Re: [osg-users] Defining NodeKit

2009-02-23 Thread Jeremy Moles
On Sat, 2009-02-21 at 16:02 -0700, Paul Martz wrote:
 Hi Robert and all -- As I proceed with updating the Quick Start Guide,
 I encountered the section describing OSG's NodeKits. My first
 inclination was to update this with a short description of
 osgAnimation, osgVolume, and osgWidget.

OH WOW, cool. :) Don't mention this in the book, obviously, but as soon
as my condition allows (the medication I take for my CML really knocks
me out; it's like chemo in a pill) I will be working more on osgWidget.
I won't be changing the API too much, but I will be reducing a lot of
the redundancy and abstracting a few things (such as making Widget an
interface rather than the Quad implementation I currently use).

 However, only osgAnimation appears to have a dot osg plugin. osgVolume
 and osgWidget apparently do not define any classes that are supported
 by dot osg. Looking closer, I see that there is no dot osg plugin for
 osgManipulator or osgGA either.
  
 Do we need a new category for OSG-based libraries that aren't
 NodeKits? Or do I need to change my definition of NodeKit to be more
 inclusive? Thanks for any suggestions.
  
 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 +1 303 859 9466
  
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Re: [osg-users] Defining NodeKit

2009-02-23 Thread Paul Martz
Cool. Jeremy, could you possibly write a couple lines that capture the
spirit and intent of osgWidget for inclusion in my revision? If so, thanks
in advance.
 
Here's the text I have so far, so you can get a feel for what I'm after:

NodeKits extend the concept of Node, Drawable, and StateAttribute objects,
and can be thought of as extensions to the osg library in core OSG. NodeKits
must do more than derive from an OSG class. They must also provide a dot OSG
wrapper (an OSG plugin to support reading from and writing to an .osg file).
As a result, a NodeKit is composed of two libraries: the NodeKit itself, and
a dot OSG wrapper plugin library.

OSG v2.8 has 10 NodeKits.

. The osgAnimation library TBD.

. The osgFX library-This NodeKit provides additional scene graph
nodes for rendering special effects, such as anisotropic lighting, bump
mapping, and cartoon shading.

. The osgManipulator library-This NodeKit contains several classes
for manipulating selected objects in the scene graph.

. The osgParticle library-This NodeKit provides particle-based
rendering effects, such as explosions, fire, and smoke.

. The osgShadow library-This NodeKit provides a framework for
supporting shadow rendering techniques.

. The osgSim library-This NodeKit supports the special rendering
requirements of simulation systems and OpenFlight databases, such as terrain
elevation query classes, light point nodes, and DOF transformation nodes.

. The osgTerrain library-This NodeKit provides support for rendering
height field data.

. The osgText library-This NodeKit is a powerful tool for adding
text to your scene. It fully supports all TrueType fonts.

. The osgVolume library TBD.

. The osgWidget library TBD.

In addition, the osgGA library provides a cross-platform interface to events
and input devices such as window resize, mouse button, mouse motion, and key
press events.

 
 
I appreciate your assistance with filling in the blank.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
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Re: [osg-users] Defining NodeKit

2009-02-23 Thread Cedric Pinson

Hi Paul,

I am a bit busy to help you right now to write on osgAnimation, you can 
find information about osgAnimation 
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation

It's not complete but will maybe help you to have an idea.

Cheers,
Cedric

Paul Martz wrote:
Cool. Jeremy, could you possibly write a couple lines that capture the 
spirit and intent of osgWidget for inclusion in my revision? If so, 
thanks in advance.

Here's the text I have so far, so you can get a feel for what I'm after:

NodeKits extend the concept of *Node,* *Drawable**,* and 
*StateAttribute* objects, and can be thought of as extensions to the 
osg library in core OSG. NodeKits must do more than derive from an OSG 
class. They must also provide a /dot OSG wrapper/ (an OSG plugin to 
support reading from and writing to an .osg file). As a result, a 
NodeKit is composed of two libraries: the NodeKit itself, and a dot 
OSG wrapper plugin library.


OSG v2.8 has 10 NodeKits.

· The osgAnimation library TBD.

· The osgFX library—This NodeKit provides additional scene graph nodes 
for rendering special effects, such as anisotropic lighting, bump 
mapping, and cartoon shading.


· The osgManipulator library—This NodeKit contains several classes for 
manipulating selected objects in the scene graph.


· The osgParticle library—This NodeKit provides particle-based 
rendering effects, such as explosions, fire, and smoke.


· The osgShadow library—This NodeKit provides a framework for 
supporting shadow rendering techniques.


· The osgSim library—This NodeKit supports the special rendering 
requirements of simulation systems and OpenFlight databases, such as 
terrain elevation query classes, light point nodes, and DOF 
transformation nodes.


· The osgTerrain library—This NodeKit provides support for rendering 
height field data.


· The osgText library—This NodeKit is a powerful tool for adding text 
to your scene. It fully supports all TrueType fonts.


· The osgVolume library TBD.

· The osgWidget library TBD.

In addition, the osgGA library provides a cross-platform interface to 
events and input devices such as window resize, mouse button, mouse 
motion, and key press events.


I appreciate your assistance with filling in the blank.
Paul Martz
*Skew Matrix Software LLC*
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466


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--
+33 (0) 6 63 20 03 56  Cedric Pinson mailto:morni...@plopbyte.net 
http://www.plopbyte.net


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Re: [osg-users] Defining NodeKit

2009-02-22 Thread Paul Martz
 osgAnimation, osgWidget and osgVolume all have plugins that 
 support reading and writing of extended .osg files.   These are all 
 full NodeKits, as they all directly extend the scene graph nodes, 
 drawable + state.

Thanks for the correction. I didn't see the build target for the OSG support
for those, but I do now. Eyesight continues to fail... :-(
   -Paul

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Re: [osg-users] Defining NodeKit

2009-02-22 Thread Robert Osfield
On Sun, Feb 22, 2009 at 8:11 PM, Paul Martz pma...@skew-matrix.com wrote:
 osgAnimation, osgWidget and osgVolume all have plugins that
 support reading and writing of extended .osg files.   These are all
 full NodeKits, as they all directly extend the scene graph nodes,
 drawable + state.

 Thanks for the correction. I didn't see the build target for the OSG support
 for those, but I do now. Eyesight continues to fail... :-(

We need to bypass your optics and wire a text + graphics renderer
directly to your brain.

Robert.
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[osg-users] Defining NodeKit

2009-02-21 Thread Paul Martz
Hi Robert and all -- As I proceed with updating the Quick Start Guide, I
encountered the section describing OSG's NodeKits. My first inclination was
to update this with a short description of osgAnimation, osgVolume, and
osgWidget.
 
However, only osgAnimation appears to have a dot osg plugin. osgVolume and
osgWidget apparently do not define any classes that are supported by dot
osg. Looking closer, I see that there is no dot osg plugin for
osgManipulator or osgGA either.
 
Do we need a new category for OSG-based libraries that aren't NodeKits? Or
do I need to change my definition of NodeKit to be more inclusive? Thanks
for any suggestions.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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