[osg-users] osg-users Digest, Vol 13, Issue 14

Abhishek Seth abhishekseth28 at gmail.com
Thu Jul 3 12:01:42 PDT 2008


thanks Gerrick ! that worked
Abhi


On Thu, Jul 3, 2008 at 1:36 PM, <osg-users-request at lists.openscenegraph.org>
wrote:

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> Today's Topics:
>
>   1. Re: Render To Texture attached Image do not support RGBA32
>      format, value clamped to 1! (hesicong2006)
>   2. Re: Render To Texture attached Image do not support       RGBA32
>      format, value clamped to 1! (Robert Osfield)
>   3. Re: Issue with Model Display in OSG with VR Juggler
>      (Doug McCorkle)
>   4. Re: Osgswig (Gerwin de Haan)
>   5. Re: osgViewer 's' key Geometry information (Paul Martz)
>   6. Re: Determining supported file formats (Paul Martz)
>   7. Only intersecting certain nodes in the scene graph
>      (Jason Beverage)
>   8. Re: Only intersecting certain nodes in the scene graph
>      (Paul Martz)
>   9. Re: Only intersecting certain nodes in the scene graph
>      (Mathieu MARACHE)
>  10. Re: Only intersecting certain nodes in the scene graph
>      (Jean-S?bastien Guay)
>  11. Re: Only intersecting certain nodes in the scene graph
>      (Jason Beverage)
>  12. Re: Determining supported file formats (Robert Osfield)
>  13. Re: Determining supported file formats (Paul Martz)
>  14. Re: Issue with Model Display in OSG with VR Juggler
>      (Galen Faidley)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Fri, 04 Jul 2008 00:11:44 +0800
> From: hesicong2006 <hesicong2006 at 163.com>
> Subject: Re: [osg-users] Render To Texture attached Image do not
>        support RGBA32 format, value clamped to 1!
> To: OpenSceneGraph Users <osg-users at lists.openscenegraph.org>
> Message-ID: <486CFA40.10009 at 163.com>
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> ------------------------------
>
> Message: 2
> Date: Thu, 3 Jul 2008 17:17:02 +0100
> From: "Robert Osfield" <robert.osfield at gmail.com>
> Subject: Re: [osg-users] Render To Texture attached Image do not
>        support RGBA32 format, value clamped to 1!
> To: "OpenSceneGraph Users" <osg-users at lists.openscenegraph.org>
> Message-ID:
>        <7ffb8e9b0807030917j4356056dq70f0de3c79d8aa7f at mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> On Thu, Jul 3, 2008 at 5:11 PM, hesicong2006 <hesicong2006 at 163.com> wrote:
> > Hi, Robert:
> >     Could you give me an answer? Thanks!
>
> No.  I don't have an answer.  I don't know everything about everything.
>
>
> ------------------------------
>
> Message: 3
> Date: Thu, 3 Jul 2008 11:26:15 -0500
> From: Doug McCorkle <mccdo at iastate.edu>
> Subject: Re: [osg-users] Issue with Model Display in OSG with VR
>        Juggler
> To: OpenSceneGraph Users <osg-users at lists.openscenegraph.org>
> Message-ID: <37095EC8-E62C-4222-91BC-BE669A9F43D0 at iastate.edu>
> Content-Type: text/plain; charset="us-ascii"; Format="flowed";
>        DelSp="yes"
>
>
> On Jul 3, 2008, at 11:06 AM, Abhishek Seth wrote:
>
> > Hi !
> >
> > I am having problems with how models look when loaded in my
> > Application. I am using OSGNav Sample program from VR Juggler 2.2.1
> > with OSG 2.4.  Juggler uses osgUtil::SceneView but does not use
> > osgViewer::.
