureCoordinate
distortion of the RTT-Output or pixel wise distortion?


Cheers,
Torben

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Re: [osg-users] window-in-window terrain view

2012-08-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Dan,

Yes, you can do a picture in a picture. It's just another view in a
composite viewer that shares the same graphics context as the parent
view (i.e. the view that you're embedding into).
 
So, let's say viewA is the parent view created as usual with something
like setUpViewInWindow(...). Now you want to embed viewB into viewA.
This is done by

viewB-getCamera()-setViewport(x,y,w,h); // x,y referenced from LL
corner of parent window
viewB-getCamera()-setGraphicsContext(viewA-getCamera()-getGraphicsCo
ntext());

You can set the state and scenegraph for viewB just like any other view
that you want to render.

Hope this helps...
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dan
Marshal
Sent: Sunday, August 19, 2012 11:56 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] window-in-window terrain view

Hi,

I am using OSG to create a simple flight sim app.  

I want to have a terrain 'window-in-window' to show the aircrafts path
over the earth.  

The terrain view would have its own coordinates.

Is there a simple way to create a view inside another view?

Thank you!

Cheers,
Dan

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Re: [osg-users] post-rendering warping and off-axis projection

2012-08-17 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Depending on what you're projecting your channels onto (i.e. a spherical
dome surface), you may need to come up with some asymmetrical custom
frustums for each channel so as to minimize overlap and edge blending
artifacts...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ruigang
Yang
Sent: Friday, August 17, 2012 9:03 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] post-rendering warping and off-axis projection

Thank you all for the quick reply. 

I also studied quite bit recently. The RTT camera is exactly what I
need. 
In the OSG cookbook, there is a powerwall exsample. The use of
slave-camea can make off-axis projection easier to set. 

Thank you!

Cheers,
Mark

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Re: [osg-users] ECEF Oriented Compass Implementation

2012-07-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Since you're navigating on a sphere, you always need to calculate the
bearing based off the local up vector of the sphere (ground
stabilized) and not the up vector of the ownship. The reason why your
code works from the birds eye view is because the up vectors between
the two are the same in this case. When you introduce pitch and roll,
the up vector of the ownship diverges from the sphere up vector
which probably explains why your code below no longer works.

Once you calculate the bearing correctly, your compass heading can then
be calculated by using the bearing angle to rotate around the z-axis
(0,0,1).

-Shayne 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of onur
akkaya
Sent: Thursday, June 28, 2012 1:20 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] ECEF Oriented Compass Implementation

Hi,

I have an ECEF terrain and I want to implement a compass node to show
the true north to the user.

I tried the code below but at some angles it does not work correctly.
When the camera is vertical (birds eye view) to the terrain, it works
perfect but if you rotate the camera (elevation or roll) it does not
show the correct value.

thanks,

class Compass : public osg::Camera
{
public:
Compass(void)
{
}

Compass( const Compass copy, osg::CopyOp copyop =
osg::CopyOp::SHALLOW_COPY ):
osg::Camera(copy, copyop),
_plateTransform(copy._plateTransform),
_needleTransform(copy._needleTransform),
_mainCamera(copy._mainCamera),
m_bIsFirst(false)
{
}

Compass::~Compass(void)
{
}

META_Node( osg, Compass );
void setPlate( osg::MatrixTransform* plate )
{
_plateTransform = plate; 
}

void setNeedle( osg::MatrixTransform* needle ) 
{
_needleTransform = needle; 
}

void setMainCamera( osg::Camera* camera ) 
{
_mainCamera = camera;
}

virtual void traverse( osg::NodeVisitor nv )
{
if ( _mainCamera.valid() 
nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR )
{
osg::Matrix matrix = _mainCamera-getViewMatrix();
matrix.setTrans( osg::Vec3() );
osg::Vec3 northVec = osg::Z_AXIS * matrix;  
northVec.z()= 0.0;

northVec.normalize();
osg::Vec3 axis = osg::Y_AXIS ^ northVec;
float angle = atan2(axis.length(), osg::Y_AXIS*northVec);
axis.normalize();

if ( _plateTransform.valid() )
{
_plateTransform-setMatrix( osg::Matrix::rotate(angle,
axis) );
}

_plateTransform-accept( nv );
_needleTransform-accept( nv );
osg::Camera::traverse( nv );
}
}

osg::MatrixTransform* createCompassPlate( const std::string image,
float radius, float height)
{
osg::Vec3 center(-radius, -radius, height);
osg::ref_ptrosg::Geode geode = new osg::Geode;
geode-addDrawable(createTexturedQuadGeometry(center,
osg::Vec3(radius*2.0f,0.0f,0.0f),
osg::Vec3(0.0f,radius*2.0f,0.0f)) );
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;  
texture-setImage(osgDB::readImageFile(image));

osg::ref_ptrosg::MatrixTransform part =new
osg::MatrixTransform();
part-getOrCreateStateSet()-setTextureAttributeAndModes(0,
texture.get() );
 
part-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT
_BIN ); 

part-addChild(geode.get());

return part.release();
}
osg::MatrixTransform* createCompassNeedle( const std::string image,
float radius, float height)
{
osg::Vec3 center(-radius/4, -radius, height);
osg::ref_ptrosg::Geode geode = new osg::Geode;
geode-addDrawable(createTexturedQuadGeometry(center,
osg::Vec3(radius/2,0.0f,0.0f),
osg::Vec3(0.0f,radius*2,0.0f)) );
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;  
texture-setImage(osgDB::readImageFile(image));

osg::ref_ptrosg::MatrixTransform part =new
osg::MatrixTransform();
part-getOrCreateStateSet()-setTextureAttributeAndModes(0,
texture.get() );
 
part-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT
_BIN ); 

part-addChild(geode.get());

return part.release();
}

protected:
osg::ref_ptrosg::MatrixTransform _plateTransform;
osg::ref_ptrosg::MatrixTransform _needleTransform;
osg::observer_ptrosg::Camera _mainCamera;
bool m_bIsFirst;
};

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Re: [osg-users] ECEF to openGl

2012-06-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Are you using OSG or OpenGL?

Since you're using ECEF CS, I'm assuming you want to set things up for
viewing on a spheroid. 

If you're using OSG, you can do the following using OSG's EllipsoidModel
class (earth instance below) to set up viewing given a position and a
look-at location in geodetic CS. It uses your example numbers. I would
have chosen an altitude of something  0.0 to get height above
ellipsoid... 

double geoEyeLat = 15.0;
double geoEyeLon = 10.0;
double alt = 0.0;
double geoLookatLat = geoEyeLat + 0.01;
double geoLookatLon = geoEyeLon;
osg::Vec3d eye;
osg::Vec3d up;
osg::Vec3d lookat;
earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(geoEyeLat),
osg::DegreesToRadians(geoEyeLon), alt, 

eye[0], eye[1], eye[2]);
up = earth-computeLocalUpVector(eye[0], eye[1], eye[2]);
earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(geoLookatLat),
osg::DegreesToRadians(geoLookatLon), alt, 

lookat[0], lookat[1], lookat[2]);
osg::Matrixd t_matrix;
t_matrix.makeLookAt(eye, lookat, up);
view-getCamera()-setViewMatrix(t_matrix);

Hope this helps...

-Shayne



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Pilip
Rogati
Sent: Thursday, June 14, 2012 5:16 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] ECEF to openGl

Hi.
I have a big problem. not sure this is the good place to post this, but
here goes.
I am working on some aircraft simulation game... Problem for me are
coordinates conversion.
All my coordinates are in ECEF. 
I have problem setting up my camera properly and then later transforming
ECEF positions of aircraft so they can be rendered correctly. can
someone please tell me the right way to do it, or even better some code
would be nice.

for example. my camera is at lat 15, lon 10, elevation 0.
i want it to look at lat 15.01, lon 10, elevation 0.
I convert both of theses to ecef, so i have my cameraPosition and
cameraTarget.
how to convert models ecef position so i have opengl x-right, y-up,
z-forward?


Thank you!

Cheers,
Pilip

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Re: [osg-users] Geographic earth in OSG?

2012-05-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I understand the discrepancy. 

The real question is why the originator of the thread was using a sphere in the 
first place and not the ellipsoid to place the models...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jordi Torres
Sent: Friday, May 18, 2012 1:41 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Geographic earth in OSG?

Hi Shayne and Akilan,



I suspect your problem has something to do with your shape drawable 
where you're using a sphere in your code. 



That is what I was trying to say, If you do your calculations with an ellipsoid 
model, but then you try to draw these positions in a ShapeDrawable::Sphere 
you'll never see the models in their right place. You have to draw on an 
Ellipsoid, not a Sphere. Depending on where you are putting our model (near the 
equator or near the poles) the difference could be very large. 


Cheers.

--
Jordi Torres Fabra

gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial http://www.ai2.upv.es

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Re: [osg-users] [vpb] Multiple terrain layers and relative altitudeheightmap

2012-03-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Aurelien,

I don't have specific answers to your questions but have you considered
using osgEarth instead of VPB?

Given what you're trying to accomplish, osgEarth may be a better fit...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Aurelien Albert
Sent: Wednesday, March 14, 2012 9:47 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] Multiple terrain layers and relative
altitudeheightmap

Hi,

I'm starting a new project that will use VPB databases, but I have some
questions about data manipulation :

(all data are re-projected to the same coordinate system before any
processing)

1. I need to manage multiple terrain layers. A layer is made of
elevation data and texture data. So I think to build a terrain database
for each terrain layer and then add all these database in the same
scene graph. This allow the user to rebuild / show / hide only selected
terrain layers

Is there any technical / performance problems to use multiple terrain
database nodes in the same scene graph ? I know there will be some
rendering artifacts because a (X;Y) point can have different altitudes
(one from each terrain layer) but this is not my question, I wondering
about TileID management for example.

2. Some terrain layers have elevation data relative to another one. Is
there anyway to manage that using osgTerrain ? I think I can add the 2
elevation data using GDAL before database creation, but I would prefer
to do that at runtime.

3. Is there any invalid elevation value management to cut holes in
source elevation data and then build a database with holes inside ? (not
simple shape holes as square)

4. Is there any way to build a texture only database (no elevation
data) and then add / remove it (as a colorlayer on pre-loaded terrain
database) at runtime ?


Thank you!

Cheers,
Aurelien

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Re: [osg-users] [vpb] Placing an object on a UTM file generatedwith osgdem

2012-03-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
OSG uses z-up...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan
Fahy
Sent: Wednesday, March 07, 2012 9:08 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Placing an object on a UTM file
generatedwith osgdem

For the record, it looks like the camera up vector when using an
osgdem-generated terrain with UTM coordinates should be (0,0,1) as
opposed to the (0,1,0) that is often seen.

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Re: [osg-users] Culling time is extremely long

2012-02-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
1) Are you running on Linux or Windows?

2) Are you running OSG debug or release optimized?

3) Are you running with the default cull settings?

If you want helpful feedback, providing more info will provoke a better
response from the community.

I just see a screenshot of your stats. I don't see any file with
initializing code...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Suyang
Dong
Sent: Saturday, February 25, 2012 4:07 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Culling time is extremely long

Hi,
I use compositeViewer, (osg 2.8.1) and each view contains no more than
small amount of vertices. However the culling time, showed by the
Statshelper, can be more than 30.
The tricky thing is it is inconsistent between runs. Sometimes the
culling time is 5 ~ 6. Then after I rerun the program, it shoots up to
more than 30

I have attached the file for initializing views,  

Looking for help.

Thank you!

Cheers,
Suyang

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Re: [osg-users] [vpb] Any way to build terrain complex with DEMdata and then add different textures after?

2012-02-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Ethan,

VPB is typically used for creating statically built pre-runtime
databases. osgEarth is more of a dynamic model and paradigm. I would use
either one or the other depending upon your needs. Based on what you
want to do, I agree with Chris that osgEarth would probably be the
better fit.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan
Fahy
Sent: Wednesday, February 01, 2012 9:09 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Any way to build terrain complex with
DEMdata and then add different textures after?

Thanks Chris,

I actually compile osgEarth and osgGIS last week and played around with
them a bit thinking I may go in that direction.  I was having trouble
getting the vpb driver to work properly and the osgEarth vpb driver page
even says:
If at all possible, you should run osgEarth against the original source
data instead of using this driver. You will get better performance with
suffer fewer headaches. 
Are you suggesting replacing VPB with osgEarth entirely for my needs vs
generating a VPB terrain file and combining it with osgEarth?



