Re: [osg-users] Outline Effect traversal crash

2009-05-22 Thread Maciej Krol
Hi Brian, Robert, all, For object outlining I use cull callback that traverses node two times (its a simple workaround for two pass techniques). I use well known technique rendering back faces in wireframe ( http://en.wikipedia.org/wiki/Cel-shaded_animation) prior regular rendering. It was

Re: [osg-users] Taking it easy for a couple of days

2009-05-22 Thread Robert Osfield
Hi All, After a week of steadily getting over the cold my cold has suddenly come back with a vengeance. Feels more like Flu now and presently feel like a old man who's been knocked over by a bus and not allowed to sleep for a week. So again I'll take a back seat on the list/forum, let you guys

Re: [osg-users] BoundingSphere and IntersectionTest

2009-05-22 Thread Simon Hammett
2009/5/21 Matthias Gabriel g3e...@hotmail.de: Hi, today i wanted to build my own LineSegmentIntersector - well some kind of... while doing this, i looked into the sourcecode of the LineSegmentIntersector. There I saw, that the tests in LineSegmentIntersector::intersects(..) refer to start and

Re: [osg-users] Compute axis aligned bounding box of a given size

2009-05-22 Thread Simon Hammett
2009/5/22 Paul Griffiths gaffe...@gmail.com: Hi, I wish to compute an axis aligned bounding box of a given size whos position is centered to a node. This node cound be scaled, translated or rotated. it must be axis aligned. I need to know this to test if a picked part of a node picked with

Re: [osg-users] Bad OSG geometry

2009-05-22 Thread Tony Horrobin
Hi Andrew, Ümit Specifically, the problem appears to be the LightSource node, whose position is taken into account when calculating the bounding sphere. If you remove that, the geometry is centred and osg makes its own LightSource by default. Cheers, -Tony -- Read this

Re: [osg-users] Compute axis aligned bounding box of a given size

2009-05-22 Thread Paul Griffiths
Simon Hammett wrote: LineSegmentIntersector::Intersection has a member: matrix which is the accumulated local to world coordinates matrix. If you transform the nodes BoundingSphere center by that, you can then construct an aabb around that at whatever size you want. Sorry, i should of

Re: [osg-users] Compute axis aligned bounding box of a given size

2009-05-22 Thread Paul Griffiths
Im clipping an osg::group with an osg::ClipNode so parts of it is invisible on screen but when i click on the invisible parts the picker is still picking the object . i dont want it like that, i want the invisible parts to be invisible to the mouse as well. so i wish to create an aabb around

Re: [osg-users] Compute axis aligned bounding box of a given size

2009-05-22 Thread Simon Hammett
2009/5/22 Paul Griffiths gaffe...@gmail.com: Im clipping an osg::group with an osg::ClipNode so parts of it is invisible on screen but when i click on the invisible parts the picker is still picking the object . i dont want it like that, i want the invisible parts to be invisible to the

[osg-users] Running viewer loop and physic calculations in different threads

2009-05-22 Thread Alfonso Callejo Goena
Hello everyone: I'm developing a OSG-based graphic engine for a real time mechanical simulator. I would like that the physics and the graphic display would run in separate threads so that they could work independently without bothering each other. The communication between them is a kind of

Re: [osg-users] Compute axis aligned bounding box of a given size

2009-05-22 Thread Simon Hammett
2009/5/22 Simon Hammett s.d.hamm...@googlemail.com: 2009/5/22 Paul Griffiths gaffe...@gmail.com: Im clipping an osg::group with an osg::ClipNode so parts of it is invisible on screen but when i click on the invisible parts the picker is still picking the object . i dont want it like that, i

Re: [osg-users] [osgPlugins] Collada plugin texture problem

2009-05-22 Thread Roger James
daniele argiolas wrote: Hi, in attachment the model. Thank you! daniele Daniele, I have mailed the modified file directly to you to avoid cluttering up the list. The changes are at the end of the file. I have changed all instances of bind semantic="UVSET0"

Re: [osg-users] Picking and ignoring clipped parts of models?

