Re: [osg-users] Track map on a 3D view

2013-11-06 Thread Gianni Ambrosio
Hi All,
I'm sorry but there are several details related to this task.

One more problem. Just to summarize the code status. I implemented a track view 
object as a view of a composite viewer. I set an osg::PositionAttitudeTransform 
node as scene data of the view. I then read an obj of thetrack and add as child 
of the position attutude transform. I update the viewport of the camera view to 
have width and height proportional to the track bounding box. Finally in some 
way I cal setViewMatrixAsLookAt() from the view camera to fit the track.

Now, the problem. If I resize the window vertically I see the track resizing, 
while if I resize the window horizontally the track is not resized so thet it 
is cut (left/right) at a certain point. It seems the viewport is resized 
correctly.
Any idea?

Regards
Gianni

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Re: [osg-users] Track map on a 3D view

2013-11-05 Thread Gianni Ambrosio

Trajce Nikolov NICK wrote:
 
 since you dont need manipulator for the map view you can only set the 
 viewmatrix. Something like
 
 view-getCamera()-setViewMatrixAsLookAt() and you make a top down view
 


Thanks Nick,
but I think I have to copy/paste part of the 
CameraManipulator::computeHomePosition(const osg::Camera *camera, bool 
useBoundingBox) code then, at least to calculate eye and center in the correct 
way. It would have been nice to have that code available without a manipulator. 
Anyway I solved that problem, thanks again.

Gianni

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Re: [osg-users] Track map on a 3D view

2013-11-04 Thread Gianni Ambrosio
Hi All,
to disable mouse intaraction I used:

view-getCamera()-setAllowEventFocus(false);

Does it make sense? Is there a better way?

In case this another option I have to set manually in my track map object copy 
constructor since a clone method is not available for a view.

Moreover, I set a camera manipulator to the track map view just to call home() 
method to fit the track. In fact the home() implementation works only if a 
manipulator is set. Since I really don't need a manipulator fot that view, what 
should I do get the same behavior without a manipulator?

Regards,
Gianni

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Re: [osg-users] Track map on a 3D view

2013-11-04 Thread Trajce Nikolov NICK
Hi Gianni,

since you dont need manipulator for the map view you can only set the
viewmatrix. Something like

view-getCamera()-setViewMatrixAsLookAt() and you make a top down view

Nick


On Mon, Nov 4, 2013 at 3:24 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Hi All,
 to disable mouse intaraction I used:

 view-getCamera()-setAllowEventFocus(false);

 Does it make sense? Is there a better way?

 In case this another option I have to set manually in my track map object
 copy constructor since a clone method is not available for a view.

 Moreover, I set a camera manipulator to the track map view just to call
 home() method to fit the track. In fact the home() implementation works
 only if a manipulator is set. Since I really don't need a manipulator fot
 that view, what should I do get the same behavior without a manipulator?

 Regards,
 Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-30 Thread Gianni Ambrosio
Hi Nick,
I'm not sure the point is the type of node used. I try to explain in detail.

Basically I would like to use the same sub-scene that represents my moving 
object both on the main 3D view and on the track map.

A moving object is insert in the scene of the main view. It can be scaled and 
its transformation matrix changes during animation. The transformation is a 
PositionAttitudeTransform but a MatrixTransform should work the same. The 
problem is now related to the fact I would like to add the root node of the 
sub-scene also to the root node of the track map view. That is useful since 
updated transformations for the moving objects are automatically reflected on 
the track map. That means the moving object moves correctly on the track. But 
the track map view is much smaller than the main view. So that, if the track 
graphics is fine, the moving objects on the track are too small to be seen. So 
I need to scale the moving object on the track map view, but without changing 
the scale on the 3D main view nor on the transformation that must move 
correctly also on the track map view.

