diff --git a/NEWS.txt b/NEWS.txt index 49bd4b1f9..995a9dff3 100644 --- a/NEWS.txt +++ b/NEWS.txt @@ -1,6 +1,28 @@ OSG News (most significant items from ChangeLog) ================================================ +16th November 2004 - OpenSceneGraph-0.9.8 + + >>> Support for database archives, improved pager, 3d compressed textures + + Database archives. + + Improved pager support with better multi-processor stability and constant frame rate + peformance. + + STL import. + + Spelling and typo correction blitz on osg, osgDB and osgUtil libraries. + + NodeTrackManipulator improved. + + General bug fixes. + + New examples: + osgplanets + osgspotlight + osglauncher + 18th August 2004 - OpenSceneGraph-0.9.7-2 Build fixes for VisualStudio6.0. diff --git a/README.txt b/README.txt index fbf878ce8..5282129ef 100644 --- a/README.txt +++ b/README.txt @@ -1,9 +1,11 @@ Welcome to the OpenSceneGraph (OSG). -For information on the project, this distribution, how to compile and -run libraries and examples, and for documention open up index.html -in your perfered html browser. +For up to date information on the project, how to compile and run libraries +and examples, and see the documentation on the OpenSceneGraph website. + + http://www.openscenegraph.org + Robert Osfield. robert@openscenegraph.com -April 2002. +November 2004. diff --git a/doc/MindMaps/DesignPatterns/DesignPatterns.gif b/doc/MindMaps/DesignPatterns/DesignPatterns.gif deleted file mode 100755 index 9c6171bba..000000000 Binary files a/doc/MindMaps/DesignPatterns/DesignPatterns.gif and /dev/null differ diff --git a/doc/MindMaps/DesignPatterns/DesignPatterns.html b/doc/MindMaps/DesignPatterns/DesignPatterns.html deleted file mode 100755 index bd61be938..000000000 --- a/doc/MindMaps/DesignPatterns/DesignPatterns.html +++ /dev/null @@ -1,16 +0,0 @@ - -
- - - -

-| Index | -Introduction | -Contents | -Install | -Dependencies | -examples | -Data | -Viewer | -Stereo | -osgdem | -Plan | -Reference Guides | -
-| Index | -Introduction | -Contents | -Install | -Dependencies | -examples | -Data | -Viewer | -Stereo | -osgdem | -Plan | -Reference Guides | -
Reference guides (automatically generated using doc++)
---- -
-- -osg/ -core scene graph -
-- -osgUtil/ -utilitiy library -- -osgDB/ -database library -
-- -osgParticle/ -Nodekit with Particle support -
-- -osgText/ -Nodekit with text support -
-- -osgTerrain/ -
-Nodekit with support -generating large scale geospatial paged databases -- -osgSim/ -Nodekit for visual simulation -
-- -osgFX/ -Nodekit which adds support for -special effects -
-- -osgGL2/ -
-Nodekit with OpenGL2 support -
-- -osgGA/ -utility library for adapting -Windowing events etc -
-- - -osgProducer/ -windowing/viewer library built -ontop of OpenProducer -
-
UML Diagrams
-osg - UML diagram of -the osg core library- -
- osgUtil - UML diagram of the osg utilities library
Mind Maps
-Design -Pattern used in the OSG.- - - diff --git a/doc/examples.html b/doc/examples.html deleted file mode 100644 index 4ae5847ae..000000000 --- a/doc/examples.html +++ /dev/null @@ -1,212 +0,0 @@ - - - - - -
- Mission Statement for OSG.