2009-05-22 Thread René Molenaar
i'am doing something simular, and use the hit.getWorldIntersectPoint(), I have a function: bool isPointInSceneClipped, which looks like this for me: //transform the point to rotated box coordinates osg::NodePath nodePath;

[osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Christian Buchner
Hi, I was going to start a hobby (i.e. noncommercial) project to simulate an electromechanical coin arcade game. This would include rendering potentially hundres of coins that physically interact (think 500...1000 coins). For the physics simulation I am going for the free bullet physics package.

Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-05-22 Thread Jordi Torres
Hi Kim, I'm usig Ubuntu 9.04 and Roman is using fedora 10 as he said in his first post. My driver version is 180.44. Regards, Jordi. 2009/5/22 Kim C Bale k.b...@hull.ac.uk Are you using Ubuntu 9.04 aswell? Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-05-22 Thread Kim C Bale
Ah my apologies I must have missed that. I'll look into it. Thanks for reporting the issue. Kim. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jordi Torres Sent: 22 May 2009 12:15 To: OpenSceneGraph Users

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Kim C Bale
Hi Christian, Out of interest are you simulating a penny push machine? I had the same idea for a hobby project a while back. It's a great idea, although it might be tricky to get the physics working nicely. Unfortunately my ponderings stop there as I never found the time to get on it.

Re: [osg-users] Compute axis aligned bounding box of a given size

2009-05-22 Thread Paul Griffiths
Ive came up with this but it returns outside true every time regardless: Code: bool outside = false; if (obj-getParentWidget() obj-getParentWidget()-getUsingClipBoundingBox()) { osg::ref_ptrosg::ClipNode clipNode = obj-getParentWidget()-getClipNode(); if (clipNode) { for

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Christian Buchner
Out of interest are you simulating a penny push machine? Yes. These sucked the life out of my wallet on my last trip to Shanghai and Hangzhou. Playing with virtual currency would be cheaper. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Compute axis aligned bounding box of a given size

2009-05-22 Thread Simon Hammett
2009/5/22 Paul Griffiths gaffe...@gmail.com: Ive came up with this but it returns outside true every time regardless: Code: bool outside = false; if (obj-getParentWidget() obj-getParentWidget()-getUsingClipBoundingBox()) {    osg::ref_ptrosg::ClipNode clipNode =

Re: [osg-users] Blender osgExport

2009-05-22 Thread Cedric Pinson
Hi, Right now ipos are not baked, i started to work on it a few month ago but it's not finish. To bake physic i think you would need to make bake of ipos work. Another way could be to ask to blender to bake your ipos (i think it's possible) then the exporter will be able to export each keyframe.

Re: [osg-users] [build] argv = 1

2009-05-22 Thread Jean-Sébastien Guay
Hello Suyang, 1. I believe I have built OSG2.8.0 successfully on my XP with CMake 2.6. However when I tried to run those examples, I failed in lots of them, because the argc is always equal to 1, and lots of examples checks the value of argc. If it is equal to 1, then the program just retured.

Re: [osg-users] Compute axis aligned bounding box of a given size

2009-05-22 Thread Paul Griffiths
Simon Hammett wrote: Okies, if memory serves me correctly, the clip planes aren't in world coordinates, I think they are in eye coordinates. So that would be take the local intersection coordinate and transform it using computeLocalToEye (in osg/Transform) and test that point. If that

Re: [osg-users] Compute axis aligned bounding box of a given size

2009-05-22 Thread Simon Hammett
2009/5/22 Paul Griffiths gaffe...@gmail.com: Simon Hammett wrote: Okies, if memory serves me correctly, the clip planes aren't in world coordinates, I think they are in eye coordinates. So that would be take the local intersection coordinate and transform it using computeLocalToEye (in

Re: [osg-users] Running viewer loop and physic calculations in different threads

2009-05-22 Thread Cory Riddell
Hi Alfonso, I'm doing something similar to what you are doing. My viewer is running in it's own thread. I have a shared object that I use to communicate between the threads. If you are looking for sample code, I can try to distill what I have to something relatively simple. I'm using the