Regards
Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-30 Thread Trajce Nikolov NICK
Hi Gianni,

so as I understand you you have one scene but you want to have a different
representationsof the objects from the main scene into the map scene. I
would do it with updateCallback. Let say you have a car that
MatrixTransfrom is moving in the main scene. And you want icon in the map
scene but following an object from the main scene. So let say:

main view:
MatrixTransform * mainSceneObject = 

map view:
MatrixTransofrm* mapSceneObject (this one with scale but following an
object from the main scene).

you do updateCallback on the mapSceneObject where you simply copy the
matrix from the main scene for translation and use a scale, like

class FollowNodeFromMainSceneNodeCallback : public osg::NodeCallback
{
public:
FollowNodeFromMainSceneNodeCallback(osg::MatrixTransform* mxt)
: _mainSceneObject(mxt) {}

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform* mapSceneObject =
dynamic_castosg::MatrixTransform*(node);
mapSceneObject-setMatrix(osg::Matrix::scale(x,y,z)*_mainSceneObject-getMatrix().getTrans());
}
protected:
osg::MatrixTransform* _mainSceneObject;
};

and you do then mapSceneObject-setUpdateCallback( new
FollowNodeFromMainSceneNodeCallback(mainSceneObject);

this way you have two MatrixTransoform for the same object across the
scenes, one following the other plus scale.



On Wed, Oct 30, 2013 at 10:36 AM, Gianni Ambrosio ga...@vi-grade.comwrote:

 Hi Nick,
 I'm not sure the point is the type of node used. I try to explain in
 detail.

 Basically I would like to use the same sub-scene that represents my moving
 object both on the main 3D view and on the track map.

 A moving object is insert in the scene of the main view. It can be scaled
 and its transformation matrix changes during animation. The transformation
 is a PositionAttitudeTransform but a MatrixTransform should work the same.
 The problem is now related to the fact I would like to add the root node of
 the sub-scene also to the root node of the track map view. That is useful
 since updated transformations for the moving objects are automatically
 reflected on the track map. That means the moving object moves correctly on
 the track. But the track map view is much smaller than the main view. So
 that, if the track graphics is fine, the moving objects on the track are
 too small to be seen. So I need to scale the moving object on the track map
 view, but without changing the scale on the 3D main view nor on the
 transformation that must move correctly also on the track map view.

 Regards
 Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-30 Thread Gianni Ambrosio

Trajce Nikolov NICK wrote:
 Hi Gianni,
 so as I understand you you have one scene but you want to have a different 
 representationsof the objects from the main scene into the map scene.

Yes Nick, that's correct. Thanks for the suggested implementation.

Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-29 Thread Gianni Ambrosio
Here I am again ...

Every moving object is something like this:

osg::PositionAttitudeTransform (for trasnformations wrt global)
osg::PositionAttitudeTransform (for scaling underlying graphics, not 
transformations)
osg::Group (that contains real graphics)

As suggested, the track map is basically an osgViewer::View with a 
osg::PositionAttitudeTransform as scene data. As child of that 
PositionAttitudeTransform I add a node with the track graphics and the 
PositionAttitudeTransform (i.e. transfirmation node) of each moving object. In 
this way I can see objects moving correctly on the track but they are too small 
to be seen. Adding a PositionAttitudeTransform for scaling each moving object 
does not work since also the PositionAttitudeTransform (i.e. transformation 
node) is scaled accordingly.

Now, is there a way (and does it make sense) to apply a scale for each moving 
object only in the track map view so that transformations are preserved?
Would it be a better solution to add a sphere with proper radius for each 
moving object so that it can be rendered just in the track map view?

Thanks for help
Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-29 Thread Trajce Nikolov NICK
Hi Gianni,

I never used PositionAttitudeTransform. Try MatrixTransform instead. You
can combine different transformation in the final Matrix. Something like:

osg::MatrixTransform* mxt = new osg::MatrixTransform;
mxt-setMatrix(osg::Matrix::scale(x,y,z)*osg::Matrix::translate(x,y,z))

Nick


On Tue, Oct 29, 2013 at 3:50 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Here I am again ...

 Every moving object is something like this:

 osg::PositionAttitudeTransform (for trasnformations wrt global)
 osg::PositionAttitudeTransform (for scaling underlying graphics, not
 transformations)
 osg::Group (that contains real graphics)

 As suggested, the track map is basically an osgViewer::View with a
 osg::PositionAttitudeTransform as scene data. As child of that
 PositionAttitudeTransform I add a node with the track graphics and the
 PositionAttitudeTransform (i.e. transfirmation node) of each moving object.
 In this way I can see objects moving correctly on the track but they are
 too small to be seen. Adding a PositionAttitudeTransform for scaling each
 moving object does not work since also the PositionAttitudeTransform (i.e.
 transformation node) is scaled accordingly.

 Now, is there a way (and does it make sense) to apply a scale for each
 moving object only in the track map view so that transformations are
 preserved?
 Would it be a better solution to add a sphere with proper radius for each
 moving object so that it can be rendered just in the track map view?