Chris 'Xenon' Hanson wrote:
 On 2/1/2012 7:02 AM, Ethan Fahy wrote:
 
  I had been building terrain complexes using osgdem using both the -d
and -t flags to combine elevation and textures.  This works great when I
have relatively low resolution.  I am now running into scenarios where I
am using 1 meter lidar elevation data and want the maximum number of
levels.  This takes hours to generate, but I may be looking at the same
area over and over.  However, the texture that I wrap onto that same are
will be changing.  Do I need to run osgdem for each texture?  As far as
I can see in the documentation there isn't any way to add texture to an
existing osgdem-generated terrain complex; am I wrong?  I know that for
each level, osgdem is breaking up the original texture and doing level
of detail wrappings for it, so maybe it is impossible.  I may end up
digging into the source code for osgdem to see what can be done but
wanted to pose this question to the forum to see if anyone has any ideas
about whether this can be done already or how feasible it is
  
  
 to 
 
  do this by changing the existing source code.  Thanks!
  
 
 One word: osgEarth. http://osgearth.org/
 
 It can drape new imagery onto VPB-built terrain models, or can just
build the terrain
 models on the fly with whatever imagery you want.
 
 If you want pre-compiled binaries, they're available through my
company's support program.
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere.  http://www.alphapixel.com/
 Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
 There is no Truth. There is only Perception. To Perceive is to
Exist. - Xen
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Re: [osg-users] [vpb] Any way to build terrain complex with DEMdata and then add different textures after?

2012-02-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All things considered, I think that would be a wise direction to go in. 

If you do any database performance profiling between osgEarth and VPB,
feedback on this would be informative...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan
Fahy
Sent: Wednesday, February 01, 2012 9:30 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Any way to build terrain complex with
DEMdata and then add different textures after?

I think the best thing then is for me to get my scenarios up and running
with osgEarth and see just how much a speed hit I'd take using it vs
VPB.  Plus the project I'm working on may ultimately be better served by
hosting the data on a server and creating a web interface for the user,
and everything I've read makes it seem like osgEarth would definitely be
better suited for that task.

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Re: [osg-users] Help: Is there an osg example with ray tracing?

2012-01-13 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Shuiying,

I would start by looking at the osgintersection example, in
particular, the LineSegmentIntersector to see if that will help you.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of wang
shuiying
Sent: Friday, January 13, 2012 10:14 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Help: Is there an osg example with ray tracing?

Hello,

I simulate a laser sensor with shader using osg, and want to compare it 
with simulated laser sensor using ray tracing technique. So is there a 
ray tracing example of osg in such application?

Thank you in advance!


Shuiying
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Re: [osg-users] [vpb] Large VPB Database build fails without

2012-01-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Brad,

Thanks for the feedback. Any further enlightenment you can provide would
be most helpful.

I don't know what source data Torben is using but I'm using raw DTED
data (i.e. n41.dt1) geocell tiles. When I build from my source using
just osgdem, things build fine. It's when I use vpbmaster that I run
into problems...on the exact same data source. If it were problems
associated with the data, I would think that I would see problems
building with osgdem.

On the output bounds, is there a need to specify these manually if the
source data has this information in it already? If I do gdalinfo on each
of my terrain files, it reports lat/lon corner coordinates as present...

Again, thanks for your help. I can try what you suggest below to see if
it makes any difference. Let us know if you find anything further...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Thursday, January 12, 2012 1:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [vpb] Large VPB Database build fails without

Hi,

Just to let you know, I regulary build DEM only data sets and havent run
into this problem, so it might be something to do with your particular
data. Having said that, I always manually specify the output bounds so
maybe that is why I havent had an issue.


An examaple command I run is:
vpbmaster.exe --run-path D:\BuildArea\CanberraDTED2 --geocentric -ge
-180 -90 360 180 --add --layer 0 --tile-terrain-size 32
--tile-image-size 256 --layer-inheritance no -l 99 -d
..\CanberraDTED2_Data -o data/CanberraDTED2.ive

The bit specifying the bounds is -ge -180 -90 360 180.

I will try a test using your commands when I back at the office and let
you know if I can reproduce the problem.

Cheers,
Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Thursday, 12 January 2012 6:20 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Large VPB Database build fails without

I agree with Torben here. 

There is no usage of texture or images anywhere in this problem. Only
elevation data is being fed to vpbmaster when the hiccup occurs. What's
strange is that running a single osgdem on the problem as a whole builds
the database just fine. It's when osgdem runs in a subset role via
vpbmaster that things blow up.

If I issue the command

vpbmaster --TERRAIN --geocentric -d /my/dted/path -o elev.ive

or

osgdem --run-path /my/dted/path -s build_master.source --subtile 2 0 4
(the task that fails)

it blows up. On the other hand if I do

osgdem --TERRAIN --geocentric -d /my/dted/path -o elev.ive

It builds just fine and I can use osgviewer to look at the resultant
terrain.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Wednesday, January 11, 2012 6:01 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Large VPB Database build fails without

Hi Robert,

this issues seems to be independent from reprojection aspects:
it occurs as soon as a database setup contains DEM data wich is not
covered with texture data.
All data is reprojected in the corrected way. 
Regarding the latter I am sure because I used exactly the same data
later on for my database - I was simply not able to exclude texture data
from my DB to avoid this issue..

Thank you!

Cheers,
Torben

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Re: [osg-users] Problem with manipulating the projection matrix

2012-01-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sebastian,

The (2,2) entry of the projection matrix involves the near/far plane
settings (e.g. -(f + n)/(f - n))

Perhaps if you issue the call...

camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR
);

for the camera proj matrix you are manipulating, that might help prevent
your (2,2) value in the proj matrix from being overwritten.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sven
Walther
Sent: Tuesday, November 22, 2011 1:08 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Problem with manipulating the projection matrix

Hi everyone,
I am trying to figure out a problem with manipulating the
ProjectionMatrix in one of my views. There is no problem with setting
the Matrix itself. This works fine.
My problem occurs as I resume my current viewer. Changes of the
components like projectionMatrix(0,0) or projectionMatrix(1,1) are used
and are visualized correctly in the viewer. As I try to change the
component projectionMatrix(2,2), the value is overwritten somewhere and
I can't figure out where. Are some values out of range?
I am trying to implement something that is called reverse perspective.
Therefor I need to negotiate the correct component (2,2) in the
projection matrix.
Does anyone has an idea where the value is changed? What can I do about
it?
Thank you very much!

Cheers,
Sebastian

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Re: [osg-users] [vpb] Large VPB Database build fails without

2012-01-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I agree with Torben here. 

There is no usage of texture or images anywhere in this problem. Only
elevation data is being fed to vpbmaster when the hiccup occurs. What's
strange is that running a single osgdem on the problem as a whole builds
the database just fine. It's when osgdem runs in a subset role via
vpbmaster that things blow up.

If I issue the command

vpbmaster --TERRAIN --geocentric -d /my/dted/path -o elev.ive

or

osgdem --run-path /my/dted/path -s build_master.source --subtile 2 0 4
(the task that fails)

it blows up. On the other hand if I do

osgdem --TERRAIN --geocentric -d /my/dted/path -o elev.ive

It builds just fine and I can use osgviewer to look at the resultant
terrain.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Wednesday, January 11, 2012 6:01 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Large VPB Database build fails without

Hi Robert,

this issues seems to be independent from reprojection aspects:
it occurs as soon as a database setup contains DEM data wich is not
covered with texture data.
All data is reprojected in the corrected way. 
Regarding the latter I am sure because I used exactly the same data
later on for my database - I was simply not able to exclude texture data
from my DB to avoid this issue..

Thank you!

Cheers,
Torben

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http://forum.openscenegraph.org/viewtopic.php?p=44756#44756





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Re: [osg-users] Draw line in 3D screen

2012-01-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
In the absence of existing data, what are your constraints for drawing
these lines in 3D?

Can they be coplanar in 3D space?

From your description, it sounds like you're drawing a line with the
mouse using 3D picking on existing points in 3D. Is this correct?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lalit
Manchwari
Sent: Monday, January 09, 2012 5:50 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Draw line in 3D screen

Dear Robert:

Thanks for input. I am trying to re-phrase my question.

I have loaded a 3D data (X,Y,Z) on screen and can see these points as in
screenshot_1. Also, I can, using mouse, draw line through these points
(also shown.) However, if I want to draw a line as shown in
screenshot_2, I am not able to do this, as this line does not passes
through any loaded data.
What can be the procedure to draw these lines using mouse which are not
passing through any data point.


Thank you!

Cheers,
Lalit

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Re: [osg-users] computeIntersections performance

2012-01-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I've also seen minimal speedup with KdTree usage (in my case with
terrain). Is there an example where this feature (KdTree usage) is
employed? Perhaps the way it's being used (at least by me) isn't
correct...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, January 05, 2012 1:14 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] computeIntersections performance

Hi Dakota,

Without knowing more about your model we can't say too much about what
is actually causing the performance to be so poor.  KdTree normally
help with intersection performance in a massive way, and will
typically be hundreds or even thousands of times faster depending on
the nature of the model.

Since you aren't getting speed and slow in the first place I can't
help wonder if there isn't something particular about your model that
is causing problem.  Could it be that you have many long thin
triangles in your scene?

Run you model with osgviewer and bring up the on screen stats by
pressing 's' three times - the will list the scene stats.  How many
geometry, primitives and vertices do you have in the scene?

Robert.

On 14 December 2011 09:40, Jen Hunter jenr...@web.de wrote:
 Hi,

 I'm curious about the time it takes to do intersection testing.

 I have roughly 800 Image points that I need to check for intersection
with my model.
 My model isn't really complicated, it's basically just a huge box with
a few rectangular elements that stand out a bit.
 It was created using Sketchup and is in Collada file format. I use the
method computeIntersections. I'm working with OSG 2.8.2.

 However, even with kdtree support it takes about 120 to 190 ms to test
for the 800 intersections.
 Without kdtrees it takes up to above 400 ms. I'm confused that it
varies so much when the setup of the scene I tested was always the same.

 I am by no means an expert in computer graphics, so I ask you.
 Is it normal that it takes so long even for kdtrees, or is it likely
that I do something terribly wrong?

 Thank you!

 Cheers,
 Dakota

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Re: [osg-users] Newbie Questions re: Camera control (I think)

2012-01-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Matthew,

Geodetic coordinates (lat,lon,alt) are typically mapped into some sort
of Cartesian coordinate system (x,y,z) (i.e. geocentric coordinates).
Setting the view matrix will operate in the latter CS.

The projection matrix does not control where you are looking. The view
matrix determines that. The projection matrix controls the viewing
frustum. Perhaps a review of the OpenGL transformation pipeline is
appropriate here.

Orientation (h,p,r) and position are concatenated together to form the
view matrix. This topic has been discussed on how to manually set the
view matrix to your liking.

If you need some code snippets to get started, that can be provided...:)

-Shayne 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew
Runo
Sent: Monday, January 02, 2012 10:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Newbie Questions re: Camera control (I think)

Hi,

I found the CameraControl wiki page, but it has a warning that it's out
of date.. and I don't know how to update it to the osgViewer class
because I can't get to the documentation (that, and I'm reasonably new
to C++).

- Given a point in 3d space with World Coordinates (eg, Latitude,
Longitude, Altitude), how can I position the viewer at that point? I'm
thinking that I need to create a matrix with my points in it, and then
call camera.setViewMatrix(..). Is that correct? How do I convert my
world coordinates into coordinates that will work in the camera?

- Once I'm at that point, do I use camera.setProjectionMatrix to control
where I'm looking? For example, say I want to look due North at lat 26,
long -119, altitude 52.  

- Given a set of rotations that should happen to the camera (roll 3
degrees right, pitch 4 degrees up, etc), are those best handled by
looking at the examples from osgGA::FirstPersonManipulator and going
from there by building up a Matrix to use somewhere to rotate the
camera's view?

As of right now I've been tinkering with the code for the various
implementations of the osgGA::FirstPersonManipulator and learning quite
a bit - I just wanted to get these questions in my mind cleared up. I'm
sorry that they're so basic =\

Thank you very much for your help, and for this community full of
knowledge!

Thank you again,
Matthew

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Re: [osg-users] Newbie Questions re: Camera control (I think)

2012-01-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Matthew,

Perhaps you can elaborate a bit more on what you're trying to accomplish with 
OSG. That way the community can be in a better position to offer some advice 
and help.

There are plenty of resources online that can help with understanding the 
OpenGL transformation pipeline. There's always the OpenGL redbook 
http://www.opengl.org/documentation/red_book/. Paul Martz has a great book as 
well that you can read for introduction http://www.opengldistilled.com/. This 
is a good place to start. 

If you google OpenGL transformation pipline, many hits and resources will 
come up that can help you.

As for converting geodetic to geocentric coordinates, OSG can help you with 
that. Take a look at the EllipsoidModel class in OSG...