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Paul Martz
You could take a look at the draw instanced support in OSG, good for drawing lots of things. BRDFs could be used to render a high fidelity coin on just a couple triangles without the flat, wallpaper-like effect of a regular texture map. The first edition orange book included a section on

Re: [osg-users] Running viewer loop and physic calculations indifferent threads

2009-05-22 Thread Paul Martz
Take a look a osgDB::DatabasePager, which does essentially the same thing. Data (loaded in a separate thread) is stored in a list that is shared by the viewer class. Once a frame, the viewer lets the DatabasePager update the scene graph from this list. Paul Martz Skew Matrix Software LLC

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Christian Buchner
You could take a look at the draw instanced support in OSG, good for drawing lots of things. I believe this instancing capability might require Geforce 8 class hardware. I was thinking along the lines of how the osgforest sample replicates thousands of trees from the same billboard drawable.

[osg-users] texture mapping to trapezoid

2009-05-22 Thread Can Hosgor
Hi, I 'm having trouble mapping a texture2d to a quad. The texture looks correct when the quad is rectangle/square shaped, but incorrect when it is trapezoid shaped. I'm using the following code to create the geometry: http://pastebin.com/m47ba3f47 How can i fix it so that the texture looks

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread scormier
Hi, I would use osgparticle. You can induce rotations displacement. HTH Sylvain Christian Buchner wrote: You could take a look at the draw instanced support in OSG, good for drawing lots of things. I believe this instancing capability might require Geforce 8 class hardware. I was

Re: [osg-users] Remote execution and OSG

2009-05-22 Thread Jason Daly
paul1...@yahoo.com wrote: Am I setting up my graphics context incorrectly? I'm not using the AdapterWidget from the example. I'm also having trouble getting GraphicsWindowEmbedded to work... Does eXceed even support GLX? (I haven't used it in years, so this is an honest question) Can

Re: [osg-users] texture mapping to trapezoid

2009-05-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can, Could you provide an image of the textured quad for us to look at? Also can you provide the original texture (spot.bmp)? What is your texture state set up as in your geometry node? Is your original texture non power of two? Thanks, -Shayne -Original Message- From:

Re: [osg-users] [osg-submissions] [osgParticle] osgParticle ParticleSystem andModularEmitterin different coordinate systems

2009-05-22 Thread James Killian
Sorry that we are so late to chime in on this thread, but I'd like to post a response to the content presented here in hopes to help others, and perhaps fix code as well. Rick is the original author of the client particle system code we use for our game. I have passed this thread to him and

Re: [osg-users] Bad OSG geometry

2009-05-22 Thread Andrew Cunningham
Hi, Thanks for the tips guys - I did not think the light source node was included in the BBox... obvious once you think of it.. Thank you! Cheers, Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12767#12767

Re: [osg-users] Running viewer loop and physic calculations indifferent threads

2009-05-22 Thread Alfonso Callejo Goena
Paul Martz pma...@... writes: Take a look a osgDB::DatabasePager, which does essentially the same thing. Data (loaded in a separate thread) is stored in a list that is shared by the viewer class. Once a frame, the viewer lets the DatabasePager update the scene graph from this list.  

Re: [osg-users] texture mapping to trapezoid

2009-05-22 Thread Can Hosgor
Hi Shayne, Thank you for the quick response :) A screen shot of quad is available here: http://img36.imageshack.us/img36/5741/problem2009052217560820.jpg I left my texture attributes as default. Also didn't change anything at a parent stateset (in other words, i gave the node returned by

Re: [osg-users] Running viewer loop and physic calculations in different threads

2009-05-22 Thread Alfonso Callejo Goena
Cory Riddell c...@... writes: Hi Alfonso, I'm doing something similar to what you are doing. My viewer is running in it's own thread. I have a shared object that I use to communicate between the threads. If you are looking for sample code, I can try to distill what I have to something

Re: [osg-users] texture mapping to trapezoid

2009-05-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can, Thanks for the feedback. I'm unable to get to your links. Can you send the images as attachments? Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Can Hosgor Sent: Friday, May 22,

