[osg-users] CEGUI
Hi, I tried to run the osgcegui example, and no GUI was rendered. All the GUI creation code was taken from CEGUI example (which works). I didn't get any errors from CEGUI or OSG. I also tried to set the renderGUI function as post callback of the camera with no better results. any ideas? is it something with the Zbuffer? or Z position of the GUI? thanks, Guy. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Slightly OT: coordinate system use for globe sized app.
Hi Chris, On 7/3/07, Dorosky, Christopher G [EMAIL PROTECTED] wrote: I need to pick a new coordinate system to expand my app to a single world database, kinda like google earth. I was thinking of using ECEF as my internal coordinate system. Anybody have any hints / suggestions as to something better? When you build an osgdem database with the --geocentric option it builds the database in Earth Center Earth Fixed (ECEF) coordinate system. With a geocentric database the problems you have to deal with are precision and which way is up (for simulator aspect). To solve the precision issue use a MatrixTransform above each tile that places the tile from its local origin (0,0,0 at the center of the tile) to its final position in geocentric space. To know which way is up decorate the database with a osg::CoordinateSystemNode and attach an EllipsoidModel to it describe the shape of the earth. Manipulators like Drive, Flight and TerrainManipulators all use the CoordinateSystemNode to know which way is up and behave accoridingly. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Override manipulator keyboard/mouse events functionality
Hi Nelson, On 7/3/07, Cysneros, Nelson SPAWAR [EMAIL PROTECTED] wrote: by replacing this line: // set the view sceneView-setViewMatrix(kbmcb-getViewMatrix()); With my own calculated matrix based on the kbmcb values. You can still do this with osgViewer::Viewer : osgViewer::Viewer viewer; viewer.setSceneData(osgDB::readNodeFile(cow.osg)); viewer.realize(); while(!viewer.done()) { viewer.getCamera()-setViewMatrix(myViewMatrix); viewer.frame(); } Note, no Camera Manipulator is registered, so nobody is setting the view matrix other than your setViewMatrix call. I'm also confused about the billboard examples ( and other examples simular to it). Looks like they never added anytype of Manipulator to the camera. and I'm wondering how the camera manipulation is being done? Is their a default manipulator that comes with the osgViewer::Viewer? viewer.run() used my main of the examples is great short hand for writing a quick example, but it does hide a bit of what's going under the hood, run is effectively (psudo code here) viewer.run() is equivilant to : viewer.realize(); if (viewer doesn't have a camera manipulator) { viewer.addCameraManipulator(new TrackballBall) } while(!viewer.done()) { viewer.frame(); } Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI
Hi Guy, The osgcegui example was my abortive attempt at getting CEGUI to work in a well that integrates well with the OSG. I say abortive because CEGUI really is a bit brain dead when it comes to managing multiple graphics contexts and multi-threading, its can't do it at all and doesn't look like it'll ever do it without a major rewrite. Some OSG users have got CEGUI to work with the OSG, and there are some suggestions in the osg-users archives about this. Personally I was unimpressed with CEGUI, its just not well designed or implemented library, its makes too many assumptions and restrictions on its usage to make it particularly useful beyond single window, single threaded games. I certainly wouldn't recommend it. Robert. On 7/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi, I tried to run the osgcegui example, and no GUI was rendered. All the GUI creation code was taken from CEGUI example (which works). I didn't get any errors from CEGUI or OSG. I also tried to set the renderGUI function as post callback of the camera with no better results. any ideas? is it something with the Zbuffer? or Z position of the GUI? thanks, Guy. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] osg-2.0 and multigen openflight 16.0 shader example world
Hi, If you refer to the Creator gallery world model I believe it only works with cg shaders. The osgviewer doesn't support cg shaders out of the box. The glsl version of the bumbmap shaders in the gallery doesn't use the tangent and binormal information so it only works for geometry in the xy plane. Regards, Brede On 7/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Which options must be choosen in osgviewer to see the expected result of a bump mapped world (openflight 16.0)? Jetzt Handykosten senken mit klarmobil - 14 Ct./Min.! Hier klicken http://produkte.shopping.freenet.de/handy_voip_isdn/klarmobil/index.html?pid=730025 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] is it possible to add new texture layers in run time to an osga ???
Hi i´ve got an osgdem generated pagelod island and i would like to add texture layers to it in order to show streets, different locations, etc... i know how to generate the osga with different texture layers but i need to do add this layers in run-time, is it possible?? maybe there might be problems because the island is a pagelod object which is which is essentially a lot of smaller objects with smaller textures and the new texture layer is just one file help here would be very aprreciated sorry for my english _ Acepta el reto MSN Premium: Correos más divertidos con fotos y textos increíbles en MSN Premium. Descárgalo y pruébalo 2 meses gratis. http://join.msn.com?XAPID=1697DI=1055HL=Footer_mailsenviados_correosmasdivertidos ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] is it possible to add new texture layers in run time to an osga ???