> >
> > When I load the file in OsgViewer it looks great; however in
> > Juggler's OSGNav it looks awful (the colors get washed out). I
> > suspect this is related to how Juggler is handling the Materials and
> > Lighting while rendering the model.  I have spent a fair amount of
> > time working through osgviewer.exe in the debuger to try to
> > determine the what it is doing with lighting.  It seems to set up
> > multiple lights and calls into the light::apply each frame.  Juggler
> > sets up a sigle light and never calls into the light::apply after
> > the initial set up.  Before I investigate this further I thought I'd
> > asked the list since I have the suspicion that is this something
> > simple and someone might recognive the issue my just looking at a
> > few screen shots.  I have attached screenshots for both Juggler's
> > OSGNav & OSGViewer and also the osg file them self.  Furthermore, I
> > have also included a simple model of a cube that demonstrates the
> > same effect.
>
> I imagine this has something to do with how the light is being setup.
> I would try using different settings in the:
>
>
> http://developer.vrjuggler.org/docs/vrjuggler/2.2/programmer.reference/classvrj_1_1OsgApp.html#1b1994aa3043cd522e749853595d4796
>
> or setup your own light:
>
>
> http://developer.vrjuggler.org/docs/vrjuggler/2.2/programmer.reference/classvrj_1_1OsgApp.html#e0a9dc2d8da29770af997f811df10144
>
> Here is what your data looks like in my VR Juggler / OSG app.
>
> Doug
>
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>
> ------------------------------
>
> Message: 4
> Date: Thu, 3 Jul 2008 18:35:05 +0200
> From: "Gerwin de Haan" <gerwindehaan at gmail.com>
> Subject: Re: [osg-users] Osgswig
> To: "OpenSceneGraph Users" <osg-users at lists.openscenegraph.org>
> Message-ID:
>        <715518200807030935h57f066c0wcfa9da1fe4ca9111 at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> I see, the MixinVector class has been recently added to SVN head:
> r8467 | robert | 2008-06-19 22:38:38 +0200 (Thu, 19 Jun 2008)
> I probably see where the error is, you might want to add this in
> osg_header.i if you're in a hurry:
> #if (OPENSCENEGRAPH_MINOR_VERSION > 4)
> #include <osg/MixinVector>
> #endif
> This should get you compiling, in the meantime I'll let my machine do all
> the compilation and see what else needs to be checked in in the osgswig
> svn.
>
>
> On Thu, Jul 3, 2008 at 5:58 PM, Gerrick Bivins <
> gbivins at objectreservoir.com>
> wrote:
>
> >  I'm on 10.5.3 Mac OSX.
> > Here's the error:
> >
> > /opt/local/bin/cmake -H/Users/gbivins/work/APIs/osgswig-new
> > -B/Users/gbivins/work/APIs/osgswig-new/build-mac --check-build-system
> > CMakeFiles/Makefile.cmake 0
> > /opt/local/bin/cmake -E cmake_progress_start
> > /Users/gbivins/work/APIs/osgswig-new/build-mac/CMakeFiles
> > /Users/gbivins/work/APIs/osgswig-new/build-mac/CMakeFiles/progress.make
> > make -f CMakeFiles/Makefile2 all
> > make -f src/python/CMakeFiles/_osg.dir/build.make
> > src/python/CMakeFiles/_osg.dir/depend
> > cd /Users/gbivins/work/APIs/osgswig-new/build-mac && /opt/local/bin/cmake
> > -E cmake_depends "Unix Makefiles" /Users/gbivins/work/APIs/osgswig-new
> > /Users/gbivins/work/APIs/osgswig-new/src/python
> > /Users/gbivins/work/APIs/osgswig-new/build-mac
> > /Users/gbivins/work/APIs/osgswig-new/build-mac/src/python
> >