-| Index | - -Introduction | - -Contents | - -Install | - -Dependencies | - -examples | - -Data | - -Viewer | - -Stereo | -osgdem | - -Plan | - -Reference Guides | -
![]() |
-
-osgviewer cow.osg | - -The scene graph viewer demo uses osgProducer::Viewer to bring up a basic -viewer. To find out what command line arguments it takes simply run osgviewer -without any arguments. To load a model simple run osgviewer filename.ext. The -osgProducer::Viewer provides an extensive set of operations that can be used -to display information about the loaded database such as performance stats, -through to output a snapshot of the screen, which is how these thumbnails -were created. For a full list of key presses and mouse interaction read -the osgviewer documentation. | -
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-
-osgviewer --stereo cessna.osg | - -The scene graph viewer also supports anaglyphic, quad buffered, and -split screen stereo modes, for a full list of options and environmental -variables see the stereo documentation. | -
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-
-hangglide | - -The hang glide demo creates a simple flying site (Don Burns local hang -glide site in fact!), demonstrating how to create simple terrain, trees -and skydomes, and how to implement a simple flight camera manipulator to -allow the user to fly around. | -
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-
-osgbillboard lz.rgb | - -Demonstrates how to create the various types of billboard supported -by the OpenSceneGraph. Billboards are typically used for trees or particles -effects. | -
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-
-osghud glider.osg | - -Very similar to the basic osgviewer demo, but adds an orthographic projection -over the top of the main 3D view to create a head up display effect. Also -demonstrates how to use osgText. . | -
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-
-osgimpostor Town.osg | - -OpenSceneGraph is unique among scene graph in the fact that it supports -dynamically updated impostors natively, and this demo uses osgUtil::InsertImpostorVisitor -to traverse the loaded scene graph inserting osg::Importor nodes in place -of groups and LOD, so you can add Impostor into any of your own datasets! -The scene graph then takes over full responsibility for managing required -multistage rendering all dynamically at runtime, whilst keeping it neatly -encapsulated making it incredible easy to use. The Impostor support demonstrates -how powerful the multi-stage multi-pass rendering framework that the OpenSceneGraph -has, almost all other scene graphs have to hardwire such effects into them -and require significant application coding to do so. | -
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-
-osgreflect cow.osg | - -An example of how to set up planar reflections using the standard multi-pass -stencil buffer algorithm. This is all handled within the scene graph, so -there is no need to hardwire multi-pass effects into your own application. -. | -
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-
-osgscribe.cow.osg | - -An example of how to decorate your scene graph geometry for useful -effects such as scribing. This demo uses two instances of your model, the -first one uses the state values set in your scene graph, the second instance -override the polygmode to render it as wireframe, and with a polygon offset -to ensure it is seen from all angles. These two instance are grouped together -and then are treated like any other scene graph. | -
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-
-osgstereoimage left.rgb right.rgb | - -An example of use node maks to select different parts of the scene -graph for different traversals, in this case two separate images are drawn -for the left and right eyes to generate a stereo 3D image from two flat -images! . | -
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-
-osgtext | - -An example showing how to creating the various different typs of text -that the osgText library supports. | -
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-
-osgtexture lz.rgb reflect.rgb | - -An example showing how to creating the textured quads, each with different -texture parameters, including anisotrophic filtering and texture compression! | -
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-
-osgwindows cow.osg | - -An example of multiple windows all running at once. | -

| Index | -Introduction | -Contents | -Install | -Dependencies | -examples | -Data | -Viewer | -Stereo | -osgdem | -Plan | -Reference Guides | -
| Introduction | -Introduction to Scene Graph in general, the OpenSceneGraph -project -itself and how to use it. | -
| Contents | -A list of the directories in the distribution. | -
| Install | -A guide of how to compile and install on all the supported -platforms. | -
| Dependencies | -Listing of all the dependencies of the project, with links of -where -to download them. | -
| examples | -Thumbnails and info on all the demo applications which come -with this -distribution. | -
| Data | -List of websites where one can download interesting and -useful data -from. | -
| Viewer | -List of key bindings support by the osgProducer::Viewer and -hence osgviewer and -the rest of demos. | -
| Stereo | -Documentation on the commandline parameters and environmental -variables -which control stereo. | -
| osgdem - |
- Documentation on how to use the
-osgdem utility - |
-
| Plan | -Details of development plans. | -
| Reference Guides | -Reference guides of the core libraries. | -
-| Index | -Introduction | -Contents | -Install | -Dependencies | -examples | -Data | -Viewer | -Stereo | -osgdem | -Plan | -Reference Guides | -
The OSG also has a set of plug-ins which support non-native 3d -database and image formats, several have no dependencies on external -libraries (flt,3ds,obj, lwo,dw, tga & pic), while others -(pfb,jpeg,gif,tiff) require other libraries to be installed to compile -them. If you don't already have them installed then don't worry, you'll -still be able to use the OSG, just comment out the plugins you can't -compile from the Make/makedirdefs file. The core osg library and viewer -has been designed to load the plug-ins at run-time only and if they are -required to load a specific data set. If you don't need them for your -datasets then it won't matter that you haven't been able to compile all -the plug-ins. A full list of dependencies and where to download the -required libraries are listed in the dependencies.html
-If you're coming across the OSG for the first time and want to get -started quickly, go right ahead and follow the compilation instructions. -You can always later download the libraries which the plug-ins require -if you eventually need them.