 Thanks for help
 Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-25 Thread Gianni Ambrosio
Hi,
since my track objcts are now osgViewer::View, what should I do to clone a 
View? I didn't found a clone method so I used the copy constructor but in this 
way the camera manipulator is not copied. A camera manipulator itself doesn't 
have a clone method and since a view can have a camera manipulator of any type 
I can't clone it exactly.

Any idea?

Regards
Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-25 Thread Trajce Nikolov NICK
Hi Gianni,

what do you mean by cloning a View? Clone the View structure or clone what
is in it displayed? If later you just share the scene across multiple
views, put the same node in setSceneData()

Nick


On Fri, Oct 25, 2013 at 10:08 AM, Gianni Ambrosio ga...@vi-grade.comwrote:

 Hi,
 since my track objcts are now osgViewer::View, what should I do to clone a
 View? I didn't found a clone method so I used the copy constructor but in
 this way the camera manipulator is not copied. A camera manipulator itself
 doesn't have a clone method and since a view can have a camera manipulator
 of any type I can't clone it exactly.

 Any idea?

 Regards
 Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-25 Thread Gianni Ambrosio
Moreover,
which is the real effect of using osg::CopyOp::DEEP_COPY_ALL operation in 
osgViewer::View copy constructor?

Regards,
Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-25 Thread Gianni Ambrosio

Trajce Nikolov NICK wrote:
 Hi Gianni,
 
 what do you mean by cloning a View? Clone the View structure or clone what is 
 in it displayed? If later you just share the scene across multiple views, put 
 the same node in setSceneData()
 

Hi Nick, I mean the view structure, since the manipulator of a view created by 
copy constructor is NULL. About the scene it seems correct to leave the choice 
of using the same scene root or something else.

Regards
Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-25 Thread Gianni Ambrosio
Hi All,
just a couple of questions.

I would like drag the view just like I can do with osgWidgets.

At the moment I used an OrbitManipulator for each view but I really don't need 
a manipulator for that view. But vithout a manipulator I can't see anything.

Thanks for your help,
Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-25 Thread Robert Osfield
Hi Gianni,


On 25 October 2013 14:34, Gianni Ambrosio ga...@vi-grade.com wrote:

 Hi All,
 just a couple of questions.

 I would like drag the view just like I can do with osgWidgets.

 At the moment I used an OrbitManipulator for each view but I really don't
 need a manipulator for that view. But vithout a manipulator I can't see
 anything.


I haven't heard of users wanting to drag a view before, but I would have
thought it would be be possible my adjusting the View's Camera's Viewport
in response to the mouse drag events.

Robert.
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Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Gianni Ambrosio
Thanks Robert. How could I overlap the two views? Looking at osgcompositeviewer 
example it seems they can overlay but one rectangle hides others while I need 
the 2D teack background to be transparent.

Regards
Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Robert Osfield
Hi Gianni,


On 18 October 2013 08:44, Gianni Ambrosio ga...@vi-grade.com wrote:

 Thanks Robert. How could I overlap the two views? Looking at
 osgcompositeviewer example it seems they can overlay but one rectangle
 hides others while I need the 2D teack background to be transparent.


Simply set the ClearMask on the Camera that overlays to just clear the
depth buffer.  See the osghud example for guidance on this.

Robert.
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Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Gianni Ambrosio
Hi Robert,
there's just one thing I don't like of this approach: the viewer is the driver. 
In my application I have one scene and I attach the root node to the viewer at 
startup. Then every model (xml) I load builds its own osg sub-graph and is 
attached to the scene. So that code doesn't need to know anything of the viewer.

Regards
Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Robert Osfield
Hi Gianni,

On 18 October 2013 10:34, Gianni Ambrosio ga...@vi-grade.com wrote:

 Hi Robert,
 there's just one thing I don't like of this approach: the viewer is the
 driver. In my application I have one scene and I attach the root node to
 the viewer at startup. Then every model (xml) I load builds its own osg
 sub-graph and is attached to the scene. So that code doesn't need to know
 anything of the viewer.


There is no reason why you couldn't do this with a CompositeViewer.  If you
wanted just a single scene graph then the NodeMask/TraversalMask
combination can be used to make sure each view gets to see what parts of
the scene graph are of interest to it.  See the osgstereoimage example for
an illustration of using node masks/traversal masks (just change the
traversal masks to CullMask for your purposes.)