Hi David, osgdem has the --layer option which allows you to specify multiple textures and have these built directly into the paged databases. Alternatively you could use a TexGenNode to generate tex coords for you and then decorate the scene with the overlay textures. Another alternative would be to render the roads etc. into a texture and then apply this on to the scene use the osgSim::OverlayNode. Robert. On 7/3/07, David _ [EMAIL PROTECTED] wrote: Hi i´ve got an osgdem generated pagelod island and i would like to add texture layers to it in order to show streets, different locations, etc... i know how to generate the osga with different texture layers but i need to do add this layers in run-time, is it possible?? maybe there might be problems because the island is a pagelod object which is which is essentially a lot of smaller objects with smaller textures and the new texture layer is just one file help here would be very aprreciated sorry for my english _ Acepta el reto MSN Premium: Correos más divertidos con fotos y textos increíbles en MSN Premium. Descárgalo y pruébalo 2 meses gratis. http://join.msn.com?XAPID=1697DI=1055HL=Footer_mailsenviados_correosmasdivertidos ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI
By the way, sure CEGUI is not recommendable but is there another good possibility you would recommend to build GUIs in OSG ? Manu. 2007/7/3, Robert Osfield [EMAIL PROTECTED]: Hi Guy, The osgcegui example was my abortive attempt at getting CEGUI to work in a well that integrates well with the OSG. I say abortive because CEGUI really is a bit brain dead when it comes to managing multiple graphics contexts and multi-threading, its can't do it at all and doesn't look like it'll ever do it without a major rewrite. Some OSG users have got CEGUI to work with the OSG, and there are some suggestions in the osg-users archives about this. Personally I was unimpressed with CEGUI, its just not well designed or implemented library, its makes too many assumptions and restrictions on its usage to make it particularly useful beyond single window, single threaded games. I certainly wouldn't recommend it. Robert. On 7/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi, I tried to run the osgcegui example, and no GUI was rendered. All the GUI creation code was taken from CEGUI example (which works). I didn't get any errors from CEGUI or OSG. I also tried to set the renderGUI function as post callback of the camera with no better results. any ideas? is it something with the Zbuffer? or Z position of the GUI? thanks, Guy. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] OSG books
Hi OSGers -- On an experimental basis, I'm going to try direct sales of OSG documentation from my Web site: www.skew-matrix.com. Select Books from the menu on the left. When you order an OSG book in hardcopy, I'll give you access to the PDF for free. This isn't such a big deal for the Quick Start Guide, but should be a great deal for the reference Manual. Because this is an experiment, to keep the Web programming simple, I can't accept orders from outside the US, or from Alaska, Hawaii, or Colorado. If your delivery address is in one of those regions, you should order from Lulu.com. For more info about OSG books, go to www.osgbooks.com. Also, just a reminder about OSG training to be held in Huntsville, Alabama this September. Register now to receive the discounted price. Tuition goes up for registration after July 9. To register, visit www.skew-matrix.com and select Training from the menu on the left. Thanks, Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] ViewerEventHandlers problem with custom GUIEventHandlers
Well I modified the osgkeyboard example, and added a StatHandler so that main now is: int main(int , char **) { osgViewer::Viewer viewer; osg::ref_ptrKeyboardModel keyboardModel = new KeyboardModel; viewer.addEventHandler(new KeyboardEventHandler(keyboardModel.get())); viewer.addEventHandler(new osgViewer::StatsHandler); viewer.setSceneData( keyboardModel-getScene() ); return viewer.run(); } But still pressing s, presses the s key in the virtual keyboard and also shows stats. I didn't have this problem with osgProducer::Viewer but appeared when I ported to osgViewer::Viewer. On Monday 02 July 2007 21:48, Jeremy L. Moles wrote: On Mon, 2007-07-02 at 21:32 +0300, Panagiotis Papadakos wrote: Hi Jeremy and thanks for your quick response. I think you have a point there. But even if I inverse my handler, things again do not work. I also tried setting setHandled to true but again nothing! I looked at the code and StatsHandler works on KEYDOWN; so, just make sure your event handler is front of the StatsHandler when you add it to the viewer (either by hand or by calling push_front()) and return true on that event and you should be okay. Alternatively, you can call: statsHandler-setKeyEventTogglesOnScreenStats() ...to change it from S to something else. On Monday 02 July 2007 21:04, Jeremy L. Moles wrote: On Mon, 2007-07-02 at 20:55 +0300, Panagiotis Papadakos wrote: Hello everybody! I have an OSGKeyboardEventHandler : public osgGA::GUIEventHandler keyboard handler, whose handle method returns true when for example 's' is pressed. My problem is that because I have also added the osgViewer::StatsHandler to my viewer i also see the stats printed on my screen! Am I doing something wrong? Thank you. I would guess that one does key press (perhaps yours), and the other release (perhaps StatsHandler). I haven't checked the source to confirm, but I bet this is what is happening... ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Papadakos Panagiotis ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] ViewerEventHandlers problem with custom GUIEventHandlers