> /Users/gbivins/work/APIs/osgswig-new/build-mac/src/python/CMakeFiles/_osg.dir/DependInfo.cmake
> > --color=
> > make -f src/python/CMakeFiles/_osg.dir/build.make
> > src/python/CMakeFiles/_osg.dir/build
> > /opt/local/bin/cmake -E cmake_progress_report
> > /Users/gbivins/work/APIs/osgswig-new/build-mac/CMakeFiles 1
> > [  2%] Building CXX object
> src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o
> > cd /Users/gbivins/work/APIs/osgswig-new/build-mac/src/python &&
> > /usr/bin/c++    -D_osg_EXPORTS   -fPIC
> > -I/Users/gbivins/work/APIs/installs/include
> > -I/Users/gbivins/work/APIs/osgswig-new/include
> > -I/Users/gbivins/work/APIs/osgswig-new/build-mac/include
> > -I/System/Library/Frameworks/Python.framework/Headers   -o
> > CMakeFiles/_osg.dir/osgPYTHON_wrap.o -c
> >
> /Users/gbivins/work/APIs/osgswig-new/build-mac/src/python/osgPYTHON_wrap.cxx
> >
> /Users/gbivins/work/APIs/osgswig-new/build-mac/src/python/osgPYTHON_wrap.cxx:
> > In function 'void*
> >
> _p_osg__TemplateIndexArrayT_unsigned_int_osg__Array__UIntArrayType_1_0x1405_tTo_p_MixinVectorT_unsigned_int_t(void*,
> > int*)':
> >
> /Users/gbivins/work/APIs/osgswig-new/build-mac/src/python/osgPYTHON_wrap.cxx:260041:
> > error: 'MixinVector' was not declared in this scope
> >
> /Users/gbivins/work/APIs/osgswig-new/build-mac/src/python/osgPYTHON_wrap.cxx:260041:
> > error: expected primary-expression before 'void'
> >
> /Users/gbivins/work/APIs/osgswig-new/build-mac/src/python/osgPYTHON_wrap.cxx:260041:
> > error: expected `)' before 'void'
> > make[2]: *** [src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o] Error 1
> > make[1]: *** [src/python/CMakeFiles/_osg.dir/all] Error 2
> > make: *** [all] Error 2
> >
> > Gerrick
> >
> >
> >
> > On 7/3/08 10:55 AM, "Gerwin de Haan" <gerwindehaan at gmail.com> wrote:
> >
> > I use OpenSceneGraph-2.4.0 on linux, last time I checked windows was fine
> > too. What errors do you get ? In the meantime I'll do a svn-head checkout
> > and see what's up.
> >
> >
> > On Thu, Jul 3, 2008 at 3:04 PM, Gerrick Bivins <
> > gbivins at objectreservoir.com> wrote:
> >
> > What version of osg is needed to compile with osgswig? I'm getting
> compile
> > errors with the svn head.
> >
> >
> >
> >
> > On 7/3/08 4:11 AM, "Gerwin de Haan" <gerwindehaan at gmail.com> wrote:
> >
> > Good to see everyone's still up and running on osgswig, although it's
> > always showing on the google code page. I'm using osgswig (for Python) on
> a
> > daily basis, every now and then I commit some changes to svn. Most of the
> > stuff I do is not directly in osgswig itself, but I still want to
> transfer
> > some of my work into the examples. E.g. I recently used osgswig within a
> > PyGTK window, also the use together with IPython works fine. Please post
> any
> > requests for features, examples etc. in the google code wiki
> > http://code.google.com/p/osgswig/w/list (or on this mailing list). BTW,
> we
> > could use some help with the Java and Ruby side of things.
> >
> >
> > On Thu, Jul 3, 2008 at 10:33 AM, Hartmut Seichter <
> lists at technotecture.com>
> > wrote:
> >
> > Gerrick Bivins wrote:
> >
> > Any plans for building java binding with Cmake?
> >
> >
> >
> >
> > Well, in the early days when osgSWIG was osgWrapper/Bindings I had a Java
> > version running. Being just a far observer of Java I am too unfamiliar of
> > the Java way of packaging. But in principle the build should be working.