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew Runo
Sent: Tuesday, January 03, 2012 8:32 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Newbie Questions re: Camera control (I think)

Hello - 

I really appreciate your reply... part of my problem is not knowing the proper 
terms to even be able to search for what I want... I think you're correct in 
suggesting she reading about OpenGL as well. Do you happen to have any 
suggestions?

I'll look around for converting the geodetic coordinates to cartesian 
coordinates,  which I assume must be based on the GeoTIFF scale I used as 
input.. That gives me something to search for!

I'll also look up the view matrix discussions you mentioned here.. thanks!

If course, any links to code, sample code, etc that you can provide would be a 
great help for jumping off. Its much easier to search for class and method 
names rather than abstract ideas..

Again, thank you!

Matthew

On Jan 3, 2012 7:19 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC 
shayne.tuel...@hill.af.mil wrote:


Matthew,

Geodetic coordinates (lat,lon,alt) are typically mapped into some sort
of Cartesian coordinate system (x,y,z) (i.e. geocentric coordinates).
Setting the view matrix will operate in the latter CS.

The projection matrix does not control where you are looking. The view
matrix determines that. The projection matrix controls the viewing
frustum. Perhaps a review of the OpenGL transformation pipeline is
appropriate here.

Orientation (h,p,r) and position are concatenated together to form the
view matrix. This topic has been discussed on how to manually set the
view matrix to your liking.

If you need some code snippets to get started, that can be provided...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew
Runo
Sent: Monday, January 02, 2012 10:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Newbie Questions re: Camera control (I think)

Hi,

I found the CameraControl wiki page, but it has a warning that it's out
of date.. and I don't know how to update it to the osgViewer class
because I can't get to the documentation (that, and I'm reasonably new
to C++).

- Given a point in 3d space with World Coordinates (eg, Latitude,
Longitude, Altitude), how can I position the viewer at that point? I'm
thinking that I need to create a matrix with my points in it, and then
call camera.setViewMatrix(..). Is that correct? How do I convert my
world coordinates into coordinates that will work in the camera?

- Once I'm at that point, do I use camera.setProjectionMatrix to control
where I'm looking? For example, say I want to look due North at lat 26,
long -119, altitude 52.

- Given a set of rotations that should happen to the camera (roll 3
degrees right, pitch 4 degrees up, etc), are those best handled by
looking at the examples from osgGA::FirstPersonManipulator and going
from there by building up a Matrix to use somewhere to rotate the
camera's view?

As of right now I've been tinkering with the code for the various
implementations of the osgGA::FirstPersonManipulator and learning quite
a bit - I just wanted to get these questions in my mind cleared up. I'm
sorry that they're so basic =\

Thank you very much for your help, and for this community full of
knowledge!

Thank you again,
Matthew

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http://forum.openscenegraph.org/viewtopic.php?p=44529#44529





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Re: [osg-users] Newbie Questions re: Camera control (I think)

2012-01-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Do you have a database to fly around in? If not, take a look at 
VirtualPlanetBuilder to build one...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew Runo
Sent: Tuesday, January 03, 2012 9:37 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Newbie Questions re: Camera control (I think)

I'm just working on a project to learn OSG, etc. For now, I've written
a plugin for a flight simulator that will give me the GPS coords,
altitude, heading etc.. and I wanted to see if I could get OSG to
follow along with that data feed on my laptop.

That's why I was asking about positioning the camera in space - I
wanted to look at the same thing I was looking at in XPlane.  I
figured this would be a fun way to combine my interest in programming
and aviation, while learning OpenGL/C++/OSG in the process.

For now, I'll check out the EllipsoidModel. At first glance, it looks
like I'll be good friends with this method by the end of things:

void osg::EllipsoidModel::convertLatLongHeightToXYZ

Going from the little I know, I could take those XYZ coords and place
them into a matrix and then use that in the Viewer. I just need to
work backwards from the input to Camera-setViewMatrix to find the
APIs for creating that matrix..

--Matthew

On Tue, Jan 3, 2012 at 8:01 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Matthew,

 Perhaps you can elaborate a bit more on what you're trying to accomplish with 
 OSG. That way the community can be in a better position to offer some advice 
 and help.

 There are plenty of resources online that can help with understanding the 
 OpenGL transformation pipeline. There's always the OpenGL redbook 
 http://www.opengl.org/documentation/red_book/. Paul Martz has a great book as 
 well that you can read for introduction http://www.opengldistilled.com/. This 
 is a good place to start.

 If you google OpenGL transformation pipline, many hits and resources will 
 come up that can help you.

 As for converting geodetic to geocentric coordinates, OSG can help you with 
 that. Take a look at the EllipsoidModel class in OSG...

 Regards,
 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew Runo
 Sent: Tuesday, January 03, 2012 8:32 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Newbie Questions re: Camera control (I think)

 Hello -

 I really appreciate your reply... part of my problem is not knowing the 
 proper terms to even be able to search for what I want... I think you're 
 correct in suggesting she reading about OpenGL as well. Do you happen to have 
 any suggestions?

 I'll look around for converting the geodetic coordinates to cartesian 
 coordinates,  which I assume must be based on the GeoTIFF scale I used as 
 input.. That gives me something to search for!

 I'll also look up the view matrix discussions you mentioned here.. thanks!

 If course, any links to code, sample code, etc that you can provide would be 
 a great help for jumping off. Its much easier to search for class and method 
 names rather than abstract ideas..

 Again, thank you!

 Matthew

 On Jan 3, 2012 7:19 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC 
 shayne.tuel...@hill.af.mil wrote:


        Matthew,

        Geodetic coordinates (lat,lon,alt) are typically mapped into some sort
        of Cartesian coordinate system (x,y,z) (i.e. geocentric coordinates).
        Setting the view matrix will operate in the latter CS.

        The projection matrix does not control where you are looking. The view
        matrix determines that. The projection matrix controls the viewing
        frustum. Perhaps a review of the OpenGL transformation pipeline is
        appropriate here.

        Orientation (h,p,r) and position are concatenated together to form the
        view matrix. This topic has been discussed on how to manually set the
        view matrix to your liking.

        If you need some code snippets to get started, that can be 
 provided...:)

        -Shayne

        -Original Message-
        From: osg-users-boun...@lists.openscenegraph.org
        [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
 Matthew
        Runo
        Sent: Monday, January 02, 2012 10:18 AM
        To: osg-users@lists.openscenegraph.org
        Subject: [osg-users] Newbie Questions re: Camera control (I think)

        Hi,

        I found the CameraControl wiki page, but it has a warning that it's out
        of date.. and I don't know how to update it to the osgViewer class
        because I can't get to the documentation (that, and I'm reasonably new
        to C++).

        - Given a point in 3d space with World Coordinates (eg, Latitude,
        Longitude, Altitude), how can I position the viewer at that point? I'm
        thinking that I

Re: [osg-users] Setting modelview matrix withviewer.getCamera()-setViewMatrix(modelViewMatrix) not working

2011-12-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Jaun,

A couple of suggestions here...

1) look at the source code for setViewMatrixAsLookAt(...) to understand
what it is doing with the input to create the view matrix. It calls a
method makeLookAt(...) which creates an orthonormal basis in the
rotation portion of the matrix from the eye,center,up input and then pre
multiplies the result with the eye.

2) set the view matrix with setViewMatrixAsLookAt(...) and then get the
resultant view matrix back out. Compare the returned result with your
view matrix that you're passing into setViewMatrix(...) and see what is
different.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Juan
Herrera
Sent: Monday, November 28, 2011 11:07 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Setting modelview matrix
withviewer.getCamera()-setViewMatrix(modelViewMatrix) not working

I might add that viewer.getCamera()-setViewMatrixAsLookAt(eye, center,
up) does work. Why is this different?

Cheers,
Juan Herrera

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Re: [osg-users] [vpb] How to add texture to the terrain using vpbmaster

2011-11-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can you provide an example of how you're using the osgdem command (i.e.
flag settings, etc.)?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Xiaofeng Yang
Sent: Wednesday, November 09, 2011 3:48 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] How to add texture to the terrain using
vpbmaster

Hi,
I have downloaded the hgt format file from the dds.cr.usgs.gov
and I used the osgdem to generate the terrain(ive format),
I use osgDB::readNodeFile to get a node from the terrain file and I can
get the lat,lon information everywhere in the terrain right.
But the terrrain does not have the texture,So I download a jpg format
picture and use globalmapper to set the coordinate system and the
lat,lons. I can also use gdalinfo to get the information about the
texture file.
But when I use vpbmaster to patch the texture file to my terrain file,it
always prints No soure file found to base database patching on.
When I use osgdem to generate the terrain with texutre,I can get the ive
terrain with texture,but it does not have the coordinate system or its
system is not right.
I do not know why and how to add the texture to the terrain well.


Thank you!

Cheers,
Xiaofeng

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Re: [osg-users] set material basic question

2011-11-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I'll attempt to make a guess on what may be happening...

Since materials only makes sense with lighting enabled, the lighting
normal may be dependent upon vertex order (auto normal generation).
Specifying osg::Material::FRONT_AND_BACK option simply says to apply the
material to both front and back faces of the polygon. If your lighting
normal is facing opposite of the light source, the polygon face will be
black (assuming ambient lighting/material is 0).

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gianni
Ambrosio
Sent: Tuesday, November 08, 2011 2:39 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] set material basic question

Hi All,
I got the point. The vertex order of some faces of the wheel causes it.
I modified one face of the wheel inverting the vertex order and after
that modification I can see that face correctly coloured.
Now, since I used the osg::Material::FRONT_AND_BACK option, why it
doesn't work?

In attachment the scene dump.

Regards
Gianni

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Re: [osg-users] How can i do masking out some part of my terrain? Isthat possible?

2011-10-19 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I'm not aware of anything in OSG that will allow you to mask your terrain the 
way you want. 

You may need to resort to a shader to get the desired effect...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Atilla Selem
Sent: Wednesday, October 19, 2011 9:38 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How can i do masking out some part of my terrain? Isthat 
possible?

Hi,

i want to mask out some part of square myTerrain.ive node ( created using vpb ) 
according to user decided terrain radius. 
User can change mission radius starting from terrain center and i display a 
circle indicating user selection. Flying objects out of that radius is not 
created and can not be seen. (Aircrafts and other target objects..)
if i could display myTerrain.ive node by just showing area covering that circle 
would be very fantastic  8).
How can i do that using osg? i want the user to see only that circle/disk when 
camera position enables him to see all terrain area and objects.

Thank you!

Cheers,

Lâ-Edri.

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Re: [osg-users] [vpb] Large VPB Database build fails withoutobvious reason

2011-10-19 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Torben,

Is this related to your previous email where you addressed the hiccup
that is seen in osgdem when building with elevation only information?

Just curious...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Wednesday, October 19, 2011 10:56 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Large VPB Database build fails
withoutobvious reason

Hi Robert,

I ran the task file manually and the output is bassically the same as I
listed already:

Code:

0.018: Adding terrainTile 
0.296: getTaskName(5,32,5) no nest, 6 12
0.296: DataSet::_run() 6 12
1.084: started DataSet::createDestination(13)
1.110: Time for after_reproject 0.025947
1.136: local_extents = xMin() -180.00 180.00
1.136: yMin() -60.00 60.00
1.136: AR=3.00 C1=3 R1=1
1.136: createNewDestinationGraph
1.272: Time for
_destinationGraph-computeMaximumSourceResolution() = 0.00
1.272: Time for createDestinationGraph 0.135908
1.272: Time for after_computeNeighbours 0.06
1.272: completed DataSet::createDestination(13)
1.272: Error: no destination graph built, cannot proceed with
build.
1.272: Time to write out DatabaseRevision::FileList - FilesAdded
terrain_subtile_L5_X32_Y5/terrain_L5_X32_Y5.osgb.task.0.added, 0
1.272: Time to write out DatabaseRevision::FileList -
FilesRemoved
terrain_subtile_L5_X32_Y5/terrain_L5_X32_Y5.osgb.task.0.removed, 0
1.272: Time to write out DatabaseRevision::FileList -
FilesModified
terrain_subtile_L5_X32_Y5/terrain_L5_X32_Y5.osgb.task.0.modified, 0
1.272: Elapsed time = 1.271738




Do you have an idea why vpbmaster does not build the destination graph
correctly?


Thank you!

Cheers,
Torben

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Re: [osg-users] About how to update the camera

2011-10-17 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Are you using a default manipulator or are you setting your camera
position explicitly?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ramy
panda
Sent: Saturday, October 15, 2011 7:22 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] About how to update the camera

Hi,

Now I have faced a problem is that when i import a model into my own
application, the model is not show at the center of the viewport, only
after interacted with the model using translate function i can see the
model in the view. I'm wondering that how to update the camera to make
sure the model is showed in the center of the viewport after i import
the model into the scene. Please be detail as i am a new user. Thanks
very very very much.