Hi Panagiotis, The behavior difference you are seeing is down to the osgViewer using the Chain of Responsibility Design Pattern for passing on events, the just of it is that viewer passes events to all event handlers regardless of whether the event has been handled or not. The approach pushes the responsibility for checking to see if the event has been handled on to the event handlers themselves. They can check this via the GUIEventAdapter::getHandled() method. If an event handler returns true then the Handled bool is automatically set to true. The problem that you have observed arises when an event handler has been updated to filter out already handled events, some of the osgGA event handles like the camera manipulators had been updated, but not all - the osgGA::StatsManipulator and osgViewer::ViewerEventHandlers hadn't been updated for 2.0. I have just gone through these event handlers and added in the appropriate code - mostly checks like: if (ea.getHandled()) return false; Added to the *::handle(..) methods. With this change your code example: int main(int , char **) { osgViewer::Viewer viewer; osg::ref_ptrKeyboardModel keyboardModel = new KeyboardModel; viewer.addEventHandler(new KeyboardEventHandler(keyboardModel.get())); viewer.addEventHandler(new osgViewer::StatsHandler); viewer.setSceneData( keyboardModel-getScene() ); return viewer.run(); } Will result in the StasHandler getting events but discarding them as they have already been handled by the KeyboardEventHandler. If however, you change the order, then the stats will work and the keyboard handler will work as the later doesn't check for getHandled(). In this instance this is what you want, and the new Chain of Responsibility approach is working as intended giving you the flexibility to control how events are handled. Robert. On 7/3/07, Panagiotis Papadakos [EMAIL PROTECTED] wrote: Well I modified the osgkeyboard example, and added a StatHandler so that main now is: int main(int , char **) { osgViewer::Viewer viewer; osg::ref_ptrKeyboardModel keyboardModel = new KeyboardModel; viewer.addEventHandler(new KeyboardEventHandler(keyboardModel.get())); viewer.addEventHandler(new osgViewer::StatsHandler); viewer.setSceneData( keyboardModel-getScene() ); return viewer.run(); } But still pressing s, presses the s key in the virtual keyboard and also shows stats. I didn't have this problem with osgProducer::Viewer but appeared when I ported to osgViewer::Viewer. On Monday 02 July 2007 21:48, Jeremy L. Moles wrote: On Mon, 2007-07-02 at 21:32 +0300, Panagiotis Papadakos wrote: Hi Jeremy and thanks for your quick response. I think you have a point there. But even if I inverse my handler, things again do not work. I also tried setting setHandled to true but again nothing! I looked at the code and StatsHandler works on KEYDOWN; so, just make sure your event handler is front of the StatsHandler when you add it to the viewer (either by hand or by calling push_front()) and return true on that event and you should be okay. Alternatively, you can call: statsHandler-setKeyEventTogglesOnScreenStats() ...to change it from S to something else. On Monday 02 July 2007 21:04, Jeremy L. Moles wrote: On Mon, 2007-07-02 at 20:55 +0300, Panagiotis Papadakos wrote: Hello everybody! I have an OSGKeyboardEventHandler : public osgGA::GUIEventHandler keyboard handler, whose handle method returns true when for example 's' is pressed. My problem is that because I have also added the osgViewer::StatsHandler to my viewer i also see the stats printed on my screen! Am I doing something wrong? Thank you. I would guess that one does key press (perhaps yours), and the other release (perhaps StatsHandler). I haven't checked the source to confirm, but I bet this is what is happening... ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Papadakos Panagiotis ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Making Node::dirtyBound() virtual
Hi Robert -- Would you object strongly to making dirtyBound() a virtual function? In my custom node, I need to catch when the bounding box changes and make some modifications to the scene graph as a result. Currently, I'm overriding computeBounds() to do this. But because computeBounds() is const, I have to cast away const in order to perform non-const operations like modifying scene graph data. It turns out this doesn't work anyway, because thread collisions occur in multithread situations. Dirtying the bounding box seems to be an inherently non-const operation. Yet there doesn't appear to be a way for code to act on that change in a non-const way. Changing the declaration of dirtyBound() to virtual would allow custom Nodes to take non-const action on the bounding box change. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Making Node::dirtyBound() virtual
Hi Paul, dirtyBound() is something that can be called multiple times, but will only set a flag so is quite cheap. The computeBounds() will just be called on demand and therefore should only be called once per frame. computeBounds() is the place where I would stick my changes, its virtual for a good reason. Robert. On 7/3/07, Paul Martz [EMAIL PROTECTED] wrote: Hi Robert -- Would you object strongly to making dirtyBound() a virtual function? In my custom node, I need to catch when the bounding box changes and make some modifications to the scene graph as a result. Currently, I'm overriding computeBounds() to do this. But because computeBounds() is const, I have to cast away const in order to perform non-const operations like modifying scene graph data. It turns out this doesn't work anyway, because thread collisions occur in multithread situations. Dirtying the bounding box seems to be an inherently non-const operation. Yet there doesn't appear to be a way for code to act on that change in a non-const way. Changing the declaration of dirtyBound() to virtual would allow custom Nodes to take non-const action on the bounding box change. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] ViewerEventHandlers problem with custom GUIEventHandlers