> >
> >
> > H
> >
> > On 6/27/08 8:27 AM, "Luigi Calori" <l.calori at cineca.it> wrote:
> >
> >
> >
> > Hi Harmut, I did not know you were still working on osgswig, If it can
> > help, I attach some mods we have done to develop some code based on
> osgswig
> > We have tried to add wrapping to write node visitor derived python
> > I include all our mods, (we have also mod cmake to covert .dll to pyd)
> > It is tested  under win XP with osg 2.5
> > We have also tried it under Linux and it compiles correctly but has some
> > runtime problems
> > We have also integrated osg window with wxpython, it is working under
> > windows but bad performance under linux
> >
> > I attach a patch built with tortoise patch
> >
> >
> >
> > ------------------------------
> > _______________________________________________
> > osg-users mailing list
> > osg-users at lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> > _______________________________________________
> > osg-users mailing list
> > osg-users at lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> >
> > ------------------------------
> >
> > _______________________________________________
> > osg-users mailing list
> > osg-users at lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > osg-users at lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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> ------------------------------
>
> Message: 5
> Date: Thu, 3 Jul 2008 10:39:05 -0600
> From: "Paul Martz" <pmartz at skew-matrix.com>
> Subject: Re: [osg-users] osgViewer 's' key Geometry information
> To: "'OpenSceneGraph Users'" <osg-users at lists.openscenegraph.org>
> Message-ID: <76C41608EED14A16809AFD80EDA3A062 at Supreme>
> Content-Type: text/plain;       charset="us-ascii"
>
> > Yes this feature has been pending since 2.0... Paul wrote the
> > Quick Start Guide on the assumption that we'd get this
> > feature back in 2.x in quick time, but alas been sweeeept
> > away with work so haven't got to it yet, even one year on.
>
> Currently, updating the Quick Start Guide is low on my priority list, so
> any
> change to this section will probably be pending for quite some time. I'll
> try to add this to the errata in the near future.
>   -Paul
>
>
>
> ------------------------------
>
> Message: 6
> Date: Thu, 3 Jul 2008 11:06:04 -0600
> From: "Paul Martz" <pmartz at skew-matrix.com>
> Subject: Re: [osg-users] Determining supported file formats
> To: "'OpenSceneGraph Users'" <osg-users at lists.openscenegraph.org>
> Message-ID: <1BC71C9746CF48CF9ECAC8D1B704F896 at Supreme>
> Content-Type: text/plain;       charset="us-ascii"
>
> > Hi Paul,
> >
> > I can certainly see value in such a application.  To support
> > it you might want to directly extend the ReaderWriter base
> > class with a
> > supportedFormats() method of some kind, perhaps this is
> > something that might fall in besides the need to generalise
> > the handling of different protocols i.e. http, https etc or a
> > per plugin bases.
>
> Thanks, Robert -- I agree it might be useful to enhance the ReaderWriter
> interface at some point in the future to support this application.
>
> For now, I'm going to go ahead and submit what I have. We will encounter
> some issues with plugins returning error codes, which, hopefully, the
> community will chip in and help resolve, and we'll also encounter problems
> with the 3rdparty dependencies spewing error messages into our output
> stream. Not sure what we can do about that.
>
> Here's some brief usage notes regarding the submission:
>
> I'm submitting this as a new application (rather than example) and calling
> it "osgio". Simple usage is as follows:
>
>  osgio
>  osgio -csv
>  osgio flt obj 3ds bmp
>
> In the first form, osgio builds a list of potentially supported extensions,
> tests OSG for support, and outputs the extension and ReaderWriter class
> name
> if OSG supports that extension.
>
> In the second form, osgio outputs in CSV format. Each line represents the
> support status of a given extension. Columns contain the extension name,
> ReaderWriter class name, and support for read/write of Nodes, Images,
> Objects, and HeightFields represented by an "X" (absence of "X" indicates a
> lack of support).
>
> The third form tests a specific set of given extensions.
>
> The second and third forms may be combined to output a set of specific
> extensions in CSV format.
>
> Will post to osg-submissions shortly...