-
-Building the OSG requires 'gmake', due to the extensive use of gmake
-directives in the Makefiles. You can get gmake from here if you don't
-already have it installed: http://www.gnu.org/software/make/
Almost all of the unix compiling is done simply with make; -make install with make help to bring up help. For platform -specific details:
- -The Microsoft Visual C++ 6.0 workspace file is VisualStudio.dsw -located in the VisualStudio below the OSG this root directory. VC++6.0 -workspace files can also be used in VisualStudio7.0 without problem.
-IMPORTANT NOTE: Whilst the OSG will compile cleanly with the -basic VC++6.0 and its own STL implementation, the OSG will crash -regularily due to bugs in VC++6.0's STL. VC++6.0's STL is horribly -broken and therefore is *NOT* supported. Do not attempt to use -the OSG in conjunction with native VC++6.0 STL implemention.
-The supported combinations are:
-The OSG is composed of a number of scene graph libraries (with Core -in front of the project names), executables (with examples in front of -the project names), and plugins which read and write 3D data formats and -2D image formats (with osgPlugins in front of the project names). To -get the OSG running you'll need at least to compile Core -osg,osgUtil,osgDB,osgProducer, osgPlugin dot_osg and Demo osgviewer. The -rest of the libraries and executables are optional and can be compiled -if you need them, however for simplicity I would recommend doing a -batch build of all the libraries and executables in the distribution, -some of the plug-ins which support non native file formats may not -compile due to dependencies on other libraries (such as libpng), you -can ignore these compilation errors unless you need to load the related -file types. To help the compilation the plugins, osgProducer and -osgText one can download .zip archive will all the dependencies in it. -Further details on this .zip file can be found in dependencies.html
-To execute the viewer the file path for the .dll's and .exe, both -compiled into the OSG's bin directory, need to be setup, such as by -adding the PATH to your autoexec.bat, its also useful to add the -OSGFILEPATH to your autoexec.bat to help the location of datafiles. For -example :
-SET OSGFILEPATH=D:\OpenSceneGraph-Data;D:\OpenSceneGraph-Data\Images
-SET PATH=C:\WINDOWS;C:\WINDOWS\COMMAND;D:\osg-0.8.43\bin;
To help compilation of the image reader plugins, various image -libraries have been zipped up for your convenience, your find these on -the OSG release download directory
-Once it is installed everything should compile fine and not crash, -but you won't be running at full speed since the build #ifdef's out some -important state optimizations since the basic VisualStudio can't handle -it. You can safely remove the #ifdef from src/osgUtil/Otimizer.cpp, -Line 44. The #ifdef is smart enough to do this automatically when using -VisualStudio .NET and STLport so that modification by hand won't be -required. Unfortunately there doesn't seem to be a special define -associated with the Dinkumware STL for the #ifdef to pick up on.
-A very good HOWTO for installing and making the STLPort libs on -MSVC6 can be found at http://www.softadvances.com/articles/stlportusing.html
-The OSG has been tested under Windows with STLport-4.5, which allows -the users to configure the type of STL support required for STLport -itself. The key configuration that the OSG needs to do is to enable the -wrapping of MS's own iostreams, than using STLport's own implementation. -The later is not required because this has not be problematic under -Windows, it is only the container classes and algorithms that need -replacing. Using the iostream wrapping option means the STLport can -just be used on your include path, there is no need to compile STLport -itself, or link into any special libraries. To configure STLport simply -comment IN (its commented out by default), the following line from -STLport-4.5/stlport/stl_user_config.h so it should look:
-Then configure the includes path in Visual Studio to pick up on -STLport: Select the "Tools" menu. Select "Options" In the Options -dialog, select the "Directories" tab Under the "include" option, add the -path to STLport4.5, something like: D:/STLport4.5/stlport Then press -the up array to move the entry all the way to the top of the list, thus -overriding MS's own STL implementations.