Thank you!

Cheers,
ramy

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Re: [osg-users] [vpb] Placing an object on a UTM file generatedwith osgdem

2011-10-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
The --geocentric flag in osgdem builds a round earth database in meters
with the coordinate system origin being the center of the earth. When
you place your models on the earth (position and orientation), you'll
need to keep this in mind. If your models are in meters you should be
good and no rescaling is needed.

Hopefully this addresses your question.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan
Fahy
Sent: Wednesday, October 12, 2011 9:53 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Placing an object on a UTM file
generatedwith osgdem

I got everything working but have one more question:

If the units of the object I am attaching to my terrain are in meters,
and the original geotiffs that I started with before converting them
using osgdem were also in meters, is any further scaling of the attached
object necessary?  I am worried that by converting the geotiffs to ive
files using the --geocentric osgdem flag I may have changed the units of
the terrain and may need some sort of ellipsoid model-based scaling
equation for any objects that I attached to the terrain.  Anybody have
an answer to this?  Much obliged.

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Re: [osg-users] [osgCompute] Render order

2011-10-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
J.P.

Thanks for sharing...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
Delport
Sent: Wednesday, October 12, 2011 10:45 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [osgCompute] Render order

Hi,

reply to self...

On 12/10/2011 16:45, J.P. Delport wrote:
 Hi,

 I want to mix some FBO pre-render cameras and osgCuda. Basically I
need
 to do the following in a single frame:

 - do some FBO rendering
 - some cuda ops
 - again some FBO rendering
 - some cuda ops
 - again some FBO rendering

 For each cuda ops part I have a Computation node. Ideally I'd like
to
 let the order be determined just by the order I've attached the nodes
to
 a common parent node (this works for pre-render FBO cameras), but
 Computation creates render bins and no matter in what order I attach
 things (I've tried Computation with and without children) the order of
 my operations is wrong.

 Because I'm doing FBO rendering I want the cuda ops to be done in the
 render traversal too, i.e. I cannot do it in update traversal.

 Is there a way I can let Computation happen in the render traversal,
but
 without it changing bins?

I fixed it by placing the Computation node under a dummy FBO camera. 
Now all computation happens in pre-render stage and in right order.

jp


 thanks
 jp


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Re: [osg-users] [vpb] Large VPB Database build fails without

2011-10-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I was seeing a similar (perhaps the same) problem a while back. I was
also trying to build a database without imagery (just DTED only). I got
sidetracked with other tasks so I wasn't able to chase down the problem.

I was running an older version of OSG (2.9.8 I believe) and VPB on a
Fedora core 13 machine. Resources were not a problem with this machine
(12GB RAM, 16T disk space, Nvidia 9800 GTX card) so I doubt that was the
problem.

I too would be interested to find out what's causing the build failure
you're seeing...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Sunday, October 09, 2011 5:12 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] Large VPB Database build fails without

Hi,

I try to build a database with DEM but without textures. 
After 317 tasks it fails and has still 1595182 tasks pending. After the
fail it blacklists the one machine and so finishes the run.

The log file of one of these tasks is the following:

Code:

0.129: Adding terrainTile 
5.253: getTaskName(5,33,0) no nest, 6 12
5.253: DataSet::_run() 6 12
17.588   : started DataSet::createDestination(13)
17.637   : Time for after_reproject 0.049001
17.686   : local_extents = xMin() -180.00 180.00
17.686   : yMin() -60.00 60.00
17.686   : AR=3.00 C1=3 R1=1
17.686   : createNewDestinationGraph
17.926   : Time for
_destinationGraph-computeMaximumSourceResolution() = 0.00
17.926   : Time for createDestinationGraph 0.240480
17.926   : Time for after_computeNeighbours 0.10
17.926   : completed DataSet::createDestination(13)
17.926   : Error: no destination graph built, cannot proceed with
build.
17.926   : Time to write out DatabaseRevision::FileList - FilesAdded
terrain_subtile_L5_X33_Y0/terrain_L5_X33_Y0.osgb.task.0.added, 0
17.926   : Time to write out DatabaseRevision::FileList -
FilesRemoved
terrain_subtile_L5_X33_Y0/terrain_L5_X33_Y0.osgb.task.0.removed, 0
17.926   : Time to write out DatabaseRevision::FileList -
FilesModified
terrain_subtile_L5_X33_Y0/terrain_L5_X33_Y0.osgb.task.0.modified, 0
17.926   : Elapsed time = 17.926306




The situation is the same if i resume the build with 

Code:

vpbmaster --tasks build_master.tasks 



It reloads all tasks from file and than again fails on the identical
tasks.

I don't know why osgdem complains about the missing destination graph
with

Code:

Error: no destination graph built, cannot proceed with build.




Any idea why it fails?

my system is:
Kubuntu 10.04  64 bit.
Kernel 2.6.38-11-generic 
12GB RAM
OSG and VPB from trunk last week.



Thank you for your help,
Torben

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Re: [osg-users] [vpb] Large VPB Database build fails without

2011-10-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Torben,

When I get around to it, I will try to debug things on my end. I've been
swamped with other priorities.

I just wanted to inform you that I've seen the same problem when trying
to build a database with DTED only (no imagery). If I add the imagery,
things work fine as you have said...

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Tuesday, October 11, 2011 1:41 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Large VPB Database build fails without

Hi Shayne,

thanks for your feedback!
In my case it's also definitly no my machine. Currently it builds a
database with a bluemarbleNG texture as workaround and that build is
scheduled for another two days. Then I can go on chasing the bug with
roberts/your? help.

I also added a single output line to the Taskmanager.cpp to make it more
verbose. I'll send it as a submission asap.

Thank you!

Cheers,
Torben

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Re: [osg-users] Draw a line from world to screen

2011-09-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This topic has been covered before in various forms.

Please see the following discussions for enlightenment...

http://forum.openscenegraph.org/viewtopic.php?t=4991highlight=
http://forum.openscenegraph.org/viewtopic.php?t=103highlight=
http://forum.openscenegraph.org/viewtopic.php?t=1786highlight=

-Shayne


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Aurelien Albert
Sent: Sunday, September 25, 2011 6:26 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Draw a line from world to screen

Hi,

I've made an Segment object which draw a segement from a point (x, y, z)
to another (x, y, z) and working well.

Now, I want to draw a Connector line from a point in space (x, y, z)
to a point on screen (x, y).

How can I transform my (x, y) screen point to find a equivalent (x, y,
z) world point ?

To convert from world to screen, this works well :


Code:

double width = pCamera-getViewport()-width();
double height = pCamera-getViewport()-height();
osg::Matrixd mv = pCamera-getViewMatrix();
osg::Matrixd mp = pCamera-getProjectionMatrix();
osg::Matrixd mw = pCamera-getViewport()-computeWindowMatrix();

osg::Matrixd worldToScreen = mv * mp * mw;
osg::Vec4d position = osg::Vec4d(p_object-position(), 1.0) *
worldToScreen;
position = position / position.w();

double screenX = position.x();
double screenY = height - position.y();




But to convert from screen to world coordinate,I try this and it doesn't
work :



Code:

osg::Vec4d screenPosition = osg::Vec4d(screenX, height - screenY, 0.5,
1.0);
osg::Vec4d worldPosition = osg::Matrixd::inverse(worldToScreen) *
screenPosition ;




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Re: [osg-users] Get euler angles from rotation matrix

2011-09-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I'm not aware of any OSG function to give you what you want. It's
probably because there are so many different conventions and sequences
to address.

Here's some useful links to extract Euler angles from a rotation matrix.
These may be of some use for the problem you're trying to solve...

http://www.euclideanspace.com/maths/geometry/rotations/conversions/matri
xToEuler/index.htm

http://paulbourke.net/geometry/eulerangle/Aij-to-Eulerangles.pdf

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alexey
Petruchik
Sent: Thursday, September 08, 2011 5:19 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Get euler angles from rotation matrix

Hi, everyone

I have a rotation matrix, and I need to reconstruct yaw, pitch, roll
angles from it. Is there any osg function to do this. I looked through
MatrixDecomposition.cpp but didn't find any.

Thank you!

Cheers,
Alexey

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Re: [osg-users] [vpb] Placing an object on a UTM file generated withosgdem

2011-09-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
VPB will build the database using the CS of the source
elevation/imagery. If the source is UTM, the database will be in that
CS. If it uses lat/lon, it will be in that CS (both are flat earth
databases).

The placement of objects in the database will need to be in the CS the
database uses or was built with.

The geocentric flag will create a round earth type database where
the origin is the center of the earth. You're probably getting the error
because you need to re-project your data from UTM to WGS84
geodetic/georeferenced CS. 

Do a gdalinfo on your source data to see what it is...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan
Fahy
Sent: Monday, September 12, 2011 11:19 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] Placing an object on a UTM file generated
withosgdem

I have looked through all of the forum posts related to this issue and
they have implicitly but not explicitly told me how to solve my problem,
but being such a newbie I think I need some explicit help  :-* 

I am starting with two geoTiff files, one dem and one terrain.  I
convert to ive using the following command line structure:

osgdem -t terrain.GEOTIFF -d dem.GEOTIFF -l 1 -o terrain.ive

I am able to load terrain.ive into my osg application and view it just
fine.  I then want to be able to add objects (e.g. tree osg files) onto
the terrain.  At this point I should mention that the geotiff files are
in UTM WGS84 format.  I have been trying to add a tree onto the terrain
with the following osg code:


Code:

/*
Load Scene Components from Files
*/
osg::ref_ptrosg::Node terrain =
osgDB::readNodeFile(data\\terrain\\terrain.ive);
osg::ref_ptrosg::Node tree =
osgDB::readNodeFile(data\\tree\\Tree1.osg);


/*
Group Scene Components
*/

/*Tree Transform*/
osg::ref_ptrosg::PositionAttitudeTransform treeXform = new
osg::PositionAttitudeTransform;
osg::Vec3 treePosit(?,?,?);
treeXform-setPosition( treePosit ); 
osg::Vec3 treeScale(1,1,1);
treeXform-setScale(treeScale);
/*Tree Rotation*/
osg::ref_ptrosg::MatrixTransform treeRotation = new
osg::MatrixTransform;
const double angle = osg::DegreesToRadians(0.0);
const Vec3d axis(1, 0, 0);
treeRotation-setMatrix(Matrix::rotate(angle, axis));

osg::ref_ptrosg::Group root = new osg::Group();
root-addChild(terrain);//add terrain to root
root-addChild(treeXform);//add translation to root
treeXform-addChild(treeRotation);//add rotation to translation
treeRotation-addChild(tree);//add tree to rotation




My question is whether this osg command / osg code is on track and I
simply need to figure out appropriate values for my treePosit variable
or whether I need to take a fundamentally different approach.  I have
read about attaching objects to geotiffs that were converted using the
--geocentric flag, but if I add the --geocentric flag I get the
following error:
ERROR 1: No PROJ.4 translation for source SRS, coordinate transformation
initialization has failed.  I have also seen the --TERRAIN flag for
osgdem, but I definitely don't know if that's what I need.  

I have also looked into using osgEarth, which from what I've read might
take care of more of this stuff automatically, but I'd rather figure
this out using VPB/osgdem since I think I'm really close to a solution.
Thanks in advance for any help!

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Re: [osg-users] Is the Z-Buffer linear or non-linear?

2011-08-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
The transform below for the orthogonal projection is indeed linear, mapping 
[n,f] to [-1,1] in linear fashion. 

If you want to linearize depth with a perspective projection (i.e. survive the 
perspective divide between the vertex and fragment shader), here's a way to do 
that. The example uses HLSL but it gets the point across...

http://www.mvps.org/directx/articles/linear_z/linearz.htm

Another interesting discussion related to linear depth using W-buffers can be 
found at

http://www.mvps.org/directx/articles/using_w-buffers.htm

Just make sure you have support for W buffers...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin Großer
Sent: Wednesday, August 24, 2011 5:58 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Is the Z-Buffer linear or non-linear?

Hello,

I think I got it. Correct me if I am wrong, if I use an orthogonal projection I 
get linear Z-Buffer values. If I use a perspective projection I get non-linear 
values.

The Z-Buffer value (z') of a perspective projection is:
z' = (far + near) / (far - near) + 1/z ((-2 * far * near)/(far-near))

The Z-Buffer value (z') of a orthogonal projection is:
z' = 2 * ((z-near)/(far-near))-1

So, I use a orthogonal projection therefore I get a linear Z-Buffer.