Thank you Robert! Now everything is Ok! On Tuesday 03 July 2007 16:18, Robert Osfield wrote: Hi Panagiotis, The behavior difference you are seeing is down to the osgViewer using the Chain of Responsibility Design Pattern for passing on events, the just of it is that viewer passes events to all event handlers regardless of whether the event has been handled or not. The approach pushes the responsibility for checking to see if the event has been handled on to the event handlers themselves. They can check this via the GUIEventAdapter::getHandled() method. If an event handler returns true then the Handled bool is automatically set to true. The problem that you have observed arises when an event handler has been updated to filter out already handled events, some of the osgGA event handles like the camera manipulators had been updated, but not all - the osgGA::StatsManipulator and osgViewer::ViewerEventHandlers hadn't been updated for 2.0. I have just gone through these event handlers and added in the appropriate code - mostly checks like: if (ea.getHandled()) return false; Added to the *::handle(..) methods. With this change your code example: int main(int , char **) { osgViewer::Viewer viewer; osg::ref_ptrKeyboardModel keyboardModel = new KeyboardModel; viewer.addEventHandler(new KeyboardEventHandler(keyboardModel.get())); viewer.addEventHandler(new osgViewer::StatsHandler); viewer.setSceneData( keyboardModel-getScene() ); return viewer.run(); } Will result in the StasHandler getting events but discarding them as they have already been handled by the KeyboardEventHandler. If however, you change the order, then the stats will work and the keyboard handler will work as the later doesn't check for getHandled(). In this instance this is what you want, and the new Chain of Responsibility approach is working as intended giving you the flexibility to control how events are handled. Robert. On 7/3/07, Panagiotis Papadakos [EMAIL PROTECTED] wrote: Well I modified the osgkeyboard example, and added a StatHandler so that main now is: int main(int , char **) { osgViewer::Viewer viewer; osg::ref_ptrKeyboardModel keyboardModel = new KeyboardModel; viewer.addEventHandler(new KeyboardEventHandler(keyboardModel.get())); viewer.addEventHandler(new osgViewer::StatsHandler); viewer.setSceneData( keyboardModel-getScene() ); return viewer.run(); } But still pressing s, presses the s key in the virtual keyboard and also shows stats. I didn't have this problem with osgProducer::Viewer but appeared when I ported to osgViewer::Viewer. On Monday 02 July 2007 21:48, Jeremy L. Moles wrote: On Mon, 2007-07-02 at 21:32 +0300, Panagiotis Papadakos wrote: Hi Jeremy and thanks for your quick response. I think you have a point there. But even if I inverse my handler, things again do not work. I also tried setting setHandled to true but again nothing! I looked at the code and StatsHandler works on KEYDOWN; so, just make sure your event handler is front of the StatsHandler when you add it to the viewer (either by hand or by calling push_front()) and return true on that event and you should be okay. Alternatively, you can call: statsHandler-setKeyEventTogglesOnScreenStats() ...to change it from S to something else. On Monday 02 July 2007 21:04, Jeremy L. Moles wrote: On Mon, 2007-07-02 at 20:55 +0300, Panagiotis Papadakos wrote: Hello everybody! I have an OSGKeyboardEventHandler : public osgGA::GUIEventHandler keyboard handler, whose handle method returns true when for example 's' is pressed. My problem is that because I have also added the osgViewer::StatsHandler to my viewer i also see the stats printed on my screen! Am I doing something wrong? Thank you. I would guess that one does key press (perhaps yours), and the other release (perhaps StatsHandler). I haven't checked the source to confirm, but I bet this is what is happening... ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Papadakos Panagiotis ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Papadakos Panagiotis ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] ViewerEventHandlers problem with custom GUIEventHandlers
One more question though. Why we use KEYUP in ViewerEventHandlers.cpp and KEYDOWN in all other handlers? Why not be consistent? ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Making Node::dirtyBound() virtual
dirtyBound() is something that can be called multiple times, but will only set a flag so is quite cheap. I see what you mean when you say dirtyBound() could be called multiple times per frame, so my idea of overriding it wouldn't produce a very efficient solution. The computeBounds() will just be called on demand and therefore should only be called once per frame. computeBounds() is the place where I would stick my changes, its virtual for a good reason. Okay, but because computeBounds() is const, I have to cast away const in order to perform operations on the scene graph within this function. Furthermore, when I do this, I see crashes in multidisplay environments, probably due to a thread collision caused by modifying the scene graph in one thread while another accesses the same part of the scene graph. Taking a look at CullVisitor, it's not clear to me how you ensure that computeBounds() is only called once per frame in multidisplay environments (where multiple cull traversals would be running concurrently). Can you explain how this is handled? -Paul ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI
On Tue, 2007-07-03 at 12:43 +0200, Emmanuel Roche wrote: By the way, sure CEGUI is not recommendable but is there another good possibility you would recommend to build GUIs in OSG ? I'm working on one myself. :) Just need time... time... who ever has enough? At any rate, if you don't use CEGUI there really isn't much else. Hopefully I can have the osgHUD NodeKit working in the coming months. Manu. 2007/7/3, Robert Osfield [EMAIL PROTECTED]: Hi Guy, The osgcegui example was my abortive attempt at getting CEGUI to work in a well that integrates well with the OSG. I say abortive because CEGUI really is a bit brain dead when it comes to managing multiple graphics contexts and multi-threading, its can't do it at all and doesn't look like it'll ever do it without a major rewrite. Some OSG users have got CEGUI to work with the OSG, and there are some suggestions in the osg-users archives about this. Personally I was unimpressed with CEGUI, its just not well designed or implemented library, its makes too many assumptions and restrictions on its usage to make it particularly useful beyond single window, single threaded games. I certainly wouldn't recommend it. Robert. On 7/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi, I tried to run the osgcegui example, and no GUI was rendered. All the GUI creation code was taken from CEGUI example (which works). I didn't get any errors from CEGUI or OSG. I also tried to set the renderGUI function as post callback of the camera with no better results. any ideas? is it something with the Zbuffer? or Z position of the GUI? thanks, Guy. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Luminance Component Drawing / Camera Defocussing effect