Re: [osg-users] texture mapping to trapezoid

2009-05-22 Thread Paul Martz
This looks like the fairly well-known non-planar texture coordinate problem. Your vertex coordinates don't occupy the same 2D space as your texture coordinates. It's been discussed on this list a few times. In this situation, there are a number of ways the hardware could interpolate the st

Re: [osg-users] Set image as static background

2009-05-22 Thread Andrew Cunningham
Hi Paul, I want to do a similar thing (a graduated background image). I did this in raw OGL quite easily, but like the previous poster , I am quite confused about how to do this with OSG. I too am using the viewer class which has a setCamera and getCamera. I see the addSlave method but I am

Re: [osg-users] Advice sought for rendering coins in OSG. Lots ofcoins.

2009-05-22 Thread Paul Martz
Think of BRDFs as Imposters on steroids. The idea is to have views of an object from several different angles, and let the hardware choose which one (or ones) to use to represent the object based on the current view direction. The visual representation is on par with Imposters, so it is quite 3D.

Re: [osg-users] Modified dae file

2009-05-22 Thread Roger James
Daniele Argiolas wrote: Hi, thank you. All model that I've found from Collada Test Model Bank, Google Warehouse or that I generate with ColladaMaya or ColladaMax don't work in OSG. Who has decided Collada COMMON profile and who uses it? If all models are in this way, not precise, it's very

Re: [osg-users] Running viewer loop and physic calculationsin different threads

2009-05-22 Thread Serge Lages
Hi, Take a look at osg::Operation and osg::OperationThread too, they are very useful to make such work with an OSG based system to do the synchronisation. Browse through the examples to find an illustration of how it works (maybe osgterrain but I am not sure). Best regards, On Fri, May 22,

Re: [osg-users] Running viewer loop and physic calculations in different threads

2009-05-22 Thread Cory Riddell
Alfonso, I've distilled my code down. I hope I haven't cut out too much. The most complicated part for me was getting the halting sequence correct. I tell the viewer to stop drawing and then have to wait until the viewer thread is finished and notifies me that it is complete. I have a view

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Christian Buchner
Out of interest are you simulating a penny push machine? Here is a first youtube video of my progress so far. http://www.youtube.com/watch?v=74C61A-wzaA This is based on the osgBullet sample code found on the OpenSceneGraph Wiki on Support/Tutorials. A few things to note: - No shiny coins

Re: [osg-users] Remote execution and OSG

2009-05-22 Thread Don Leich
Paul, I recently submitted some example code based on osgviewerQT that I think will solve your problem of setting the traits correctly in order to run to a remote display. It also addresses a number of issues having to do with Qt/OSG integration, including some unresolved issues. I hope a Qt

[osg-users] Driving me crazy...setting viewMatrix manually causes Geodes to get culled

2009-05-22 Thread Andrew Cunningham
Hi, I am not using any of the osg manipulators - I am taking full control of the ortho projection and the viewer's camera viewmatrix using camera-setProjectionMatrixAsOrtho() and camera-setViewMatrix(). As I rotate the model about the origin various Geodes vanish and reappear ( not being

Re: [osg-users] [build] argv = 1

2009-05-22 Thread Alberto Luaces
El Viernes 22 Mayo 2009ES 02:52:00 Wang Rui escribió: It's a Chinese forum with nearly 2000 members and also the mirror of the OpenSceneGraph website. This country always amazes me :) Only the chinese forum has almost as many users as the worldwide mailing list. Great news to discover so many

Re: [osg-users] Driving me crazy...setting viewMatrix manually causesGeodes to get culled

2009-05-22 Thread Paul Martz
In my experience, auto compute of near/far seems to not deal with ortho projections too well. Does the problem go away if you switch to perspective? Does the problem go away if you disable near/far auto compute? Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466

Re: [osg-users] Advice sought for rendering coins in OSG. Lots ofcoins.

2009-05-22 Thread Paul Martz
- things get slow with more than 70 coins on this (slightly outdated) machine. The bottleneck is definitely physics, not rendering. May have to experiment with CUDA acceleration to achieve 500 coins and more. I suspect your bottleneck if with solving. Currently, the Cuda solver is not yet

Re: [osg-users] Advice sought for rendering coins in OSG. Lots ofcoins.