I hope that is right.

Cheers

Martin

 Original-Nachricht 
 Datum: Wed, 24 Aug 2011 10:01:23 +0200
 Von: Martin Großer grosser.mar...@gmx.de
 An: osg-users@lists.openscenegraph.org
 Betreff: [osg-users] Is the Z-Buffer linear or non-linear?

 Hello,
 
 I am completely confused about the Z-Buffer. I thought it is non-linear
 but now I read a lot in forums and now I am not sure about that. The reason
 about this question is I want render linear depth values into a texture. I
 think, I can do it with this shader:
 
 varying float depth;
 uniform float near;
 uniform float far;
 void main(void)
 {
   vec4 viewPos = gl_ModelViewMatrix * gl_Vertex;
   depth = (-viewPos.z-near)/(far-near);
   gl_Position = ftransform();
 };
 
 
 varying float depth;
 void main(void)
 {
 gl_FragDepth = depth;
 }
 
 But the poor think is all other shader will be overwritten.
 
 Now I use this:
 
 _rendertarget-setInternalFormat(GL_DEPTH_COMPONENT);
 _cam-setClearMask(GL_DEPTH_BUFFER_BIT);
 _cam-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
 _cam-attach(osg::Camera::DEPTH_BUFFER, _rendertarget);
 _cam-setRenderOrder(::osg::Camera::PRE_RENDER, 0);
 
 But this is nonlinear, isn't it?
 
 I hope someone can help me about this.
 
 Thanke you very much.
 
 Martin
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Re: [osg-users] An Open Scene Graph solicitation has been postedon FedBizOpps

2011-08-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
However, it is targeted for a specific host OS / GPU combination and is
NOT a general enhancement. Of course, the problem may not exist on
Red Hat or Fedora or Ubuntu [or insert Linux variant here] or Windows
or Macintosh.
Can NIST prove that it does not exist on those platforms!

They provide links to get the test bed software which manifests the
problem. It might be worthwhile (if one has the hardware) to see if this
problem exists on other OS types. It should be fairly easy to do. My
guess is that the problem will persist on those other platforms...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John
Richardson
Sent: Monday, August 22, 2011 1:09 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] An Open Scene Graph solicitation has been
postedon FedBizOpps

Snipped to reduce verbosity... 
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Re: [osg-users] dimension oh a model

2011-08-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I've had this problem before with models that are unit-less. I just
manually scaled the models (as Paul suggests) until they looked right
based on landmarks in the database where the sizes were known. It's an
empirical approach but it's the best you can really do if you don't know
the units of the model.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Friday, August 12, 2011 1:50 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] dimension oh a model

On 8/12/2011 11:11 AM, Sanat Talmaki wrote:
 Hi Paul,

 Sorry for my late reply to your post. That is a very good point you
bring up about the units of different objects in a scene. When one uses
data from USGS in VPB to create a terrain, the rest of the objects have
to be scaled up or down to represent their real world size prior to be
being used in the scene...

 But the confusion for me arises when say I load a truck in osg and its
dimensions are (12, 6, 8) = (L,W,H). (don't know what units these are
in)
 Without knowing the units of the model (whether 12 feet/meters), how
does one apply a scaling factor?
As I said in my previous post, if you don't have access to any metadata
that 
tells you what the units are, there's no way for your software to handle
this in 
an automated way. You must either manually scale the model to fit your 
application coordinate system, or you must manually create some
metadata. In the 
case you cite, both options would be based entirely on guesswork.
-Paul

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Re: [osg-users] dimension oh a model

2011-08-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
It has worked for us just fine in the absence of data.

Good luck with your effort...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sanat
Talmaki
Sent: Friday, August 12, 2011 2:59 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] dimension oh a model

Coincidentally that was the approach I was going to take:
Place some object of known size on my terrain and scale the unknown
units object accordingly, sort of digitally 'eyeballing' it. This
empirical approach seems to be the most appropriate way when dealing
with objects of unknown units that need to be used with other
objects/terrain of a known size ( units). 

Thanks

Sincerely,
Sanat

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Re: [osg-users] intersection with quad mesh: only 3 verticesreturned

2011-08-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
The odd algorithm you're referring to is bilinear interpolation which
essentially defines a hyperbolic paraboloid (the simplest surface)
through 4 non-coplanar points (i.e. the infamous quad).

For intersection purposes in OSG, it's good that it breaks the quad up
into two triangles. Planes are easier to intersect than bilinear
surfaces...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mike
Garrity
Sent: Thursday, August 04, 2011 8:24 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] intersection with quad mesh: only 3
verticesreturned

 From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 Sent: Tuesday, August 02, 2011 4:49 PM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] intersection with quad mesh: only 3
verticesreturned

 It is true that QUAD is an OpenGL primitive but the GL driver
tessellates it into two triangles 
 underneath the hood.

Most (all?) cards today do break them into 2 tris, but nothing in the
OpenGL spec 
says that they have to, or specifies exactly how they should do it. The
reason is 
that the original SGI geometry engine did not split them. It drew quads
directly 
with an odd algorithm for interpolating values across the interior. Quad
lives on 
as a historical quirk, like the panda's thumb.

-Mike Garrity
-The MathWorks


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Re: [osg-users] intersection with quad mesh: only 3 vertices returned

2011-08-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Torben,

My guess is that the quads are geometrically represented by two
triangles with a shared edge. I believe the intersector is returning a
ray/triangle intersection so one (that is hit) of the two triangles that
make up the quad is being returned.

This probably doesn't solve your problem but it may explain why you're
getting only 3 vertexes on return...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Tuesday, August 02, 2011 12:39 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] intersection with quad mesh: only 3 vertices
returned

Hi,

I have a mesh of quads. If i intersect them, it hits the face and
returns me the results (osgUtil::LineSegmentIntersector::Intersection
result)

As I tried to access the indices I realized that it only returns 3
vertices.
( result.indexList.size() == 3 ) 
Is this a bug or do I miss something?
I would like to acces the 4 vertices of the quad to manipulate the
vertex I intersect next to.

Thank you!

Cheers,
Torben

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Re: [osg-users] intersection with quad mesh: only 3 verticesreturned

2011-08-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
It is true that QUAD is an OpenGL primitive but the GL driver
tessellates it into two triangles underneath the hood.

As for how OSG handles quads relative to intersections, it is my
understanding that the intersector works with line/triangle
intersections. If you're trying to intersect a quad, however, it would
seem that if either of the two triangles is hit, 4 vertexes would/should
be returned. I haven't looked at the code to really know for sure.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Tuesday, August 02, 2011 1:14 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] intersection with quad mesh: only 3
verticesreturned

Hi S2LR,

I thought QUAD is a OpenGL primitive. Your statement make sence to me.
But then OSG hides the substitution by 2 triangles quite good, also in
the wiremode of osgViewer the quads are displayed.

I thought (even when not to often used as triangles) that quads are
natively supported and would work with intersections.

Cheers,
Torben

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Re: [osg-users] VirtualPlanetBuilder database and rotations for viewmatrix

2011-07-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Michael,

Position and orientation of the ownship on a VPB sphere has been
discussed at length on this forum. You should have no problem finding
what you need to do.

Check out http://forum.openscenegraph.org/viewtopic.php?p=40200#40200
for more info.

For an arbitrary entity (aircraft or otherwise), the transform needs to
be different.

-Shayne


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of michael
bosse
Sent: Saturday, July 09, 2011 11:29 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] VirtualPlanetBuilder database and rotations for
viewmatrix

Hi everyone,

I am working on a little toy flight sim type program using the blue
marble data with virtual planet builder, built with --geocentric in
wgs84. I have managed to integrate some basic physics, and I set up an
eye-point above the vehicle facing down with north always up in my view.
I want to have a mode where the view is actually at the eyepoint of the
aircraft and matches its rotations. This is where I am having
problems...

The data I have are the euler angles and position (xyx). I've tried a
number of approachesto manually set the viewmatrix, but so far, I
haven't had much luck. I'll outline what i have tried below.

At first I tried using a make look at, but I couldn't figure out what
the parameters other than eye should be, so I moved on to setting up the
matrix myself.

First I tried building the rotation matrix by setting it like you would
the model matrix, but I realized that it should actually be the inverse
of that.

I then tried taking the rotation matrix of the aircraft and the
translation of the aircraft, and applying them like they do in
flightgear, which is :

double phi, theta, psi; // given in radians
osg::Vec3d position ( x, y, z ); // gcc meters

osg::Quat Qeul = makeEulerQuat( phi, theta, psi );  // same function
used for drawing the model which works...

osg::Matrixd viewMatrix ( osg::Matrixd::translate( -position ) *
osg::Matrixd::rotate( Qeul.inverse() ) );

getCamera()-setViewMatrix(viewMatrix);


I'm stuck on this one, I haven't been able to get the camera to look
correct in any orientation other than top down (because I know how to
set up makelookat for that ;)). This must be a fairly common problem,
perhaps there is an FAQ or an example I missed that spells it out.
Anyone have any idea what I am doing wrong?


Thank you!,
michael

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Re: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities, gross stupidity, willful blindness, and simple foolishness.

2011-06-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Chris,

Great defense of OGL. Clearly there were a few OGL bigots in that forum
that really spiced things up with some of their comments. The DirectX
vs. OGL debate is more akin to a religious war than anything else.

Long live OGL...and of course, OSG...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Thursday, June 30, 2011 10:03 AM
To: OpenSceneGraph Users
Subject: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities,
gross stupidity, willful blindness, and simple foolishness.


  I threw in my two cents and pimped OSG in the Reddit comments.

http://www.reddit.com/r/programming/comments/icfw3/opengl_vs_direct3d_a_
tale_of_missed_opportunities/

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
There is no Truth. There is only Perception. To Perceive is to
Exist. - Xen
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Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just as a follow-up question on this topic, what settings are included
in the DEFAULT_CULLING?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Thursday, June 23, 2011 3:30 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FAR_PLANE_CULLING

On 6/23/2011 3:14 PM, Terry Welsh wrote:
 Haven't looked at this in a while, but I was just performance tuning
 an old app and got a significant boost by adding in
 CullSettings::FAR_PLANE_CULLING.  Why isn't this included as part of
 DEFAULT_CULLING?  I don't have any hard data, but I suspect the
 performance penalty for culling with the far plane when you shouldn't
 isn't near as bad as ignoring the far plane when you should use it.
 (I suspect NEAR_PLANE_CULLING is not as useful for most apps.)

Hi Terry -- Do you have auto-compute near/far turned on? If so, there
shouldn't 
be anything behind the far plane. In that case, it doesn't make sense
for the 
CullVisitor to check every single Drawable's bounding box against a
plane that 
it can't possibly be clipped by. For this reason, culling against the
far plane 
is off by default.

If you disable auto-compute near/far, and you expect part of your scene
to be 
behind the far plane, then you should enable far plane culling. I'd
expect to 
see a performance boost in such a case.

Hope that helps,
-Paul
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Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks Tony...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony
Horrobin
Sent: Friday, June 24, 2011 8:19 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] FAR_PLANE_CULLING

Hi Shayne,

The definition is in include/osg/CullSettings.

Cheers,

-Tony

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Re: [osg-users] [vpb] How to convert texture file to same coordinatesystem as height file

2011-06-10 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Try using the following on your texture file (intexturefile)...

gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear intexturefile
outtexturefile

outtexturefile will then be used as input for osgdem.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
abhishek agarwal
Sent: Thursday, June 09, 2011 9:55 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] How to convert texture file to same
coordinatesystem as height file

Hi,

I have a .dem file which i'm using as height and .tif file as texture.
Height file has latitude and longitude coordinate system but texture
file do not. I want to create .osg file combining both using osgdem...
-cs +proj=latlong +datum=WGS84 -o ...   but its giving some error..

Should both files(height  texture) contain same coordinate
system(geogcs) for me to able to use osgdem, for i want to retrieve
latitude and longitude data at each point of the terrain?