-All OpenSceneGraph libraries, plugins and executables are compiled -with the multi-threaded dll option turned ON, and with RTTI turned ON. -Your own projects which link to the OpenSceneGraph must uses these same -options or your application will crash or produce unpredicatable -behavior.
-The OpenSceneGraph uses Standard C++ style extensionless headers, -which poor VisualStudio doesn't automatically recognize as suitable for -syntax highlighting (compile works fine though), even the StandardC++ -header themselves require a hack to get VisualStudio to highlight them -properly. The easy answer is to use that same hack to get it to -recognize the OpenSceneGraph headers too. To make easy a modified -header listing file can be found in the VisualStudio/LANDEXT.DAT. First -copy the original LANDEXT.DAT file (located in C:\Progam -Files\Microsoft Visual Studio\Common\MSDev98\Bin) to LANDEXT.DAT.BKP, -and then copy over the OpenSceneGraph one. Once you have done this -VisualStudio will syntax highlight them without problem.
-% make-Note, make should automatically detect linux and build optimized -targets for your system. And if you wish to install the OSG type: -
% make install-or -
% make instlinks-To get full details of make options, type: -
% make help-(highly recommended) -
The osgText library now depends upon GLU1.3 functionality, and only -the recent Mesa version have this as standard. Unfortunately not all -Linux distributions are up to date even recent ones. If you have -problems compiling osgText due to GLU problems then check out the -details at the bottom of this file, under the title RedHat7.1 & -GLU1.3 for a quick way of installing GLU1.3 in the right place.
-English
-1) Untar the tarball. It will create a directory called -fixosg/-Cmd line -
-2) Change to the ReadHat7.2_fixglu/ directory
-3) Become root
-4) Run the script called fixglu
tar xvzf ReadHat7.2_fixglu.tar.gz-You should then be able to do a "make" in your OSG directory and -everything will build as it should. Let me know if this doesn't work and -I will try to improve it. Email me directly for help instead of posting -here. There's a README in the tarball with some info on what the script -actually does. There's nothing wrong with OSG itself; the problem with -Redhat 7.2 is that it doesn't have GLU 1.3 by default, which OSG is now -dependent on (for osgText.) Good luck everyone. - Clay -
-cd ReadHat7.2_fixglu/
-su (your root password)
-./fixglu
-exit
-
% make-Note, make should automatically detect linux and build optimized -targets for your system. And if you wish to install the OSG type: -
% make install-or -
% make instlinks-To get full details of make options, type: -
% make help-(highly recommended) -
-
Compile, from the OSG root directory, ('%' is UNIX csh prompt) type:
-% make-Note, make should automatically detect linux and build optimized -targets for your system. And if you wish to install the OSG type: -
% make install-or -
% make instlinks-To get full details of make options, type: -
% make help-(highly recommended)
% make-Note, make should automatically detect linux and build optimized -targets for your system. And if you wish to install the OSG type: -
% make install-or -
% make instlinks-To get full details of make options, type: -
% make help-(highly recommended)
Everything is done command-line, so you need to get to a shell -before proceeding. The Mac comes with an app in Applications/Utilities -called Terminal - open up any Finder window (e.g double-click on your -hard disk icon), click on the Applications icon at the top right of the -window, then click on the Utilities folder to get access to the -Terminal. When you start Terminal it brings you up a csh running from -your ~/ directory. Now, go to your OpenSceneGraph directory, and simply -type:
--
make -j2-And some time later you'll be rewarded with a lovely set of binaries -and libraries. The Mac OSX build currently only builds a subset of the -total functionality in OpenSceneGraph, but a large subset at that. Some -of the remaining projects are known to build as well, but have external -dependencies on libraries such as libtiff, libjpg, libpng, etc. and so -are not included in the default build. However, if you examine the file OpenSceneGraph/Make/makedefs -you will find which extra projects build for the mac, provided you have -the external libraries required. Details on how to install these -external libraries are outside the scope of this document, but for -starting points, see one of: -