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> +1 303 859 9466
>
>
>
> ------------------------------
>
> Message: 7
> Date: Thu, 3 Jul 2008 13:20:03 -0400
> From: "Jason Beverage" <jasonbeverage at gmail.com>
> Subject: [osg-users] Only intersecting certain nodes in the scene
>        graph
> To: "osg users" <osg-users at lists.openscenegraph.org>
> Message-ID:
>        <2c4bbbeb0807031020v1b548fd9p47601b8deff20c4 at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Hi all,
>
> This is probably a very basic question, but I'm having a hard time
> understanding how the traversal masks work when using an
> IntersectionVisitor.
>
> I have a scene that contains an osgdem generated terrain database as well
> as
> other nodes such as text labels, lines, etc.  In certain situations, I only
> want to compute the intersections against the terrain database.
>
> I created a node mask for the terrain, 0x1, and used setNodeMask to set it
> on the root node of the terrain database.
>
> I am using the computeIntersections function of Viewer and passed along
> that
> traversal mask hoping that it would only intersect the paged database.
> However, the computeIntersections function is computing intersections
> against all of the nodes in the scene graph instead of just the paged
> database.
>
> Does this usage sound correct or am I way off base?
>
> Thanks!
>
> Jason
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>
> ------------------------------
>
> Message: 8
> Date: Thu, 3 Jul 2008 11:27:30 -0600
> From: "Paul Martz" <pmartz at skew-matrix.com>
> Subject: Re: [osg-users] Only intersecting certain nodes in the scene
>        graph
> To: "'OpenSceneGraph Users'" <osg-users at lists.openscenegraph.org>
> Message-ID: <00A0993737B3450885F5BEF38F2C92FC at Supreme>
> Content-Type: text/plain; charset="us-ascii"
>
> The traversal mask gets bitwise ANDed with the node mask. You don't say
> what
> your node mask is set to for your text and lines, but if you AND their node
> mask with your traversal mask and you get non-zero, then they will be
> intersection-tested. The default node mask is 0xffffffff; perhaps you
> forgot
> to change it for the text and lines?
>
> What you probably want to do is have terrain nodes with node mask (0x1<<0),
> text with (0x1<<1), lines with (0x1<<2), etc. This way, your traversal mask
> of (0x1<<0), when ANDed with the node mask, will result in non-zero only
> for
> terrain nodes.
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com <http://www.skew-matrix.com/>
> +1 303 859 9466
>
>
>  _____
>
> From: osg-users-bounces at lists.openscenegraph.org
> [mailto:osg-users-bounces at lists.openscenegraph.org] On Behalf Of Jason
> Beverage
> Sent: Thursday, July 03, 2008 11:20 AM
> To: osg users
> Subject: [osg-users] Only intersecting certain nodes in the scene graph
>
>
> Hi all,
>
> This is probably a very basic question, but I'm having a hard time
> understanding how the traversal masks work when using an
> IntersectionVisitor.
>
> I have a scene that contains an osgdem generated terrain database as well
> as
> other nodes such as text labels, lines, etc.  In certain situations, I only
> want to compute the intersections against the terrain database.
>
> I created a node mask for the terrain, 0x1, and used setNodeMask to set it
> on the root node of the terrain database.
>
> I am using the computeIntersections function of Viewer and passed along
> that
> traversal mask hoping that it would only intersect the paged database.
> However, the computeIntersections function is computing intersections
> against all of the nodes in the scene graph instead of just the paged
> database.
>
> Does this usage sound correct or am I way off base?
>
> Thanks!
>
> Jason
>
>
> -------------- next part --------------
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>
> ------------------------------
>
> Message: 9
> Date: Thu, 3 Jul 2008 19:33:51 +0200
> From: "Mathieu MARACHE" <mathieu.marache at gmail.com>
> Subject: Re: [osg-users] Only intersecting certain nodes in the scene
>        graph
> To: "OpenSceneGraph Users" <osg-users at lists.openscenegraph.org>
> Message-ID:
>        <263ff6d10807031033i6748bf5aq50ca8c2956666e6f at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Hi,
>
> I'll pitch in for this one :-)
>
> You need to set the mask of the other nodes by removing the mask of your
> visitor.