2009-05-22 Thread Christian Buchner
Hi Paul, Is your app explicitly setting this down to fewer samples for performance reasons? Assuming dt, is the time between 2 frames, I call stepSimulation(dt, 20, 0.005); // 200 ticks per second, minimum 10 FPS assumed I will be taking the physics related discussion to the proper forums,

Re: [osg-users] Bad OSG geometry

2009-05-22 Thread Cory Riddell
Did anybody else on the mailing list see this message but not rest of the thread? I checked my spam folder too. No sign of the parent messages anywhere. When I click the link to view the message in the forum, then I can see the entire thread. Cory Andrew Cunningham wrote: Hi, Thanks for the

Re: [osg-users] Driving me crazy...setting viewMatrix manually causes Geodes to get culled

2009-05-22 Thread Andrew Cunningham
Hi Paul, As you suggested... This fixed the problem... getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); That was driving me crazy Thank you! Cheers, Andrew -- Read this topic online here:

Re: [osg-users] Compute axis aligned bounding box of a given size

2009-05-22 Thread Simon Hammett
2009/5/22 Simon Hammett s.d.hamm...@googlemail.com: 2009/5/22 Paul Griffiths gaffe...@gmail.com: Simon Hammett wrote: Okies, if memory serves me correctly, the clip planes aren't in world coordinates, I think they are in eye coordinates. Right I've had time to play with ClipNode, and what

Re: [osg-users] Compute axis aligned bounding box of a given size

2009-05-22 Thread Paul Griffiths
Simon Hammett wrote: Right I've had time to play with ClipNode, and what I said above is rubbish. You just need the matrix which transforms from the parent to the intersection node. Given you are writing a tool kit, I suspect you can quickly and easily work out that transform from

Re: [osg-users] Outline Effect traversal crash

2009-05-22 Thread Brian Stewart
Hi Maciej, Thank you for the example. It seems to be a lot faster than what I was doing earlier. Before when a node was selected, I removed it from its parent, created an osgFX::Scribe effect and placed it under the parent, and then reattached my node under that. But there was a slight delay

Re: [osg-users] [osg-submissions] [osgParticle] osgParticleParticleSystem andModularEmitterin different coordinate systems

2009-05-22 Thread Jolley, Thomas P
Hi James, The ParticleSystem is derived from osg::Drawable and ParticleSystemUpdater is derived from osg::Node. How are you creating the graph with particles? If you are using clone you may have trouble with ParticleSystemUpdater (see my recent submission). Also, if you don't clone

[osg-users] Single-sided ClipPlane?

2009-05-22 Thread Paul Griffiths
Hi, Is it possible to set a ClipPlane so it's singe-sided so it only clips when viewed from only one side? and can you select which side? ... Thank you! Cheers, PaulG -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12794#12794

Re: [osg-users] Set image as static background

2009-05-22 Thread Andrew Cunningham
Hi, OK, I worked this out - Create a PRE_RENDER camera - create a 'square' add it to a geometry - create a new group, add geometry to group - add group to camera - add camera to scene - don't clear color buffer in main camera. ... Thank you! Cheers, Andrew -- Read this topic

[osg-users] Capping holes made by clipping?

2009-05-22 Thread Paul Griffiths
Hi, Im using a clipNode, and when I clip a model, i get a hole, can these be filled? ... Thank you! Cheers, PaulG -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12796#12796 ___ osg-users mailing

Re: [osg-users] Outline Effect traversal crash

2009-05-22 Thread Jean-Sébastien Guay
Hello Brian, It makes the building appear to be all white, since the texture is turned off. Is this correct? I tried disabling that part of the code, but now the backfaced outlines are not enough to make the object stand out. What I would really like to do is outline the object in a striking

Re: [osg-users] Single-sided ClipPlane?

2009-05-22 Thread Paul Griffiths
[Image: http://img177.imageshack.us/img177/9184/singlesidedclipplane.png ] This is the effect im after, if i can have single sided clipPlanes then i can construct a clipBox behind my window so from the outside it clips my scrollpanel behind so my window has virtually no depth, but from looking