I have given the output of gdalinfo of both files down. Can you help me
with gdal(command) to convert texture file to same coordinate system as
height file so that i can use them to create .osg file using osgdem and
then extract latitudelongitude data for each poit on the terrain.


height file::

Driver: USGSDEM/USGS Optional ASCII DEM (and CDED)
Size is 1802, 1802
Coordinate System is:
GEOGCS[WGS 84,
DATUM[WGS_1984,
SPHEROID[WGS 84,6378137,298.257223563,
AUTHORITY[EPSG,7030]],
TOWGS84[0,0,0,0,0,0,0],
AUTHORITY[EPSG,6326]],
PRIMEM[Greenwich,0,
AUTHORITY[EPSG,8901]],
UNIT[degree,0.0174532925199433,
AUTHORITY[EPSG,9108]],
AXIS[Lat,NORTH],
AXIS[Long,EAST],
AUTHORITY[EPSG,4326]]
Origin = (75.7498616,34.7504166)
Pixel Size = (0.0002778,-0.0002778)
Metadata:
  AREA_OR_POINT=Point
Corner Coordinates:
Upper Left  (  75.7498611,  34.7504167) ( 75d44'59.50E, 34d45'1.50N)
Lower Left  (  75.7498611,  34.2498611) ( 75d44'59.50E, 34d14'59.50N)
Upper Right (  76.2504167,  34.7504167) ( 76d15'1.50E, 34d45'1.50N)
Lower Right (  76.2504167,  34.2498611) ( 76d15'1.50E, 34d14'59.50N)
Center  (  76.0001389,  34.5001389) ( 76d 0'0.50E, 34d30'0.50N)
Band 1 Block=1802x1802 Type=Int16, ColorInterp=Undefined
  NoData Value=-32767
  Unit Type: m

texture file::
Driver: GTiff/GeoTIFF
Size is 1802, 1802
Coordinate System is `'
Metadata:
  TIFFTAG_SOFTWARE=IrfanView
  TIFFTAG_XRESOLUTION=762
  TIFFTAG_YRESOLUTION=762
  TIFFTAG_RESOLUTIONUNIT=2 (pixels/inch)
Corner Coordinates:
Upper Left  (0.0,0.0)
Lower Left  (0.0, 1802.0)
Upper Right ( 1802.0,0.0)
Lower Right ( 1802.0, 1802.0)
Center  (  901.0,  901.0)
Band 1 Block=1802x1 Type=Byte, ColorInterp=Red
Band 2 Block=1802x1 Type=Byte, ColorInterp=Green
Band 3 Block=1802x1 Type=Byte, ColorInterp=Blue

Thank you!

Cheers,
abhishek

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Re: [osg-users] Setting up a camera

2011-06-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Diana,

First off, I don't see where you're setting the view matrix for the
camera in your code below. You compute the transform, but you'll need to
attach it to the camera.

Since it looks like you're navigating on a sphere, I would try the
following in your while loop below...

osg::EllipsoidModel convert;
osg::Matrixd position;
osg::Matrixd t_matrix;
convert.computeLocalToWorldTransformFromLatLongHeight(lat,lon,height,pos
ition);
t_matrix = position;
t_matrix.invert(t_matrix);
osg::Matrixd rotate2YUp;
rotate2YUp.makeRotate(-M_PI_2, osg::Vec3f(1.0, 0.0, 0.0));
t_matrix *= rotate2YUp;
viewer.getCamera()-setViewMatrix(t_matrix);
viewer.frame();

Of course, I'm assuming that you have all the other camera state (i.e.
projection matrix, viewport, etc.) set up correctly. The above doesn't
include an orientation transform so you will need to add that. When you
do, it will be concatenated with the position matrix.

Make sure that lat, lon are in RADIANS when you call
computeLocalToWorldTransformFromLatLongHeight. Height is usually in
meters.

One more thing...it would probably be best to move the code outside of
the while loop and place it in an UpdateCallback...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Diana
Kittelmann
Sent: Wednesday, June 08, 2011 2:59 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Setting up a camera

Yeah, I'm just seeing the blue background. And yaeh im struggeling with
the math to set up my matrix. 

I set it up like this:

while(!viewer.done())
{
   osg::EllipsoidModel convert;
   convert.convertLatLonHeightToXYZ(lat, lon, height, x, y, z);

   osg::Vec3 pos(x, y, z);
   osg::Matrixd matrix;
   matrix.setRotate(osg::Quat(osg::DegreesToRadians(0.0), osg::X_AXIS,
osg::DegreesToRadians(0.0), osg::Y_AXIS, osg::DegreesToRadians(0.0),
osg::Z_AXIS));
   matrix.setTrans(pos);
   viewer.getCamera();
   viewer.frame();
}

But I'm not sure if this is right. 

Diana

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Re: [osg-users] [vpb] How to extract height data from .dem files usingVPB and OSG

2011-06-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If you used VPB to build an osgTerrain database, you can get what you
want with the osgSim class.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
abhishek agarwal
Sent: Thursday, June 02, 2011 11:27 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] How to extract height data from .dem files
usingVPB and OSG

Hi,
I'm trying to build a terrain using .dem file for height. The file
contains all information on lattitude , longitude and height
But i don't know how to make use of them.. i don't know how to extract
height in osg program... I need height data to clamp objects to the
terrain.

Can you help me?
Waiting for reply.

Thank you!

Cheers,
abhishek

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Re: [osg-users] Too long to generate the DEM with osgdem

2011-05-31 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Try using the --TERRAIN option in the osgdem command to see if that
makes a difference in your build times...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ijustfu
Sent: Friday, May 27, 2011 6:26 PM
To: osg-users
Subject: [osg-users] Too long to generate the DEM with osgdem

Dear all,
  
  I am newer for using OSG.
  I compile gdal and VPB and rightly get all the files with VS2005.
When I use osgdem to generate DEM, I find it generates .IVE and a folder
of XXX-_root_L0_X0_Y0 . 
  The problem is: It takes too long to generate the DEM. I check the
time of file genration time and find the intervals between first several
file is very short for level 0, level 1 and level 2. Coming to level 3
and after, the intervals are long, in my case 2 minutes or 3 minutes.
So, after one and a half days, the DEM is only generated half.
   The input files are : Texture is:  texture.tilf 70m 4019*4284  ;
DEM  is: height.tif 47m 4019*4284.
   The comand line to generate DEM is : osgdem -t texture.tif -d
height.tif -l 8 -a mydem.osga 
   Anybady can help me? 
 
Thanks a lot.
 
 
2011-05-28 


ijustfu 
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Re: [osg-users] Intersection testing in a separate thread

2011-05-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Craig,

We've done something similar to what you want to do but in a separate process 
rather than a separate thread. We have done it in an asynchronous thread as 
well. The reason we chose to go with a process is that it allows us to run it 
on a remote machine away from the rendering process if need be. The process has 
a listening thread that receives two world positions (e.g. line of sight from 
ownship to target) over the network. Upon reception, it computes the 
intersection with a terrain database (i.e. node read into a scenegraph) and 
returns the closest intersection distance back over the network to the other 
process that made the request via a sending thread. 

Bottom line is that it can be done. It basically amounts to having asynchronous 
traversal of the same scenegraph, one for rendering traversal and the other for 
intersections. These traversals can either be done in different threads or 
different processes.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Craig S. Bosma
Sent: Thursday, May 12, 2011 1:14 PM
To: OpenSceneGraph Users
Subject: [osg-users] Intersection testing in a separate thread

Hi, 


I have an OSG-based simulation that I'm considering retrofitting to decouple 
the actual simulation rate from the render frame rate. It's not viewer-based. A 
simplified example would be and application that listens for a network message 
identifying two world positions, performs and intersection test, and returns a 
response, while rendering/updating the scene. Currently this happens serially, 
but I want to put the network listener and intersection testing on a separate 
thread. Obviously the shared data here is (a portion of) the scenegraph, which 
may be modified by the render/update thread. I want the network/query thread to 
be able to respond as quickly as possible, and not depend on how fast the scene 
can be drawn, as it is currently. 


Does anyone have any advice/experience/examples for how to best approach this 
kind problem? Is it even feasible?


Thanks,
Craig
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Re: [osg-users] Intersection testing in a separate thread

2011-05-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
J-S,

Yes, a great point I failed to bring up about the mutex. Thanks for mentioning 
that. We did have to do that to protect the shared resource when we used 
threading. 

For our stuff, one process (out-the-window) does the usual traversal (via 
viewer.frame) while the other sits idle until a request comes in for either 
HAT/HOT or LOS. Once a request comes in, it just computes the intersection with 
the terrain via the osgSim class and sends the scalar result back. Both 
processes load the same PagedLOD terrain node but they're using completely 
different graphs. We only check for intersection with terrain and nothing 
else...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Thursday, May 12, 2011 2:37 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Intersection testing in a separate thread

Hi Shayne, Craig,

 Bottom line is that it can be done. It basically amounts to having 
 asynchronous traversal of the same scenegraph, one for rendering traversal 
 and the other for intersections. These traversals can either be done in 
 different threads or different processes.

But the case of a different thread vs a different process is not the 
same. In his case, there will be (optimally) one copy of the scene 
graph, and both the rendering and the intersection thread will access 
it. He will need a mutex which would be held by the rendering thread 
while it's in the update phase, and by the intersection thread while it 
does an intersection. In your case, you have two copies of the scene 
graph, so there are no threading issues. (how did you update the scene 
graph between processes?)

But that doesn't mean it can't be done, just that it's not quite as 
simple as that.

Hope this helps,

J-S
-- 
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
 http://whitestar02.dyndns-web.com/
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Re: [osg-users] Manual perspective distortion?

2011-05-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Alexander,

By moving the corners of the frustum, are you wanting to tweak the
frustum corners so that they have different depths (i.e. tilt the near
plane so that it is no longer orthogonal to the eye)? I don't think OGL
(and hence OSG) will allow you to do this directly. There is a munge
that may allow you to effectively specify an oblique near clipping plane
to give you the effect you're looking for. Check out the link
http://www.terathon.com/gdc07_lengyel.pdf. Pay particular attention to
the last part of the presentation.

If you want to do distortion correction, you can resort to another
technique other than just using the projection matrix. One way to do
this is to use a two-pass solution whereby you render to texture and
then distort the texture coordinates at small increments before
rendering to an on-screen buffer. I think the first link I sent you last
week talks about this. There are other ways to do the distortion
correction as well such as shaders, etc.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Alexander Dieterle
Sent: Monday, May 09, 2011 3:18 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Manual perspective distortion?

Good morning everyone,

I hope everyone of you had a nice and enjoyable weekend? Here in Germany
it was brilliant weather, in addition, yesterday was mother's day so we
had a very enjoyable time with the family - hope the same for you! :)

Anyways - first off, thank you all very much for your answers. 

Torben, I did read into your code on Friday and, from a first glance at
it, it seems like a possible solution for the problem. I think the
perfect way to create that matrix would be by using a camera and
creating the distortion pixel map by analysing the offset dynamically
via the camera image. It's a quite complex way to do it, but the result
should be quite good - however, if I can't find a student to write his
bachelor thesis on that, I fear there won't be resources available to do
it ;) 

Shayne, thank you very much - the links you offered perfectly describe
the issues I'm dealing with. If I understand you right, I am already
tweaking the frustum to calibrate the viewing area by using

setProjectionMatrixAsFrustum(left, right, bottom, top, near, far); .

The problem with this method is that by using each of those parameters I
can only move an entire border of the projection area - so the entire
left, right, bottom or top border of the frustum. This allows me to
adjust the frustum such that it does fit into the projection screen;
however, it does not help at all against the distortion in the image. To
do so, I had to be able to move the corners of the frustum individually,
and that's something I don't quite know how to do it.

I'll read into the paper more deeply and will let you know if it could
help me any further.

Have a great start in the new week!

-Alex

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Re: [osg-users] [vpb] Flat Database Generation in Meters reallyshocked me when i load it to my osg application..!!!

2011-05-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Try omitting the s_srs portion of the gdalwarp command to see if that makes any 
difference.

I believe dted files will need to be reprojected as well since VPB builds the 
database using the source data coordinate system.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Atilla Selem
Sent: Friday, May 06, 2011 12:39 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Flat Database Generation in Meters reallyshocked 
me when i load it to my osg application..!!!

Hi Shayne, 
Hi Glenn,
Thanks for ur kind replies..

Shayne,
As you know MyTerrain.tif file projection info was;
Geographic ( Latitude / Longitude ) 
[N:36, E128] [N:38, E130] is in Utm Zone 52
Datum : WGS84
Unit : Arc degrees.

i tried to reproject MyTerrain.tif file using ur gdalwarp command like this..
gdalwarp -s_srs proj=latlong +datum=WGS84 -t_srs proj=utm +zone=52 
+datum=WGS84 MyTerrain.tif MyTerrainUtm.tif

command prompt displayed such an error;
ERROR 1 : Translating source or target SRS failed:
proj=latlong +datum=WGS84

Is gdalwarp command true in terms of parameters?
And one more question.. Should i run gdalwarp command for each of my dted-2 
files which have Geographic projection before using osgdem?

Thanks a lot,
Atilla.