Robert.
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Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Gianni Ambrosio
Thank you again Robert!
If I undarstand correctly, then I have to create a composite viewer with a 
proper view for a 2D track even if the user may not need it (i.e. 2D track 
object not loaded). That would not be a real problem.
But  on the other hand a user can load more then one 2D track object (even if 
in this case it would not have really sense). Of course a new view can be added 
for each 2D track object but that means my scene manager should depend on the 
viewer (at the moment this dependency is not needed).

Regards
Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Robert Osfield
HI Gianni,

On 18 October 2013 11:50, Gianni Ambrosio ga...@vi-grade.com wrote:

 If I undarstand correctly, then I have to create a composite viewer with a
 proper view for a 2D track even if the user may not need it (i.e. 2D track
 object not loaded). That would not be a real problem.
 But  on the other hand a user can load more then one 2D track object (even
 if in this case it would not have really sense). Of course a new view can
 be added for each 2D track object but that means my scene manager should
 depend on the viewer (at the moment this dependency is not needed).


I would certainly code the application so the adding/removing of the 2D
tracks would be done at a high level that knows about the CompositeVewer
and can add/remove/recyle the required View.

If you wanted the add code to not know about the viewer then I guess you
could use a singleton method for accessing the current viewer, or pass the
viewer pointer to add methods.

Another alternative would be to not use CompositeViewer but instead place
the osg::Camera for each 2D track into the main scene graph.  The osghud
example shows how to do this with an in scene graph osg::Camera as well as
the more conventional and recommend routes of placing the HUD as a slave
Camera or separate View.

The advantage of the CompositeViewer with separate Views is each View can
have it's won event handles and camera manipulator, so allows for unique
behaviours in convenient form. Conceptually it also easy to get your head
around.

Robert.
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Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Gianni Ambrosio

robertosfield wrote:
 
 Another alternative would be to not use CompositeViewer but instead place the 
 osg::Camera for each 2D track into the main scene graph.  The osghud example 
 shows how to do this with an in scene graph osg::Camera as well as the more 
 conventional and recommend routes of placing the HUD as a slave Camera or 
 separate View.
 

OK, in fact I was trying to implement it this way.

robertosfield wrote:
 
 The advantage of the CompositeViewer with separate Views is each View can 
 have it's won event handles and camera manipulator, so allows for unique 
 behaviours in convenient form. Conceptually it also easy to get your head 
 around.
 

Thanks for explaining the benefits of your suggested solution. I will try this 
also.

Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-17 Thread Robert Osfield
Hi Gianni,

A CompositeViewer with two View's, potentially sharing the same window so
that one view overlays the other like a HUD is the way I would tackle the
tasks.  The View's could share the same scene graph, or have their own
scene graph.  If you wanted to share the scene graph but view different
parts of it the way to do it is use a NodeMask and Camera::CullMask
combination to insure the each view traverses only the intended parts of
the scene graph for that view.

Robert.


On 16 October 2013 14:35, Gianni Ambrosio ga...@vi-grade.com wrote:

 Thanks Nick,
 I already implemented a HUD for 3D axes but whithout resizing and
 dragging. Anyway thanks again for the hint.

 Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-16 Thread Gianni Ambrosio

Trajce Nikolov NICK wrote:
 Hi Gianni,
 
 have a look at osgcompositeviewer example. You can add another view in the 
 corner (no need of osgWidget::Window). There is a class 
 osgViewer::CompositeViewer and osgViewer::View. The example demonstrated how 
 to have multiple views each with separate renderings.
 

Hi Nick,
I'm not sure the composite viewer is what I need.
I would like something that the user can move around. More over the scene is 
not the same: I have a real and complex road graphics shown in the 3d viewer, 
while the 2D track should show just the centerline of the road (so a different 
graphic).

Regards
Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-16 Thread Jordi Torres
Hi Gianni,

I'm not sure I've understood you fully, but maybe a HUD is enough to suit
your needs. Take a look to osgHUD example.

Cheers.


2013/10/16 Gianni Ambrosio ga...@vi-grade.com


 Trajce Nikolov NICK wrote:
  Hi Gianni,
 
  have a look at osgcompositeviewer example. You can add another view in
 the corner (no need of osgWidget::Window). There is a class
 osgViewer::CompositeViewer and osgViewer::View. The example demonstrated
 how to have multiple views each with separate renderings.
 