>
> I tried to explain this with a simplified version of the mask using 4 bits
> to a collegue recently. Here it goes :
>
> root_node has 2 children, child_1 and child_2.
>
> my intersection visitor's node mask is like yours set to 0001 (0x1)
>
> child_2 node's mask is set to 0001
>
> 0001 : visitor
> 1111 : root_node
> 1111 : child_1
> 0001 : child_2
>
> everybody matches your visitor's mask so everybody get's traversed
>
>
> now the correct solution would be to set child_1 node mask to the
> complement
> to the visitor's mask (here 1110) and don't touch the child_2's one :
>
> 0001 : visitor
> 1111 : root_node
> 1110 : child_1
> 1111 : child_2
>
> now everybody except child_1 gets traversed...
>
> HTH
> P.S. Paul beat me into this one, but my explanation will hopefully make it
> more visual :-)
>
> 2008/7/3 Jason Beverage <jasonbeverage at gmail.com>:
>
> > Hi all,
> >
> > This is probably a very basic question, but I'm having a hard time
> > understanding how the traversal masks work when using an
> > IntersectionVisitor.
> >
> > I have a scene that contains an osgdem generated terrain database as well
> > as other nodes such as text labels, lines, etc.  In certain situations, I
> > only want to compute the intersections against the terrain database.
> >
> > I created a node mask for the terrain, 0x1, and used setNodeMask to set
> it
> > on the root node of the terrain database.
> >
> > I am using the computeIntersections function of Viewer and passed along
> > that traversal mask hoping that it would only intersect the paged
> database.
> > However, the computeIntersections function is computing intersections
> > against all of the nodes in the scene graph instead of just the paged
> > database.
> >
> > Does this usage sound correct or am I way off base?
> >
> > Thanks!
> >
> > Jason
> >
> > _______________________________________________
> > osg-users mailing list
> > osg-users at lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
>
>
> --
> Mathieu
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> ------------------------------
>
> Message: 10
> Date: Thu, 03 Jul 2008 13:37:50 -0400
> From: Jean-S?bastien Guay <jean-sebastien.guay at cm-labs.com>
> Subject: Re: [osg-users] Only intersecting certain nodes in the scene
>        graph
> To: OpenSceneGraph Users <osg-users at lists.openscenegraph.org>
> Message-ID: <486D0E6E.6050507 at cm-labs.com>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> Hi Jason,
>
> > I created a node mask for the terrain, 0x1, and used setNodeMask to set
> > it on the root node of the terrain database.
> >
> > I am using the computeIntersections function of Viewer and passed along
> > that traversal mask hoping that it would only intersect the paged
> > database.  However, the computeIntersections function is computing
> > intersections against all of the nodes in the scene graph instead of
> > just the paged database.
>
> The default node mask is 0xFFFFFFFF, and you don't mention if you set
> the node mask on your text items (or other objects) to something else.
> No matter what the traversal mask is you give to computeIntersections,
> it will return true when ANDed with 0xFFFFFFFF...
>
> You can for example set your terrain's mask to 0x1, and your GUI
> elements or other things to 0x2, and then give 0x1 as the traversal mask
> in computeIntersections, and it will only intersect with the terrain.
>
> I generally reserve one bit of the nodemask to items that are pickable,
> I find that makes comprehension simpler. Then I just have to make sure
> to set each object's nodemask appropriately at creation.
>
> Hope this helps,
>
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay    jean-sebastien.guay at cm-labs.com
>                                http://www.cm-labs.com/
>                         http://whitestar02.webhop.org/
>
>
> ------------------------------
>
> Message: 11
> Date: Thu, 3 Jul 2008 13:46:12 -0400
> From: "Jason Beverage" <jasonbeverage at gmail.com>
> Subject: Re: [osg-users] Only intersecting certain nodes in the scene
>        graph
> To: "OpenSceneGraph Users" <osg-users at lists.openscenegraph.org>
> Message-ID:
>        <2c4bbbeb0807031046w37328ca0pcc51fb3781458a69 at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Hi everyone,
>
> Thanks for your all your responses.  The only node mask that I was
> modifying
> was that of the terrain database and was leaving the masks for the other
> items at their default of 0xffffffff.