S2LR wrote:
 Try using the following to reproject your data...
 
 gdalwarp -s_srs proj=latlong +datum=WGS84 -t_srs proj=utm +zone=11 
 +datum=WGS84 infile outfile
 
 Do this before using osgdem on your data files. UTM zone selection will be 
 dependent upon where your lat/lon is...
 
 -Shayne
 
 -Original Message-
 From:  [mailto:] On Behalf Of Atilla Selem
 Sent: Thursday, May 05, 2011 11:09 AM
 To: 
 Subject: Re:  [vpb] Flat Database Generation in Meters reallyshocked me when 
 i load it to my osg application..!!!
 
 Hi Glenn,
 Thanks for the tip.. but i really need to know,
 
 Where should i do reprojection? In my dted-2 files and/or in my GeoTiff.file 
 (since their projections are both Geographic - Lat/Lon) before executing 
 osgdem?
 Or should i do re-scaling or whatever after i load terrain in osg application?
 And What tool or command option should i use to reproject to UTM?
 
 thanks in advance..
 
 Atilla.
 
 
 
 Glenn Waldron wrote:
 
  Atilla,osgdem is creating your model in what's called a plate carre 
  projection -- in which degrees are simply reinterpreted as meters. That is 
  why your 2x2 degree cell is appearing as 2x2 meters.
  
  
  You need to reproject into a proper projected spatial reference system 
  (like UTM) to get the correct extents.
  
  
  Check the bottom of this page for tips:
  http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem 
  (http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem)
  
  
  Glenn Waldron / Pelican Mapping / @glennwaldron
  
  
  On Thu, May 5, 2011 at 12:25 PM, Atilla Selem  () wrote:
  
  
   Hi,
   
   i have tried to generate a terrain (.ive) database using osgdem 
   commandline options in order to buid a flat database where coordinates 
   are in meters. After successfull generation i put that terrain in my osg 
   application and really shocked! Before telling you what i saw as the 
   output let me tell you my inputs.
    - i have four Dted-2 elevation file,
    - i have one GeoTiff image which is successfully mapped on dted files.
    - Dteds are starting (from 36N, 128E to 38N, 130E). So there are 4 1x1 
   degree cells [ Total size is 2x2].
    - GeoTiff image also extends from 36N, 128E to 38N, 130E. So it covers 
   [2x2] elevation file without no problem.
   
   Dted and Image Coordinate Systems are:
   Geographic ( Latitude / Longitude )
   Datum : WGS84
   Unit : Arc degrees.
   
   after putting dteds and image in seperate folders ( MyDted, MyImage ) i 
   executed the following vpb command to generate my flat database.
   
   - osgdem -t MyDted -d MyImage -l 8 -v 0.1 -o MyTerrain_Flat.ive
   
   after executig above line and loading Terrain_Flat.ive on my osg 
   application it was really difficult to find where is MyTerrain_Flat.ive 
   on my view.
   When i zoom in What i saw was a 2x2 meter flat database in osg size. 
   !!!It was located on x = 128 , y = 36 on my view according to ( 0,0,0) of 
   my scene!!!
   Real size of Dteds of Image was 178 km in Easting and 221 km in 
   Northing.. i have checked size and everythings was ok with Dted and Image.
   
   Now the question is
   1 - Is there a problem with vpb when creating flat database in meters?
   2- Have i missed a command line option?
   3- Why is the generated terrain covers 2x2 meters although it is 178 x 
   221 km in real size?
   4- Why it is located in x = 128 , y = 36 ? Those were Lower Left Lat/Lon 
   coordinates of dteds and image file?
   4- Isn't it possible to generate real size flat terrains in meters in 
   x,y,z using vpb?
   
   Any help is really appreciated...
   
   ...
   
   Thank you!
   

Re: [osg-users] Manual perspective distortion?

2011-05-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If I understand you correctly, you want to tweak the viewing frustum?

You should be able to rotate and scale (move in and out) the clipping planes of 
an asymmetric viewing frustum (projection matrix) so that the four sides of 
intersection with the near clipping plane form a general quadrilateral. This 
should allow you to tune to the area of projection that you're interested in.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alexander 
Dieterle
Sent: Friday, May 06, 2011 3:59 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Manual perspective distortion?

Dear OSG Forum readers,

as we recently installed a multi-projector-based viewing screen I am currently 
working on its calibration. I managed to fix most of the displaying issues so 
far; however, one issue remains that I am quite unsure of how to approach it. 

Due to the mounting of the projectors in relation to the viewing screen, the 
projected image is distorted in a way that the projected image no longer 
resembles a rectangele but a trapezium. To give you a better understanding of 
the situation, I made a small sketch to visualise the problem (compare 
attachment).

The grey area is the projection area, while the blue frame resembles the area 
displayed by the projector. As can be seen in the image, whilst the left and 
bottom corners are quite well aligned, the upper right corner flees the 
projection area. 

Since the mounting of the projectors cannot be changed or adjusted further, I 
have to solve the problem on software side. I was thinking of somehow manually 
creating a perspective distortion matrix, such that I can move that corner so 
it fits in the projection area. However, I am a bit lost how to do that.

Is there anyone who could point me into the direction of how such a matrix 
could be created and what matrix to use at all? Intuitively, I've searched a 
bit in the direction of a projetion matrix, but couldn't quite find the right 
way to do it yet!

Anyways, thank you very much in advance for reading :)

Best regards,

Alexander

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Re: [osg-users] Manual perspective distortion?

2011-05-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just as a follow up, these links may also help you solve your problem.
The last one may be of particular interest to your application...

http://www.opengl.org/resources/code/samples/sig99/advanced99/notes/node
33.html

http://catarina.udlap.mx/u_dl_a/tales/documentos/dsc/mora_l_ma/capitulo3
.pdf

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Friday, May 06, 2011 1:54 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Manual perspective distortion?

If I understand you correctly, you want to tweak the viewing frustum?

You should be able to rotate and scale (move in and out) the clipping
planes of an asymmetric viewing frustum (projection matrix) so that the
four sides of intersection with the near clipping plane form a general
quadrilateral. This should allow you to tune to the area of projection
that you're interested in.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Alexander Dieterle
Sent: Friday, May 06, 2011 3:59 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Manual perspective distortion?

Dear OSG Forum readers,

as we recently installed a multi-projector-based viewing screen I am
currently working on its calibration. I managed to fix most of the
displaying issues so far; however, one issue remains that I am quite
unsure of how to approach it. 

Due to the mounting of the projectors in relation to the viewing screen,
the projected image is distorted in a way that the projected image no
longer resembles a rectangele but a trapezium. To give you a better
understanding of the situation, I made a small sketch to visualise the
problem (compare attachment).

The grey area is the projection area, while the blue frame resembles the
area displayed by the projector. As can be seen in the image, whilst the
left and bottom corners are quite well aligned, the upper right corner
flees the projection area. 

Since the mounting of the projectors cannot be changed or adjusted
further, I have to solve the problem on software side. I was thinking of
somehow manually creating a perspective distortion matrix, such that I
can move that corner so it fits in the projection area. However, I am
a bit lost how to do that.

Is there anyone who could point me into the direction of how such a
matrix could be created and what matrix to use at all? Intuitively, I've
searched a bit in the direction of a projetion matrix, but couldn't
quite find the right way to do it yet!

Anyways, thank you very much in advance for reading :)

Best regards,

Alexander

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Re: [osg-users] [vpb] Flat Database Generation in Meters reallyshocked me when i load it to my osg application..!!!

2011-05-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Try using the following to reproject your data...

gdalwarp -s_srs proj=latlong +datum=WGS84 -t_srs proj=utm +zone=11 
+datum=WGS84 infile outfile

Do this before using osgdem on your data files. UTM zone selection will be 
dependent upon where your lat/lon is...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Atilla Selem
Sent: Thursday, May 05, 2011 11:09 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Flat Database Generation in Meters reallyshocked 
me when i load it to my osg application..!!!

Hi Glenn,
Thanks for the tip.. but i really need to know,

Where should i do reprojection? In my dted-2 files and/or in my GeoTiff.file 
(since their projections are both Geographic - Lat/Lon) before executing osgdem?
Or should i do re-scaling or whatever after i load terrain in osg application?
And What tool or command option should i use to reproject to UTM?

thanks in advance..

Atilla.



Glenn Waldron wrote:
 Atilla,osgdem is creating your model in what's called a plate carre 
 projection -- in which degrees are simply reinterpreted as meters. That is 
 why your 2x2 degree cell is appearing as 2x2 meters.
 
 
 You need to reproject into a proper projected spatial reference system (like 
 UTM) to get the correct extents.
 
 
 Check the bottom of this page for tips:
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem 
 (http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem)
 
 
 Glenn Waldron / Pelican Mapping / @glennwaldron
 
 
 On Thu, May 5, 2011 at 12:25 PM, Atilla Selem  () wrote:
 
   Hi,
  
  i have tried to generate a terrain (.ive) database using osgdem commandline 
  options in order to buid a flat database where coordinates are in meters. 
  After successfull generation i put that terrain in my osg application and 
  really shocked! Before telling you what i saw as the output let me tell you 
  my inputs.
   - i have four Dted-2 elevation file,
   - i have one GeoTiff image which is successfully mapped on dted files.
   - Dteds are starting (from 36N, 128E to 38N, 130E). So there are 4 1x1 
  degree cells [ Total size is 2x2].
   - GeoTiff image also extends from 36N, 128E to 38N, 130E. So it covers 
  [2x2] elevation file without no problem.
  
  Dted and Image Coordinate Systems are:
  Geographic ( Latitude / Longitude )
  Datum : WGS84
  Unit : Arc degrees.
  
  after putting dteds and image in seperate folders ( MyDted, MyImage ) i 
  executed the following vpb command to generate my flat database.
  
  - osgdem -t MyDted -d MyImage -l 8 -v 0.1 -o MyTerrain_Flat.ive
  
  after executig above line and loading Terrain_Flat.ive on my osg 
  application it was really difficult to find where is MyTerrain_Flat.ive on 
  my view.
  When i zoom in What i saw was a 2x2 meter flat database in osg size. !!!It 
  was located on x = 128 , y = 36 on my view according to ( 0,0,0) of my 
  scene!!!
  Real size of Dteds of Image was 178 km in Easting and 221 km in Northing.. 
  i have checked size and everythings was ok with Dted and Image.
  
  Now the question is
  1 - Is there a problem with vpb when creating flat database in meters?
  2- Have i missed a command line option?
  3- Why is the generated terrain covers 2x2 meters although it is 178 x 221 
  km in real size?
  4- Why it is located in x = 128 , y = 36 ? Those were Lower Left Lat/Lon 
  coordinates of dteds and image file?
  4- Isn't it possible to generate real size flat terrains in meters in x,y,z 
  using vpb?
  
  Any help is really appreciated...
  
  ...
  
  Thank you!
  
  Cheers,
  Atilla
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=39045#39045 
  (http://forum.openscenegraph.org/viewtopic.php?p=39045#39045)
  
  
  
  
  
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Re: [osg-users] Unable to place model on vpb terrain. How To ?

2011-04-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sanat,

The code I gave you assumes that your VPB terrain was built using the
--geocentric flag (e.g. round earth). If not, then you must resort to
what Glenn recommended in his email and handle the coordinate
conversions correctly from a flat UTM (or whatever) to a round earth.

If you do decide to build your VPB terrain using --geocentric, the X,Y,Z
coordinates have their origin at (0,0,0) (i.e. the center of the earth)
so your Z coordinate in convertXYZToLatLongHeight(276119.7034106,
4685765.312, 0.0,...) should never be zero unless you're exactly at the
equator (yielding a latitude of zero). In your call
convertLatLongHeightToXYZ(osg::DegreesToRadians(42.291966f),
osg::DegreesToRadians(-83.715645f), 0.0f,...) an altitude of zero will
only give you an X,Y,Z point on the ellipsoid.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sanat
Talmaki
Sent: Friday, April 08, 2011 11:07 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Unable to place model on vpb terrain. How To ?

Hi Shayne,

Thanks for your reply. I have tried a few different things and have a
few questions from that:

First of, when I try something like this:

 
Code:
osg::ref_ptrosg::EllipsoidModel em =
csnVisitor.coordinateSystemNode-getEllipsoidModel();
  if(!em)
  {
std::cout  ellipsoid model is null\n;
  }
  //where csnVisitor has a data member storing coordsystemnode



To get over this, I need to set the ellipsoid model first and then try
the above. This seemed strange but since the ctor is overloaded, I
didn't think much of it. But now that the convertXYZToLatLong and vice
versa are giving me incorrect results, I am wondering if this maybe a
cause??

Second, when I tried using a set of coords for which I had precomputed
the geocentric (XYZ) coords from lat-long using osgEarth, I got
incorrect numbers. 