setenv OSGHOME `pwd`/OpenSceneGraph-
-setenv OSGFILEPATH `pwd`/OpenSceneGraph-Data
-setenv OSG_LD_LIBRARY_PATH ${OSGHOME}/lib
-setenv DYLD_LIBRARY_PATH ${OSG_LD_LIBRARY_PATH}
-setenv DYLD_BIND_AT_LAUNCH
-
OSG_FILE_PATH environmental variable
-For the OSG to locate file data files easily an environmental -variable OSG_FILE_PATH is used at run-time by the osgDB library. Note, -for examples below substitute in the ${OSGDATA} directory with your own -path where appropriate) Add the following to your .cshrc (note paths -separated by colon's): setenv OSG_FILE_PATH -./:${OSGDATA}:${OSGDATA}/Images Or the following if you're using a sh -compatible shell : export -OSG_FILE_PATH=./:${OSGDATA}:${OSGDATA}/Images: Or under windows (note -paths seperated by semi-colon's) : SET -OSG_FILE_PATH=./:${OSGDATA};${OSGDATA}/Images
- - diff --git a/doc/introduction.html b/doc/introduction.html deleted file mode 100644 index 3ba4d65c5..000000000 --- a/doc/introduction.html +++ /dev/null @@ -1,462 +0,0 @@ - - - - - -
-| Index | -Introduction | -Contents | -Install | -Dependencies | -examples | -Data | -Viewer | -Stereo | -osgdem | -Plan | -Reference Guides | -
The OpenSceneGraph is an portable, high level graphics toolkit for -the development of high peformance -graphics applications such as flight simulators, games, virtual reality -or scientific visualization. Providing an object orientated framework -on top of OpenGL, it frees the developer -from implementing and optimizing low level graphics calls, and provide -many additional utilities for rapid development of graphics -applications.
--The project was started as a hobby by Don Burns in 1998, as means of -porting a hang gliding simulator written on top of the Performer scene -graph running on IRIX to what was then a humble Linux PC. In 1999, -Robert Osfield began helping out with the simulator development and -ported the scene graph element to Windows. In september 1999 the source -code was open sourced, and the openscenegraph.org website was born, -with Robert taking over as project lead and Don remaining focused on -the hang gliding simulator. -
-In April 2001, in response to growing interest in the project -around the world, Robert went fulltime on the project, setting up OpenSceneGraph Professional -Services providing commericial support, consultancy services and -training. At the end of 2001 Don also formed his own company Andes Computer Engineering -and participates in the development and support of OpenSceneGraph as -well as complimentary projects like OpenProducer and BlueMarbleViewer. -
-A scene graph isn't a complete game or simulation engine, although -it may -be one of the main components of such an engine; it's primary focus is -representation of your 3d worlds, and efficient rendering thereof. -Physics models, -collision detection and audio are left to other development libraries -that -a user will integrate with. The fact that scene graphs don't typically -integrate all these features is actually a really good thing: it aids -interoprability -with clients' own applications and tools and allows it to serve many -varied -markets from games, visual simulation, virtual reality, -scientific and commercial visualization, training through to modeling -programs. -
-The core scene graph provides encapsulate the majority of OpenGL -functionality including latest extensions, provides rending -optimizations -such as culling and sorting, and a whole set of add on libraries which -make -it possible to develop high peformance graphics applications very -rapidly. The application developer is freed to concentrate on content -and how that content is controlled rather than low level coding.
-Combining lessons learned from established scene graphs like -Performer -and Open Inventor, with modern software engineering methods like Design -Patterns, along with a great deal of feedback early on in the -development cycle, it has been possible to design a library that is -clean and extensible. This has made it easy for users to adopt to the -OpenSceneGraph and to integrate it with their own applications.