Hi Mr. Robert. Thanks for the guidance on this issue. I have gone through the osgDistortion example and was able to render the monochrome image. But my requirement to process the captured image remained as it is. What I tried was: 1. Two Cameras were created -- one that renders the scene to a texture, and a second one that renders the texture on to the screen. But in this case, the accessibility to the image was not available. Next I attached an image object to the rendering camera. This image was set as the texture image and used by the second camera to render the processed image on to the screen. Camera-setPostDrawCallback was used to grab the image at every frame. When I did this, to my amazement, the framerate dropped from around 70 fps to 1 fps. I don't know if what I am doing is proper. If so, then is this drop in framerate expected. I am using 1024x1024 image size and to test I have applied no processing at all. Further, I am using a osgViewer::CompositeViewer. In this I want to have 2 views -- one that renders the usual colored scene while the other one that displays the processed monochrome scene. I am able to create the two views, but would like to take your guidance as to how to dynamically make one of them active while disabling the other one. Thanks in advance. Regards Harash - Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] LightPointNode and shaders
Hi Brad, Can shaders be added to a osg::LightPointNode? I'm trying to add both a vertex and fragment shader (pointsprite) but I just don't see any effect. I don't have problems with shader based pointsprites on nvidia hardware. don't forget this line: stateset-setMode(GL_VERTEX_PROGRAM_POINT_SIZE, osg::StateAttribute::ON); hope it helps. Markus ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] OSG books
Paul, The books cover OSG version 2.0? Thanks -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Tuesday, July 03, 2007 5:06 AM To: 'osg users' Subject: [osg-users] OSG books Hi OSGers -- On an experimental basis, I'm going to try direct sales of OSG documentation from my Web site: www.skew-matrix.com. Select Books from the menu on the left. When you order an OSG book in hardcopy, I'll give you access to the PDF for free. This isn't such a big deal for the Quick Start Guide, but should be a great deal for the reference Manual. Because this is an experiment, to keep the Web programming simple, I can't accept orders from outside the US, or from Alaska, Hawaii, or Colorado. If your delivery address is in one of those regions, you should order from Lulu.com. For more info about OSG books, go to www.osgbooks.com. Also, just a reminder about OSG training to be held in Huntsville, Alabama this September. Register now to receive the discounted price. Tuition goes up for registration after July 9. To register, visit www.skew-matrix.com and select Training from the menu on the left. Thanks, Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] OSG books
Hi -- The OSG Quick Start Guide is geared for OSG v2.0, yes. But, as a quick start guide, the treatment of v2.0 features is pretty lightweight. The OSG Reference Manual v1.2 is for v1.2, of course. A new reference manual for v2.0 is in the works and should be available sometime this summer. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cysneros, Nelson SPAWAR Sent: Tuesday, July 03, 2007 10:40 AM To: osg users Subject: RE: [osg-users] OSG books Paul, The books cover OSG version 2.0? Thanks -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Tuesday, July 03, 2007 5:06 AM To: 'osg users' Subject: [osg-users] OSG books Hi OSGers -- On an experimental basis, I'm going to try direct sales of OSG documentation from my Web site: www.skew-matrix.com. Select Books from the menu on the left. When you order an OSG book in hardcopy, I'll give you access to the PDF for free. This isn't such a big deal for the Quick Start Guide, but should be a great deal for the reference Manual. Because this is an experiment, to keep the Web programming simple, I can't accept orders from outside the US, or from Alaska, Hawaii, or Colorado. If your delivery address is in one of those regions, you should order from Lulu.com. For more info about OSG books, go to www.osgbooks.com. Also, just a reminder about OSG training to be held in Huntsville, Alabama this September. Register now to receive the discounted price. Tuition goes up for registration after July 9. To register, visit www.skew-matrix.com and select Training from the menu on the left. Thanks, Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Bounding Rect in Screen Space
Is there an easy way to calculate the bounding rectangle of an object in screen space? I'm hoping for some easy function that I could pass my osg::Node to and have it return the bounding rectangle of the pixels that it covers. Thanks. Alex ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] ViewerEventHandlers problem with custom GUIEventHandlers
On 7/3/07, Panagiotis Papadakos [EMAIL PROTECTED] wrote: One more question though. Why we use KEYUP in ViewerEventHandlers.cpp and KEYDOWN in all other handlers? Why not be consistent? I have no answer to that one. Some were written five years ago, some in the last few months. In general they should be consistent. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Making Node::dirtyBound() virtual