Code:
csnVisitor.coordinateSystemNode-getEllipsoidModel()-
 
convertLatLongHeightToXYZ(osg::DegreesToRadians(42.291966f),
osg::DegreesToRadians(-83.715645f), 0.0f, 
   terrainPosition.x(), terrainPosition.y(),
terrainPosition.z());
  double latitude, longitude, height;
 
csnVisitor.coordinateSystemNode-getEllipsoidModel()-convertXYZToLatLon
gHeight(276119.7034106, 4685765.312, 0.0,
 
latitude, longitude, height);



I think I have these functions right. But cannot figure out what maybe
causing this error. 

Third, when I try to get the height above terrain like:


Code:
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain,
terrainPosition)
//where terrain position is from the convert to XYZ function



This gives me a wrong height value. 

I wanted to know what it is that I can check or that I maybe doing
wrong. I have attached the terrain file (osg) that I am using in case
that helps.

Thank you

Sincerely,
Sanat.

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Re: [osg-users] Building an Altimeter

2011-04-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Rusty,

If your altimeter renders correctly and gives you correct results, then
I'd say your implementation is probably fine. There are plenty of OSG
examples and tutorials that you can compare with to see if you're on the
right track.

On understanding how normals are used, I would suggest that you learn
about how OpenGL renders objects in a scene since OSG uses OGL for its
rendering. The normals in a primitive are only used when lighting is
enabled. There are normals that are used for culling but that's another
discussion. If you want your lines to always appear bright red, don't
use normals, turn off lighting, and specify the color red before drawing
the line. Color can be specified per primitive or per vertex depending
on what you want to do.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Rusty
Shackleford
Sent: Saturday, April 09, 2011 2:45 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Building an Altimeter

Hi,

I'm working on a tool that visualizes a spacecraft in orbit around a
planetary body. As it is set up now, the position of that spacecraft is
given relative to the center of the body as an x,y,z coordinate. What
I'm trying to do right now is set up a simple altimeter that looks
essentially like a ruler reaching from the planetary surface up to a
little past the spacecraft. That is, a straight line with perpendicular
lines crossing it at regular intervals.

The black circle is the spacecraft, the black blob at the bottom is the
planetary surface, and I'm trying to draw that ladder with regular
demarkations.

I'm VERY new at OSG (two weeks in) so I could be going about this
completely wrong, please let me know if so. What needs to happen is for
the altimeter to follow the spacecraft (position given by end in the
code) such that the central line always intersects it and the origin
stays at the center of the planet (given by start).

I've included the code here for building the altimeter. It outputs a
group that is attached to the root node to which the planet is also
attached.


Code:

osg::Group* Visualizer::getAltimeter(osg::Vec3 start, osg::Vec3 end, int
interval)
{
int distance = sqrt(pow(end[0]-start[0],2) + pow(end[1]-start[1],2) +
pow(end[2]-start[2],2));

osg::Group* g = new osg::Group();
osg::Geode* geode = new osg::Geode();

//Line running up the middle
osg::Geometry* line_x_red = new osg::Geometry();
osg::Vec3Array* verticesx = new osg::Vec3Array(2);
(*verticesx)[0]=start;
(*verticesx)[1]=end;
line_x_red-setVertexArray(verticesx);

// set the color
osg::Vec4Array* red = new osg::Vec4Array;
red-push_back(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
line_x_red-setColorArray(red);
line_x_red-setColorBinding(osg::Geometry::BIND_OVERALL);

// set the normal in the same way color.
osg::Vec3Array* normals = new osg::Vec3Array;
normals-push_back(osg::Vec3(0.0f,0.0f,-1.0f));
line_x_red-setNormalArray(normals);
line_x_red-setNormalBinding(osg::Geometry::BIND_OVERALL);
line_x_red-addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::LINES,0,2));

//Surface of planet, no need to mark below this
int surfaceE = 10;
int numMarkers = (distance-surfaceE)/interval;

osg::Geometry* marker[numMarkers];

//Construct elevation marks

for(int i = 0; inumMarkers;i++)
{
marker[i] = new osg::Geometry();
osg::Vec3Array* vertices = new osg::Vec3Array(2);
(*vertices)[0]=osg::Vec3(-50,i*interval + surfaceE,0);
(*vertices)[1]=osg::Vec3(50,i*interval + surfaceE,0);
marker[i]-setVertexArray(vertices);
marker[i]-setColorArray(red);
marker[i]-setColorBinding(osg::Geometry::BIND_OVERALL);
marker[i]-setNormalArray(normals);
marker[i]-setNormalBinding(osg::Geometry::BIND_OVERALL);
marker[i]-addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::LINES,0,2));
geode-addDrawable(marker[i]);
}
geode-addDrawable(line_x_red);

altimeterFrame = new osg::PositionAttitudeTransform();
altimeterFrame-addChild(geode);
g-addChild(altimeterFrame);

return g;
}




If this is a good way to go about it, my next question is about normals,
which I don't fully understand. I'd like the lines to appear bright red,
regardless of which angle they're viewed from. An added bonus would be
for the markers to rotate around the central line to always face the
camera. I imagine this could be done with Billboards, but some initial
experimentation showed I have a lot to learn regarding them.

This is my first post on this board, so excuse me if I've missed a point
of etiquette, I'd be glad to elaborate on anything if need be. All
advice is greatly appreciated.

Thank you!

Cheers,
Rusty

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Re: [osg-users] Unable to place model on vpb terrain. How To ?

2011-04-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sanat,

You have to use the osgSim class to achieve your objective. In
particular, use the method

osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain_node,
osg::Vec3d(X,Y,Z))

where X,Y,Z is the geocentric coordinates (earth centered) calculated
from a given lat,lon,alt. 

The method to calculate X,Y,Z from a given lat,lon,alt is in the
EllipsoidModel class. You can extract the height on terrain from the
above HAT calculation to place your models on the terrain surface.

The reason why you want to use the osgSim class is that it accounts for
VPB pagedLOD databases when determining HAT/HOT and LOS calculations.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sanat
Talmaki
Sent: Friday, April 08, 2011 12:10 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Unable to place model on vpb terrain. How To ?

Hi,

I am trying to place a model on a vpb terrain by supplying the lat-long
coordinates. 

I followed a couple of threads in the forum that suggested to use the
CoordinateSystemNode and ellipsoid model. But that didn't work for me
(or maybe I am not following it right). 

I have attached the terrain along with my post.

So far this is what I am doing:


Code:
osg::ref_ptrosg::Group root = new osg::Group();
  
  osg::ref_ptrosg::CoordinateSystemNode csn = new
osg::CoordinateSystemNode();
  csn-setEllipsoidModel(new osg::EllipsoidModel());  
  osg::ref_ptrosg::Group terrainGroup = new osg::Group();
  //osg::ref_ptrosg::Node terrain =
osgDB::readNodeFile(NorthCampus6Levels.osg); 
  osg::ref_ptrosg::Node terrain =
osgDB::readNodeFile(NorthCampus6LevelsNoCS.osg);
  terrainGroup-addChild(terrain);

  osg::Vec3d m_surface;
 
csn-getEllipsoidModel()-convertLatLongHeightToXYZ(osg::DegreesToRadian
s(42.291966f), osg::DegreesToRadians(-83.715645f), 0.0f,
 
double(m_surface.x()),double(m_surface.y()),double(m_surface.z())
 ); 



I tried using a visitor to find the CoordSystNode in my scenegraph but
when I checked getEllipsoidModel I got a null.

I have used osgEarth in the past and was able to place a model on that.
But I presently need to use vpb. If anyone can point me in the right
direction, it would be great. 

Thank You.

Sincerely,
Sanat

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Re: [osg-users] Camera control in osgvisual

2011-03-29 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Most of the IG industry uses CIGI to pass data from the host to the IG
(and back for end of frame and mission functions stuff). I'm sure the
architecture is well defined on this. 

For starters, you can take a look at Boeing's Multi Purpose Viewer
software which is an IG test bed for the CIGI protocol. They interface
it to a generic host. The Multi Purpose Viewer uses OSG on the backend
for rendering.

This might give you some ideas on what you can do to add CIGI into your
IG stuff...

-Shayne


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Tuesday, March 29, 2011 6:45 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Camera control in osgvisual

Hi Vijeesh,

here is some explanation how the SLOT mechanism works currently:

it is a list of SLOT classes.

A slot class contains the following members:
* string name
* double value
* string sValue  (string value)
* enum direction: TO_OBJ | FROM_OBJ
* enum type: STRING | DOUBLE

If a software module wants to store some values which are directed TO
the visual Objects ( e.g. object3_LAT), it searches in this list for the
slot with the corresponding name,  type and direction and stores the
value in it.

The object updater for example reads on every update in this slot list
for a slot with the appropriate name and read the value to apply it to
its own object.


This has the the following implications:
* Supposed to be very slow if lot's of variables are used: if someone
searches in the list, he has to perform many string comparisons.
* Only strings and doubles can be stored but no complex data structures
( e.g. cigi containers)


My approach with the slots was only a first shot.

I would be very glad if we could discuss this, maybe also with other
users in the forum. It would be great to construct a more sophisticated
and usefull architecture to manage the data of the IG.

After that I would implement this solution asap, but currently I have no
idea in which direction we should proceed.


Thank you!

Cheers,
Torben

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Re: [osg-users] [vpb] short video flying with wiimote

2011-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Very cool...:)

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Massimo
Tarantini
Sent: Friday, March 25, 2011 4:57 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] short video flying with wiimote

Hi all,
this is a short demo of my terrain integrated with a wiimote :

www.youtube.com/watch?v=cGbD5bpu2uY

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Re: [osg-users] [vpb] coordinate system in terrain

2011-02-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
You can take a look at the .ive file. Even though most of it is
unreadable, you can look for the ellipsoid axis and flattening values.
Both of those will determine if it's round earth.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vijeesh
Theningaledathil
Sent: Thursday, February 24, 2011 11:56 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] coordinate system in terrain

Hi Shayne
Thanks. But still I cannot make out how to differentiate between flat
earth and ECEF. Is there anything we can check to identify?
 


Thank you!

Cheers,
Vijeesh

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Re: [osg-users] [vpb] coordinate system in terrain

2011-02-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If you want to use delta3D or subrscene to render the terrain, don't use
the --geocentric option in osgdem. Neither one of those applications
support VPB round earth databases...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vijeesh
Theningaledathil
Sent: Friday, February 25, 2011 12:49 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] coordinate system in terrain

Hi,

Thanks Mr. Ralf. But from the output of gdalinfo, how can i say that it
is flat earth or round earth. In my first post i had pasted the output
of gdalinfo for the source files. My problem is I'm not able to render
the terrain generated from the above source files using any of the
IG(subrscene, delta3d). Can you tell me which IG is best suitable to
render the terrain.
And I need to know the origin lat lon if its a flat earth. I used osgdem
to generate my terrain with --geocentric option.


Thank you!

Cheers,
Vijeesh

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Re: [osg-users] How to compute the coordinates of specific point ?

2011-02-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Perhaps you can be a bit more specific on your problem mathematically.
Your original post was somewhat vague on what you're trying to
accomplish...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mr Alji
Sent: Thursday, February 24, 2011 2:48 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] How to compute the coordinates of specific
point ?

Thank you for answering, not really what I am looking for but it already
helped 

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Re: [osg-users] ANN: osgEarth 2.0 released

2011-02-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Impressive...

Thank you.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Thursday, February 24, 2011 10:02 AM
To: OpenSceneGraph Users
Subject: [osg-users] ANN: osgEarth 2.0 released

osgEarth 2.0 is here!

Many thanks to everyone in the community who has supported the project
and helped us to make it a success.

osgEarth is an on-demand terrain rendering toolkit for OSG. It's goals
are to

 * render terrain on the fly with little or no preprocessing
 * support imagery, DEMs, and vectors from web mapping services as well
as local data sources
 * make it as easy as possible to get a global terrain model up and
running

Some highlights of Version 2.0:

 * Shader composition framework - integrate your own shader code with
osgEarth's terrain shaders with no copy-n-paste
 * Overlay decorator - new flexible mechanism for draping geometry on
the terrain
 * GPU compositing - render imagery using texture arrays,
multitexturing, or multipass
 * SkyNode - sun, stars, and atmospheric lighting

And now some links:

 * Release notes: http://www.osgearth.org/wiki/ReleaseNotes20
 * osgEarth wiki: http://osgearth.org
 * GitHub repository: https://github.com/gwaldron/osgearth
 * Support forum: http://forum.osgearth.org
 * Press release: http://pelicanmapping.com/?p=136

Enjoy!


Glenn Waldron : Pelican Mapping : twitter.com/glennwaldron

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