>
> It looks like I need to do more managed of the NodeMasks than I originally
> thought.
>
> Thanks!
>
> Jason
>
> On Thu, Jul 3, 2008 at 1:37 PM, Jean-S?bastien Guay <
> jean-sebastien.guay at cm-labs.com> wrote:
>
> > Hi Jason,
> >
> >  I created a node mask for the terrain, 0x1, and used setNodeMask to set
> it
> >> on the root node of the terrain database.
> >>
> >> I am using the computeIntersections function of Viewer and passed along
> >> that traversal mask hoping that it would only intersect the paged
> database.
> >>  However, the computeIntersections function is computing intersections
> >> against all of the nodes in the scene graph instead of just the paged
> >> database.
> >>
> >
> > The default node mask is 0xFFFFFFFF, and you don't mention if you set the
> > node mask on your text items (or other objects) to something else. No
> matter
> > what the traversal mask is you give to computeIntersections, it will
> return
> > true when ANDed with 0xFFFFFFFF...
> >
> > You can for example set your terrain's mask to 0x1, and your GUI elements
> > or other things to 0x2, and then give 0x1 as the traversal mask in
> > computeIntersections, and it will only intersect with the terrain.
> >
> > I generally reserve one bit of the nodemask to items that are pickable, I
> > find that makes comprehension simpler. Then I just have to make sure to
> set
> > each object's nodemask appropriately at creation.
> >
> > Hope this helps,
> >
> > J-S
> > --
> > ______________________________________________________
> > Jean-Sebastien Guay    jean-sebastien.guay at cm-labs.com
> >                               http://www.cm-labs.com/
> >                        http://whitestar02.webhop.org/
> >
> > _______________________________________________
> > osg-users mailing list
> > osg-users at lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
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> ------------------------------
>
> Message: 12
> Date: Thu, 3 Jul 2008 18:51:21 +0100
> From: "Robert Osfield" <robert.osfield at gmail.com>
> Subject: Re: [osg-users] Determining supported file formats
> To: "OpenSceneGraph Users" <osg-users at lists.openscenegraph.org>
> Message-ID:
>        <7ffb8e9b0807031051x35dcaa98m4a020e54f0ce3343 at mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Hi Paul,
>
> > I'm submitting this as a new application (rather than example) and
> calling
> > it "osgio".
>
> Thanks for this useful little utilitity.
>
> I do wonder if we could gather various functions together into a
> single application, something like osginfo, or osgconfig.  For
> instance gdal has gldal-config:
>
> > gdal-config
> Usage: gdal-config [OPTIONS]
> Options:
>        [--prefix[=DIR]]
>        [--libs]
>        [--dep-libs]
>        [--cflags]
>        [--version]
>        [--ogr-enabled]
>        [--formats]
>
> Perhaps we could go the same route, and have CMake provide config
> details for it.
>
> Robert.
>
>
> ------------------------------
>
> Message: 13
> Date: Thu, 3 Jul 2008 12:03:01 -0600
> From: "Paul Martz" <pmartz at skew-matrix.com>
> Subject: Re: [osg-users] Determining supported file formats
> To: "'OpenSceneGraph Users'" <osg-users at lists.openscenegraph.org>
> Message-ID: <5D2442C5BCE04B47A550DC76205B76D3 at Supreme>
> Content-Type: text/plain;       charset="us-ascii"
>
> > I do wonder if we could gather various functions together
> > into a single application, something like osginfo, or
> > osgconfig.  For instance gdal has gldal-config:
> >
> > > gdal-config
> > Usage: gdal-config [OPTIONS]
> > Options:
> >         [--prefix[=DIR]]
> >         [--libs]
> >         [--dep-libs]
> >         [--cflags]
> >         [--version]
> >         [--ogr-enabled]
> >         [--formats]
> >
> > Perhaps we could go the same route, and have CMake provide
> > config details for it.