-For reading and writing databases an the database library (osgDB) -adds -support for a wide -variety of database formats via a extensible dynamic plugin mechansim - -the distribution now includes 33 -seperate plugins for loading various 3D and Image data formats. 3D -Database loaders include OpenFlight (.flt), TerraPage (.txp) including -multi-threading support, LightWave (.lwo), Alias Wavefront (.obj), -Carbon Graphics GEO (.geo), 3D Studio MAX (.3ds), Peformer (.pfb), -Quake Character Models (.md2). Direct X (.x), and Inventor Ascii 2.0 -(.iv)/ VRML 1.0 (.wrl), Designer Workshop (.dw) and AC3D (.ac) and the -native .osg ASCII format. -Image loaders include .rgb, .gif, .jpg, .png, .tiff, .pic, .bmp, .dds -(include compressed mip mapped imagery), .tga and qucktime (under OSX). -A whole set of high quality, anti-aliased fonts can also be loaded via -the freetype plugin.
-The scene graph also has a set of Node Kits which are -seperate -libraries, -that can be compiled in with your applications or loaded in at runtime, -which add support for particle systems (osgParticle), -high quality anti-aliased text (osgText) and navigational light points -(osgSim).
-The community has also developed a number of additional Node -Kits -such as osgNV (which -includes support for NVidia's vertex, fragment, combiner etc extension -and NVidia's Cg shader language.), Demeter (CLOD terrain + -integration with OSG). osgCal -(which integrates Cal3D -and the OSG), osgVortex -(which integrates the CM-Labs Vortex -physics enginer with OSG) -and a whole set libraries that integrating the leading Windowing API's -Links can be found in the bazaar sections on the download page of -OpenSceneGraph webiste.
-The project has also been integrated with VR Juggler and Vess virtual realilty the -frameworks, with others in developments.
-The project is currently in beta, which means the main core features -are now in -place, with a 1.0 release in second half of 2004. Despite the beta -development status, -the project has already earned the reputation as the leading open -source scene -graph, and is establishing itself as a viable alternative to the -commercial -scene graphs. Numerous companies, university researchers and graphics -enthusiasts -have already adopted the OpenSceneGraph for their projects, all over -the world. Examples of the wide variety of applications already -developed ontop of the OpenSceneGraph include Blue -Marble Viewer, Virtual Terrain -Project, Combat -Simulator Project, OSG-Edit. -This is just a snippet of the projects that use the project, more -examples can be found on the screenshot pages and bazaar on the -website. -
-The binary distribution contains just the libraries (.dll's /.so's) -and example executables. This is suitable for using the OpenSceneGraph -with -an application that has already been compiled but depends at runtime on -the OpenSceneGraph. -
-The development distribution contains the libraries (.dll's /.so's), -example executables, include files, and source to the examples. This is -suitable -for developers using the OpenSceneGraph. -
-The source distribution contains all the source and include files -required to build the OpenSceneGraph from scratch, and is ideal if you -want to learn more about how the scene graph works, how to extend it, -and -to track down and fix any problems that you come across. -
-If you are using a source distribution then read the installation -instructions for how to get the OpenSceneGraph compiling and installed -on your system. You may also need to download libraries that parts of -the -OpenSceneGraph depend upon, such as Producer. Check the dependencies -list for further details. -
-For full instructions of how to run the examples read the examples -page. -
-The main collections of resources for learning how to use the
-OpenSceneGraph can be found on openscenegraph.org documentaiton page,
-please check this out regular for new entries.
-
The OpenSceneGraph distribution comes with a reference guide for -each of -the component libraries - osg, osgDB, osgUtil, osgText, osgSim, -osgParticle and osgProducer, a set -of 42 examples - the source of which can be found in examples/ -directory in the distribution. For questions -or help which can't be easily be answered by the reference guide and -examples -source, one should join the mailing list (details below). -
-Two sets of online tutorial been written by members of the
-OpenSceneGraph community:
- Jason McVeigh's OpenSceneGraph Tutorials
- Joseph Sullivan's OpenSceneGraph
-Tutorials
-
-A programming guide will be available in form of a OpenSceneGraph
-book
-which is being written by Don Burns and Robert Osfield, parts of it
-will
-be available online.