Hi Paul, On 7/3/07, Paul Martz [EMAIL PROTECTED] wrote: Okay, but because computeBounds() is const, I have to cast away const in order to perform operations on the scene graph within this function. Casting away const'ness is should be see as advanced usage, some that most usage models won't require, but if you know what your are doing and that it won't break any threading then you'll be OK to just go ahead and cast away constness. Furthermore, when I do this, I see crashes in multidisplay environments, probably due to a thread collision caused by modifying the scene graph in one thread while another accesses the same part of the scene graph. Well you'll need to write the code so its thread safe... one way around this is to stick a viewer-getSceneData()-getBound() before the call to renderingTraversals(); Crude way of forcing a single threading computeBound() but effective. Taking a look at CullVisitor, it's not clear to me how you ensure that computeBounds() is only called once per frame in multidisplay environments (where multiple cull traversals would be running concurrently). Can you explain how this is handled? The computeBounds() themselves just compute a bounding volume they don't actually modify anything. The getBound itself does the modification of the cached bounding volume, and can do so virtual of the _boundingBox/_boundingSphere being mutable. The getBound does try to make the serialize the access to the bounding volume variable, rather it lets multiple threads go and do the compute and lets them all apply their values - they will all compute the same values anyway so there isn't any danger in this. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Luminance Component Drawing / Camera Defocussing effect
Hi Harash, I'm afraid I can't walk you through this, I have time to point you in the direction but no more than this. Robert. On 7/3/07, Harash Sharma [EMAIL PROTECTED] wrote: Hi Mr. Robert. Thanks for the guidance on this issue. I have gone through the osgDistortion example and was able to render the monochrome image. But my requirement to process the captured image remained as it is. What I tried was: 1. Two Cameras were created -- one that renders the scene to a texture, and a second one that renders the texture on to the screen. But in this case, the accessibility to the image was not available. Next I attached an image object to the rendering camera. This image was set as the texture image and used by the second camera to render the processed image on to the screen. Camera-setPostDrawCallback was used to grab the image at every frame. When I did this, to my amazement, the framerate dropped from around 70 fps to 1 fps. I don't know if what I am doing is proper. If so, then is this drop in framerate expected. I am using 1024x1024 image size and to test I have applied no processing at all. Further, I am using a osgViewer::CompositeViewer. In this I want to have 2 views -- one that renders the usual colored scene while the other one that displays the processed monochrome scene. I am able to create the two views, but would like to take your guidance as to how to dynamically make one of them active while disabling the other one. Thanks in advance. Regards Harash Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Making Node::dirtyBound() virtual
Understood. Very enlightening. Okay, back to the drawing board. I ought to be able to come up with a solution now that I have this info. Thanks. -Paul Hi Paul, On 7/3/07, Paul Martz [EMAIL PROTECTED] wrote: Okay, but because computeBounds() is const, I have to cast away const in order to perform operations on the scene graph within this function. Casting away const'ness is should be see as advanced usage, some that most usage models won't require, but if you know what your are doing and that it won't break any threading then you'll be OK to just go ahead and cast away constness. Furthermore, when I do this, I see crashes in multidisplay environments, probably due to a thread collision caused by modifying the scene graph in one thread while another accesses the same part of the scene graph. Well you'll need to write the code so its thread safe... one way around this is to stick a viewer-getSceneData()-getBound() before the call to renderingTraversals(); Crude way of forcing a single threading computeBound() but effective. Taking a look at CullVisitor, it's not clear to me how you ensure that computeBounds() is only called once per frame in multidisplay environments (where multiple cull traversals would be running concurrently). Can you explain how this is handled? The computeBounds() themselves just compute a bounding volume they don't actually modify anything. The getBound itself does the modification of the cached bounding volume, and can do so virtual of the _boundingBox/_boundingSphere being mutable. The getBound does try to make the serialize the access to the bounding volume variable, rather it lets multiple threads go and do the compute and lets them all apply their values - they will all compute the same values anyway so there isn't any danger in this. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] PointSprites = small feature culling = ClusterCullingCallback
I'm using osg::PointSprites on an ellipsoid. To overcome terrain intersection problems between the sprites and the ellipsoid I disabled depth testing on the sprites. Problem solved. However, I then have the problem of sprites showing through the ellipsoid when you spin the globe around such that the sprites are on the other side of the globe. So, I decided to use osg::ClusterCullingCallback to solve that problem. Followed the example in osgfadetext but the cluster culling didn't work. After some debugging I discovered that disabling small feature culling was preventing the Cluster culling from working. But, if I don't disable small feature culling the point sprites don't display. What should I do here? BTW, I'm disabling small feature culling via: viewer.getCamera()-setCullingMode(osg::CullSettings::VIEW_FRUSTUM_SIDES_CULLING); ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] osgdem: avoid recreating temporary files
Hello, Looking for ways to save time when running osgdem: If you need to run osgdem on the same set (or subset) of files twice, is there anything you can do to skip creating the temporaryfile_original.tif series? Thanks! Joe ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] OSG 2.0 Singularity in osgSim::OverlayNode
There is a singularity in OverlayNode.cpp in the traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY method. This singularity is evident when frustum_axis (line 1463) approaches lookVector (line 1465). To resolve this, I added the following code following sideVector.normalize() (line 1476): if (sideVector.length() 1.0) { sideVector = osg::Vec3d(1.0, 0.0, 0.0); } Is this a reasonable fix? Thanks, Justin ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Fix for Windows version pfb plugin