>
> Seems like a great idea! "gdal-config --formats" was (sort of) the
> inspiration for osgio. I briefly considered having osgio output the
> version,
> but didn't want to overlap functionality; however, combining the two apps,
> plus adding additional info, seems like a good idea... Any takers?
>   -Paul
>
>
>
> ------------------------------
>
> Message: 14
> Date: Thu, 3 Jul 2008 13:36:52 -0500
> From: "Galen Faidley" <gfaidley at gmail.com>
> Subject: Re: [osg-users] Issue with Model Display in OSG with VR
>        Juggler
> To: "OpenSceneGraph Users" <osg-users at lists.openscenegraph.org>
> Message-ID:
>        <89f2ff340807031136o6b5ff2d9l2a09f9796dbb6be6 at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Doug,
>
> Thanks for getting back to Abhishek on this.  I have been working with
> him on the issue as well.
>
> We had already tried alternate default lights and the custom lighting
> but nothing seemed to help (we also tried them again after your post
> as a sanity check).  However, seeing the working lights in your screen
> shot made us do some more experimentation.  It turns out we were not
> quite using the default osgNav.  We had scaled the model by a factor
> 0.001.  When we removed the scale the lighting behaved as expected.
> We also added the scale to the osg file and the lighting in osgviewer
> looked exactly like what we originally saw in juggler (the files are
> both attached).
>
> So I guess the question is how do we scale a light or at least get
> equivalently lighting with the scaled model?  I tried a number of
> things: attaching the light below the scale transform, scaling the
> light position, and scaling all the light parameters
> (constant_attenuation, linear_attenuation, etc).  So far none of these
> seem to make a difference.
>
> We'd appreciate any insight.
>
> Regards
> Galen
>
>
>
> On Thu, Jul 3, 2008 at 11:26 AM, Doug McCorkle <mccdo at iastate.edu> wrote:
> >
> > On Jul 3, 2008, at 11:06 AM, Abhishek Seth wrote:
> >
> >> Hi !
> >>
> >> I am having problems with how models look when loaded in my Application.
> I
> >> am using OSGNav Sample program from VR Juggler 2.2.1 with OSG 2.4.
>  Juggler
> >> uses osgUtil::SceneView but does not use osgViewer::.
> >>
> >> When I load the file in OsgViewer it looks great; however in Juggler's
> >> OSGNav it looks awful (the colors get washed out). I suspect this is
> related
> >> to how Juggler is handling the Materials and Lighting while rendering
> the
> >> model.  I have spent a fair amount of time working through osgviewer.exe
> in
> >> the debuger to try to determine the what it is doing with lighting.  It
> >> seems to set up multiple lights and calls into the light::apply each
> frame.
> >>  Juggler sets up a sigle light and never calls into the light::apply
> after
> >> the initial set up.  Before I investigate this further I thought I'd
> asked
> >> the list since I have the suspicion that is this something simple and
> >> someone might recognive the issue my just looking at a few screen shots.
>  I
> >> have attached screenshots for both Juggler's OSGNav & OSGViewer and also
> the
> >> osg file them self.  Furthermore, I have also included a simple model of
> a
> >> cube that demonstrates the same effect.
> >
> > I imagine this has something to do with how the light is being setup. I
> > would try using different settings in the:
> >
> >
> http://developer.vrjuggler.org/docs/vrjuggler/2.2/programmer.reference/classvrj_1_1OsgApp.html#1b1994aa3043cd522e749853595d4796
> >
> > or setup your own light:
> >
> >
> http://developer.vrjuggler.org/docs/vrjuggler/2.2/programmer.reference/classvrj_1_1OsgApp.html#e0a9dc2d8da29770af997f811df10144
> >
> > Here is what your data looks like in my VR Juggler / OSG app.
> >
> > Doug
> >
> >
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > osg-users at lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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> _______________________________________________
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> osg-users at lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
> End of osg-users Digest, Vol 13, Issue 14
> *****************************************
>
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