-
Although not directly related to the OpenSceneGraph, once can learn -about scene graph technology from such sources as the Open -Inventor Mentor, and Performer -Programming Guides. The latter is the closer in design to -the OpenSceneGraph, although the Performer manuals are in C, alas. Also -of use -as a background to some of the techniques used is a SIGGRAPH Vis-Sim -course. -
-The OpenSceneGraph uses OpenGL and does so with a deliberately thin -layer, -making it easy to control the underlying OpenGL and to extend it with -OpenGL -extensions. The close tie with OpenGL is also reflected in the naming -of -many of the OpenGL state related classes, and the parameters that they -encapsulate, which means that knowledge of OpenGL itself will go a long -way -to understanding how to get the best out of the OpenSceneGraph. To this -end it is worth obtaining a copy of the OpenGL programming guide - `Red -Book` and OpenGL reference guide 'Blue Book'. The main OpenGL -website is also a good source of links and further information. -
-Professional support is also available in the form of confidential -online, -phone and onsite support and consultancy, for details contact Robert -Osfield -at robert@openscenegraph.com. -
- - diff --git a/doc/osgdem.html b/doc/osgdem.html deleted file mode 100644 index 7c46b4998..000000000 --- a/doc/osgdem.html +++ /dev/null @@ -1,373 +0,0 @@ - - - - - -
-| Index | -Introduction | -Contents | -Install | -Dependencies | -examples | -Data | -Viewer | -Stereo | -osgdem | -Plan | -Reference Guides | -
-
-| Index | -Introduction | -Contents | -Install | -Dependencies | -Demos | -Data | -Viewer | -Stereo | -osgdem | -Plan | -Reference Guides | -
-
| Key | - -Binding | -
|
- |
-
-Select the trackball camera manipulator.
-Left mouse button - rotate, -- |
-
|
- |
-
-Select the flight camera manipulator.
-Left mouse button - speed up, -- |
-
|
- |
-
-Select the drive camera manipulator.
- - In mode Q, the default, selected by pressing 'q'- - --Move mouse left to turn left, right to turn right. --In mode A, selected by pressing 'a' - |
-
|
- |
-
-Half the frame delay which speeds up the frame rate on Linux and
- Windows. |
-
|
- |
-
-Double the frame delay and therefore reduce the frame rate on Linux -and Windows. | -
|
- |
-
-Divide the Level-Of-Detail (LOD) bias by 1.5, to encourage the selection -of more complex LOD children. | -
|
- |
-
-Multiple the Level-of-Detail (LOD) bias by 1.5, to encourage the
- selection of less complex LOD children. |
-
|
- |
-
-Toggle Small Feature Culling on or off. | -
|
- |
-
-Toggle View Frustum Culling on or off. | -
|
- |
-
-Toggle use of OpenGL's display lists. | -
|
- |
-
-Toggle OpenGL's backface culling. | -
|
- |
-
-Toggle OpenGL texturing on or off. | -
|
- |
-
-Toggle OpenGL two-sided lighting on or off. | -
|
- |
-
-Toggle OpenGL lighting on or off. | -
|
- |
-
-Toggle SceneView lighting mode between HEADLIGHT, SKY_LIGHT and NO_SCENEVIEW_LIGHT. | -
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-Toggle OpenGL shade model between flat and smooth shading. | -
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-Toggle OpenGL polygon mode between solid, wireframe and points modes. | -
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-Calculate and report the intersections with the scene under thecurrent -mouse x and mouse y position. | -
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-Calculate and report the intersections with the scene under the currentmouse -x and mouse y position and delete the nearest interesected geoset. | -
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-Print frame rate statistics on each frame. | -
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-Output the loaded scene to 'saved_model.osg'. | -
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-Snap a screen shot image and write it out 'screenshot.bmp'. | -
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-Print out osgviewer's keyboard bindings. | -
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-Reset scene to the default view. | -
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-Exit osgviewer. | -
-| Index | -Introduction | -Contents | -Install | -Dependencies | -examples | -Data | -Viewer | -Stereo | -osgdem | -Plan | -Reference Guides | -
-| Index | -Introduction | -Contents | -Install | -Dependencies | -examples | -Data | -Viewer | -Stereo | -osgdem | -Plan | -Reference Guides | -
If the user is planning to use head tracked stereo, or a cave then
-it is currently recommend to set it up via a VR toolkit such as
-VRjuggler, in this case refer to the VR toolkits handling of stereo,
-and keep all the OSG's stereo specific environment variables (below)
-set to OFF, or set the values to off within own your own applications.