Here is the corrected CMakeLists.txt file for the Windows XP VisualStudio 8 SP1 version of 'Plug 3d pfb' Performer plugin. INCLUDE_DIRECTORIES( ${PERFORMER_INCLUDE_DIR} ) SET(TARGET_SRC ReaderWriterPFB.cpp ConvertFromPerformer.cpp ) SET(TARGET_H ConvertFromPerformer.h ) IF(MSVC) SET(TARGET_EXTERNAL_LIBRARIES libpfdu-util ) ELSE(MSVC) SET(TARGET_EXTERNAL_LIBRARIES pfdu pfutil ) ENDIF(MSVC) SET(TARGET_LIBRARIES_VARS PERFORMER_LIBRARY ) end var setup ### SETUP_PLUGIN(pfb) B.t.w. These lines in the CMakeLists.txt file for the 'Plug other qt' quicktime plugin doesn't do anything. IF(WIN32) SET(CMAKE_SHARED_LINKER_FLAGS_DEBUG ${CMAKE_SHARED_LINKER_FLAGS_DEBUG} /NODEFAULTLIB:MSVCRT) ENDIF(WIN32) I.e. /NODEFAULTLIB:MSVCRT doesn't show up in the generated vcproj files. Poking around a little shows me some lines in the 'Plug image gif' CMakeLists.txt file like: IF(MSVC) SET_TARGET_PROPERTIES(${TARGET_DEFAULT_PREFIX}${TARGET_NAME} PROPERTIES LINK_FLAGS_DEBUG /NODEFAULTLIB:MSVCRT) ENDIF(MSVC) Which do add the /NODEFAULTLIB:MSVCRT to the build settings but does it in an obscure way by putting it in Additional options of the Command Line page of the Property pages for that project (http://www.cs.utexas.edu/~jss/OSG/bug1.jpg) instead of in the 'Ignore Specific Library' line of the Input page of the Property pages for that project (http://www.cs.utexas.edu/~jss/OSG/bug2.JPG). I don't know how to tell CMake to put the NODEFAULTLIB in the 'Ignore Specific Library' line. Does anyone? If you modify this slightly ... IF(MSVC) SET_TARGET_PROPERTIES(${TARGET_DEFAULT_PREFIX}${TARGET_NAME} PROPERTIES LINK_FLAGS_DEBUG /NODEFAULTLIB:LIBCMT) ENDIF(MSVC) ... and replace the IF(WIN32) lines described above for the Quicktime CMakelists.txt then 'Plug other qt' will link on windows without warning. John. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI
Hi, Jeremy: i don't know if this can be of interest to you, but if it can help you... The book DirectX 9 User Interfaces: Design and Implementation is the only reference i have found that explain how to do a GUI with DirectX from ground up. You can avoid the directX things, the book has some (short) comments about the pitfalls to avoid when designing a GUI. The GUI developed in the book seems quite similar than the one that ships with DirectX (coincidence?), but there will not be many issues doing that with OSG. Of course, i have nothing to do with the author or the publisher. This is not 'propaganda', just knowledge interchange. :) I haven't found any other reference about the topic of designing GUIs. Have you? Cheers. 2007/7/3, Jeremy L. Moles [EMAIL PROTECTED]: On Tue, 2007-07-03 at 12:43 +0200, Emmanuel Roche wrote: By the way, sure CEGUI is not recommendable but is there another good possibility you would recommend to build GUIs in OSG ? I'm working on one myself. :) Just need time... time... who ever has enough? At any rate, if you don't use CEGUI there really isn't much else. Hopefully I can have the osgHUD NodeKit working in the coming months. Manu. 2007/7/3, Robert Osfield [EMAIL PROTECTED]: Hi Guy, The osgcegui example was my abortive attempt at getting CEGUI to work in a well that integrates well with the OSG. I say abortive because CEGUI really is a bit brain dead when it comes to managing multiple graphics contexts and multi-threading, its can't do it at all and doesn't look like it'll ever do it without a major rewrite. Some OSG users have got CEGUI to work with the OSG, and there are some suggestions in the osg-users archives about this. Personally I was unimpressed with CEGUI, its just not well designed or implemented library, its makes too many assumptions and restrictions on its usage to make it particularly useful beyond single window, single threaded games. I certainly wouldn't recommend it. Robert. On 7/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi, I tried to run the osgcegui example, and no GUI was rendered. All the GUI creation code was taken from CEGUI example (which works). I didn't get any errors from CEGUI or OSG. I also tried to set the renderGUI function as post callback of the camera with no better results. any ideas? is it something with the Zbuffer? or Z position of the GUI? thanks, Guy. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Rendering threads and scene graph updates.
Hi, i'm working with OSG on Windows. I'm designing a Geo viewer that use OSG internally for rendering purposes, and i have some questions about how the modification of the scene graph must be done to be safe with the cull and draw traversals. After reading the Quick Start Guide and the DatabasePager code and looking at the osg mail archive, what i've found so far is that it is possible to modify the scene graph inside an update callback and that it is the recommended approach (viewer seems to treat databasePager as a special case and don't use update callback). I'm right with that or have i misunderstood something? Until now i have been working with a render thread that i start after the window is created. But after reading a comment in the checkevents method of GraphicsWindowWin32 that says it must be called from the main thread and knowing that Win32 don't like much that different threads access the message loop (as checkevents does), i'm thinking about the possibilty of doing the render from the main thread (e.g. using WM_TIMER and calling viewer::frame() , i don't have access to the app message loop). Is this possible? The examples i have seen so far use either a render thread (osgviewerMFC) or a custom message loop (osgViewerGLUT). I'm seeking for the possibility of avoiding to implement a custom Update Callback for doing the updates of the scenegraph, and make the changes directly to the scenegraph. It will free me for implementing the changes queues in the update callback (a solution mentioned in a two years old osg mail message) and will simplify my design greatly. The Quick Start Guide mentioned that this is possible, but also mentioned that this requires modifications to the main rendering loop. What else have to be keep in mind? Thanks in advance, Himar. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Luminance Component Drawing / Camera Defocussing effect