 Hi Nick,
 I'm not sure the composite viewer is what I need.
 I would like something that the user can move around. More over the scene
 is not the same: I have a real and complex road graphics shown in the 3d
 viewer, while the 2D track should show just the centerline of the road (so
 a different graphic).

 Regards
 Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-16 Thread Trajce Nikolov NICK
I have solved this in the past with composite viewer. It's up to you what
you put in your views, like, the 2D view can have ortho and rendering
totaly different stuff then the 3D rendering complex graphics. Maybe try
what Jordi suggested with hud display

Nick


On Wed, Oct 16, 2013 at 2:48 PM, Gianni Ambrosio ga...@vi-grade.com wrote:


 Trajce Nikolov NICK wrote:
  Hi Gianni,
 
  have a look at osgcompositeviewer example. You can add another view in
 the corner (no need of osgWidget::Window). There is a class
 osgViewer::CompositeViewer and osgViewer::View. The example demonstrated
 how to have multiple views each with separate renderings.
 

 Hi Nick,
 I'm not sure the composite viewer is what I need.
 I would like something that the user can move around. More over the scene
 is not the same: I have a real and complex road graphics shown in the 3d
 viewer, while the 2D track should show just the centerline of the road (so
 a different graphic).

 Regards
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56801#56801





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Re: [osg-users] Track map on a 3D view

2013-10-16 Thread Gianni Ambrosio
Thanks Jordi and Nick for the replay.
I thought of a HUD but I didn't investigate if a hud can be dragged or resized. 
If so then that's will be fine.

I'm attaching an image to show what I need. Just consider that the 2D track and 
3D scene can be overlapped.

Hope this is clearer.

Regards
Gianni

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Read this topic online here:
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Attachments: 
http://forum.openscenegraph.org//files/example_467.png


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Re: [osg-users] Track map on a 3D view

2013-10-16 Thread Trajce Nikolov NICK
You can use HUD for this. It will work better with resizing then the
comosite viewer with views. In any case you will have a separate
osg::Camera that for the HUD case will render to texture and apply to
osg::Geometry. This is very simple task. Have a look at the hud sample,
osgprerender for render to texture. If got stuck I can help you with some
code

Nick


On Wed, Oct 16, 2013 at 4:06 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Thanks Jordi and Nick for the replay.
 I thought of a HUD but I didn't investigate if a hud can be dragged or
 resized. If so then that's will be fine.

 I'm attaching an image to show what I need. Just consider that the 2D
 track and 3D scene can be overlapped.

 Hope this is clearer.

 Regards
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56805#56805




 Attachments:
 http://forum.openscenegraph.org//files/example_467.png


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Re: [osg-users] Track map on a 3D view

2013-10-16 Thread Gianni Ambrosio
Thanks Nick,
I already implemented a HUD for 3D axes but whithout resizing and dragging. 
Anyway thanks again for the hint.

Gianni

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[osg-users] Track map on a 3D view

2013-10-15 Thread Gianni Ambrosio
Hi All,
I have a scene with moving objects (basically cars) in a 3D view and a fixed 
object (i.e. the track). Now I need to show a simplified track (just the 
centerline of the track, coming from a separate graphic file, if needed) in one 
corner of the 3D viewer with runnig cars as simple colored points.

I thought of an object derived from osgWidget::Window, or simply a Camera, or 
both? Anything else is more appropriated?

Thank you!

Regads,
Gianni

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Re: [osg-users] Track map on a 3D view

2013-10-15 Thread Trajce Nikolov NICK
Hi Gianni,

have a look at osgcompositeviewer example. You can add another view in the
corner (no need of osgWidget::Window). There is a class
osgViewer::CompositeViewer and osgViewer::View. The example demonstrated
how to have multiple views each with separate renderings.

Nick


On Tue, Oct 15, 2013 at 2:56 PM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Hi All,
 I have a scene with moving objects (basically cars) in a 3D view and a
 fixed object (i.e. the track). Now I need to show a simplified track (just
 the centerline of the track, coming from a separate graphic file, if
 needed) in one corner of the 3D viewer with runnig cars as simple colored
 points.

 I thought of an object derived from osgWidget::Window, or simply a Camera,
 or both? Anything else is more appropriated?

 Thank you!

 Regads,
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56786#56786





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