-
| OSG_STEREO | -ON | -Turn stereo on | -
- |
- OFF | -Turn stereo off (default). | -
| OSG_STEREO_MODE | -ANAGLYPHIC | -Use anaglyphic stereo when in stereo (default). | -
- |
- QUAD_BUFFER | -Use quad buffered stereo when in stereo. | -
- |
- HORIZONTAL_SPLIT | -Use horizontal split stereo mode when in stereo | -
- |
- VERTICAL_SPLIT | -Use vertical split stereo mode when in stereo | -
| OSG_SCREEN_DISTANCE | -0.50 | -Set the distance the viewer is from screen in metres (default -shown) | -
| OSG_SCREEN_HEIGHT | -0.26 | -Set the height if image on the screen in metres (default -shown) | -
| OSG_EYE_SEPARATION | -0.06 | -Set the eye separation - interoccular distance (default -shown.) | -
| OSG_SPLIT_STEREO_HORIZONTAL_SEPARATION | -42 | -Set the number of pixels between the left and right viewports -(default shown). | -
| OSG_SPLIT_STEREO_HORIZONTAL_EYE_MAPPING | -LEFT_EYE_LEFT_VIEWPORT | -Set the left eye to render to left viewport, right eye to -right viewport (default). | -
- |
- LEFT_EYE_RIGHT_VIEWPORT | -Set the left eye to render to right viewport, right eye to -left viewport. | -
| OSG_SPLIT_STEREO_VERTICAL_SEPARATION | -42 | -Set the number of pixels between the top and bottom viewports -(default shown). | -
| OSG_SPLIT_STEREO_VERTICAL_EYE_MAPPING | -LEFT_EYE_TOP_VIEWPORT | -Set the left eye to render to top viewport, right eye to -bottom viewport (default). | -
- |
- LEFT_EYE_BOTTOM_VIEWPORT | -Set the left eye to render to bottom viewport, right eye to -top viewport. | -
| -stereo | -- |
- Switch on stereo. | -
| -stereo | -ON | -Switch on stereo. | -
- |
- OFF | -Switch off stereo. | -
- |
- ANAGLYPHIC | -Switch on ANAGLYPHIC stereo. | -
- |
- QUAD_BUFFER | -Switch on QUAD_BUFFER stereo. | -
- |
- VERTICAL_SPLIT | -Switch on VERTICAL_SPLIT stereo. | -
- |
- HORIZONTAL_SPLIT | -Switch on VERTICAL_SPLIT stereo. | -
To invoke quad buffered stereo from the commandline:
- osgviewer -stereo QUAD_BUFFER cow.osg
To force all apps to start up in quad buffered stereo (if system
-supports it)
- export OSG_STEREO=ON
- export OSG_STEREO_MODE=QUAD_BUFFER
- osgviewer cow.osg
To set quad buffered stereo to the default, but use the commandline
-to switch stereo on:
- export OSG_STEREO=OFF
- export OSG_STEREO_MODE=QUAD_BUFFER
- osgviewer -stereo cow.osg
-
-| Index | - -Introduction | - -Contents | - -Install | - -Dependencies | - -Examples | - -Data | - -Viewer | - -Stereo | - -osgdem | - -Plan | - -Reference Guides | -
| Introduction | - -Introduction to Scene Graph in general, the OpenSceneGraph project -itself and how to use it. | -
| Contents | - -A list of the directories in the distribution. | -
| Install | - -A guide of how to compile and install on all the supported platforms. | -
| Dependencies | - -Listing of all the dependencies of the project, with links of where -to download them. | -
| Examples | - -Thumbnails and info on all the example applications which come with this -distribution. | -
| Data | - -List of websites where one can download interesting and useful data -from. | -
| Viewer | - -List of key bindings support by the osgGLUT::Viewer and hence sgv and -the rest of demos. | -
| Stereo | - -Documentation on the commandline parameters and environmental variables -which control stereo. | -
| osgdem | - -Documentation on the how to use the osgdem utility to generate paged geospatial databases. | -
| Plan | - -Details of development plans. | -
| Reference Guides | - -Reference guides of the core libraries. | -