Hi Mr. Robert, I understand your plausibility of time, but at least can you indicate if the reduction in frame rate to 1fps when rendering to an image expected. Thanks Regards Harash Robert Osfield [EMAIL PROTECTED] wrote: Hi Harash, I'm afraid I can't walk you through this, I have time to point you in the direction but no more than this. Robert. On 7/3/07, Harash Sharma wrote: Hi Mr. Robert. Thanks for the guidance on this issue. I have gone through the osgDistortion example and was able to render the monochrome image. But my requirement to process the captured image remained as it is. What I tried was: 1. Two Cameras were created -- one that renders the scene to a texture, and a second one that renders the texture on to the screen. But in this case, the accessibility to the image was not available. Next I attached an image object to the rendering camera. This image was set as the texture image and used by the second camera to render the processed image on to the screen. Camera-setPostDrawCallback was used to grab the image at every frame. When I did this, to my amazement, the framerate dropped from around 70 fps to 1 fps. I don't know if what I am doing is proper. If so, then is this drop in framerate expected. I am using 1024x1024 image size and to test I have applied no processing at all. Further, I am using a osgViewer::CompositeViewer. In this I want to have 2 views -- one that renders the usual colored scene while the other one that displays the processed monochrome scene. I am able to create the two views, but would like to take your guidance as to how to dynamically make one of them active while disabling the other one. Thanks in advance. Regards Harash Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Boardwalk for $500? In 2007? Ha! Play Monopoly Here and Now (it's updated for today's economy) at Yahoo! Games.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] FadeText and Backdrop
Hi, I'm using osg 2.0.0 and when I use FadeText with Backdrop it don't fade the shadow. Follow a screenshot: http://stackedboxes.org/~fmierlo/OSG/fadetext_backdrop.jpg ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OSG books
Hi Paul, I have the Quick Start Guide and I must say the quality of the book is impressive, you really do get down to using OSG quickly. Though for the simple examples, but it is a start for all new members of OSG. :) It also acts as a mini reference for some of the older members who don't work full time with OSG, the hobbiest I refering too. The only concern I have about the official Reference is that it is for OSG 1.2, and we are sitting at OSG 2.0 which is also a major version change, thus plenty nice new features and some API changes, particularly to the use of SimpleViewer, etc thats helps with better integration with many widget libraries. I believe the new interface will work better with GTKMM and GTK+, as the older interface was a real pain to use. Though I discover ease of use when I have free time at the end of the year. What is your plans regarding a reference for OSG 2.0? Rizzan Paul Martz wrote: Hi OSGers -- On an experimental basis, I'm going to try direct sales of OSG documentation from my Web site: www.skew-matrix.com http://www.skew-matrix.com. Select *Books* from the menu on the left. When you order an OSG book in hardcopy, I'll give you access to the PDF for free. This isn't such a big deal for the /Quick Start Guide/, but should be a great deal for the /reference Manual/. Because this is an experiment, to keep the Web programming simple, I can't accept orders from outside the US, or from Alaska, Hawaii, or Colorado. If your delivery address is in one of those regions, you should order from Lulu.com. For more info about OSG books, go to www.osgbooks.com http://www.osgbooks.com. Also, just a reminder about OSG training to be held in Huntsville, Alabama this September. Register now to receive the discounted price. Tuition goes up for registration after July 9. To register, visit www.skew-matrix.com http://www.skew-matrix.com and select *Training *from the menu on the left. Thanks, Paul Martz *Skew Matrix Software LLC* http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OSG books
Arg You already answered my question for my previous email, but with a global snag. Which summer are you refering to? Northern or southern hemisphere? If southern hemisphere summer, looking at Dec 2007? If northern hemisphere summer, looking at July 2007 or July 2008? Also another thing, if one buys the PDF, can one print a few pages, so one can work on the OSG projects when away from electronic equipment, like when you on a wilderness trip for a few weeks. Rizzen Paul Martz wrote: Hi -- The /OSG Quick Start Guide/ is geared for OSG v2.0, yes. But, as a quick start guide, the treatment of v2.0 features is pretty lightweight. The /OSG Reference Manual v1.2/ is for v1.2, of course. A new reference manual for v2.0 is in the works and should be available sometime this summer. -Paul *From:* [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] *On Behalf Of *Cysneros, Nelson SPAWAR *Sent:* Tuesday, July 03, 2007 10:40 AM *To:* osg users *Subject:* RE: [osg-users] OSG books Paul, The books cover OSG version 2.0? Thanks -Original Message- *From:* [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] *On Behalf Of *Paul Martz *Sent:* Tuesday, July 03, 2007 5:06 AM *To:* 'osg users' *Subject:* [osg-users] OSG books Hi OSGers -- On an experimental basis, I'm going to try direct sales of OSG documentation from my Web site: www.skew-matrix.com http://www.skew-matrix.com. Select *Books* from the menu on the left. When you order an OSG book in hardcopy, I'll give you access to the PDF for free. This isn't such a big deal for the /Quick Start Guide/, but should be a great deal for the /reference Manual/. Because this is an experiment, to keep the Web programming simple, I can't accept orders from outside the US, or from Alaska, Hawaii, or Colorado. If your delivery address is in one of those regions, you should order from Lulu.com. For more info about OSG books, go to www.osgbooks.com http://www.osgbooks.com. Also, just a reminder about OSG training to be held in Huntsville, Alabama this September. Register now to receive the discounted price. Tuition goes up for registration after July 9. To register, visit www.skew-matrix.com http://www.skew-matrix.com and select *Training *from the menu on the left. Thanks, Paul Martz *Skew Matrix Software LLC* http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/