miércoles, 14 de diciembre de 2011

AI2 3D Viz group capabilities

Hi all,

Here we are after the 7th International gvSIG Conference. We were glad to see the interest demonstrated by the audience to our seminar.

We are very grateful to the project España Virtual, Prodevelop, CNIG and the gvSIG association for their support so far. But now the ai2 team is in trouble due to the lack of funding. As you probably know, the downturn has a very negative impact on R&D teams. We want to continue developing gvSIG 3D, osgVirtualPlanets and any new challenges proposed.
 
The following video shows the capabilities of our team. Some of the features showcased in the video have been developed in the scope of gvSIG 3D. Others are prototypes or research projects we are working on. Our expertise is in 3D GIS visualization for desktop and mobile environments, also in OpenSceneGraph. So if you are interested in contributing in any manner contact us.

Enjoy the video and switch on your speakers!

jueves, 10 de noviembre de 2011

Animation video tutorial

Hi all!

This time we want to share a contribution from Mario Carrera, from the gvSIG team. It explains how to make an animation with the animation extension. He is kindly explaining 3D extension on meetings and conferences where we are not able to be. Thanks for that too Mario :) . 

As you know, we are near the 7th International gvSIG Conference and the ai2 team will be there talking about 3D extension. We will post soon about the contents here and in the gvSIG Blog.

Check the gvSIG videos section and the gvSIG3D youtube channel  for more tutorials!


martes, 13 de septiembre de 2011

cityGML patch for windows

Hi again!

Here it is the patch for windows. As we said in the previous post the implementation is based on the library libcitygml[1]. This open source project is still in development and we'd like to thank to Joachim Pouderoux (the main developer) for his kindly help. 

The work is in progress, but we think it is a good moment to let the community to test this new feature. The patch is now available for linux and windows. The instructions to install it in windows are the following -also available in a README.txt file- (see [2] to install in linux):
  1. Download the file for your Operating System from[3]
  2. Make sure you have installed gvSIG-1.11[4] and the final release of 3D extension[5].   
  3. Unzip the patch into a temporal directory.
  4. Copy bin directory into your gvSIG installation directory,  usually located at: C:\Program Files\gvSIG_1.X.X\
  5. 3) Copy the content of Java directory into your current Java VM directory: 
    C:\Program Files\Java\jre1.6.0.X\
  6. Run gvSIG 1.11 and follow the videotutorial[2]
Important note: If you have different Java VM installed in your system 
you can check if the folder jre1.X.X/bin has a subfolder called osgPlugins-2.8.3 
to check the correct version (the one used by gvSIG and the 3D extension). 
In addition, some windows systems need administrator privileges to overwrite this files.

[1]http://code.google.com/p/libcitygml/
[2]http://gvsig3d.blogspot.com/2011/09/patch-to-load-citygml-models-in-gvsig.html
[3]http://www2.ai2.upv.es/difusion/gvsig3d/citygml_patch/
[4]http://www.gvsig.org/web/projects/gvsig-desktop/official/gvsig-1.11/downloads
[5]http://www.gvsig.org/web/projects/gvsig-desktop/official/gvsig-1.10/extensiones-gvsig-1.10/extension-3d/downloads

viernes, 9 de septiembre de 2011

Patch to load cityGML models in gvSIG 1.11 + 3D extension

Hi community!

We are working again after a great holydays. This time we want to share with you our advances in the scope of the Project "España Virtual". For this reason we have done a backport for gvSIG 1.11 of a new feature we are working on: to load cityGML models.

The implementation is based on the library libcitygml[1]. This open source project is still in development and we'd like to thank to Joachim Pouderoux (the main developer) for his kindly help. 

The work is in progress, but we think it is a good moment to let the community to test this new feature. The patch is only available for linux (we expect to upload the patch for windows in a few days) and the instructions to install it are very simple:
  1. Download the file for your Operating System from[2]
  2. Make sure you have installed gvSIG-1.11[3] and the final release of 3D extension[4].  
  3. Extract the compressed file in the folder you installed gvSIG-1.11, overwriting the folders bin and libs.
  4. Run gvSIG 1.11 and follow the next video tutorial! :)



Important note: cityGML files must be renamed as .citygml, otherwise the osg loader won't be able to load the models.

[1]http://code.google.com/p/libcitygml/
[2]http://www2.ai2.upv.es/difusion/gvsig3d/citygml_patch/
[3]http://www.gvsig.org/web/projects/gvsig-desktop/official/gvsig-1.11/downloads
[4]http://www.gvsig.org/web/projects/gvsig-desktop/official/gvsig-1.10/extensiones-gvsig-1.10/extension-3d/downloads

viernes, 29 de julio de 2011

WIP: 3D extension on gvSIG 2.0

Hi all!

Just before the gvSIG 3D team goes away on vacations, we'd like to show you a sample of one line of work that has been in development for the last few months. Since the release of gvSIG 2.0 is getting closer, we decided to start the process of adapting gvSIG 3D to this new version in the scope of the España Virtual project.

As some of you may know, gvSIG 2.0 is not just an iteration of the 1.x branch, therefore changes have been made to the core of the application that doesn't make the task of porting our extension a trivial job.
In this post we would like to make a little summary of the tasks that have been already finished, and those that are still in development.

Finished tasks:
  • Adapted the building system and dependencies.
  • Changed the projects architecture to match the gvSIG 2.0 requirements.
  • Document View3D available from the Project Manager. Creates and customizes spherical and flat planet views.
  • Loading of raster and rasterized vectorial layers.
  • Integration of the gvSIG 3D tools. Navigation modes, stereo and fullscreen visualization, etc.
In progress:
  • Adapt the extension to work with osgVP 3.0.
  • Use the cache system of the new raster libraries.
  • Analyze and integrate the new symbology framework from osgVP and gvSIG.
  • Modify the persistence mechanism to match the new requirements.
  • Integrate the load and edition of OSG layers.


Finally, in the next video, you can see gvSIG 3D running on top of the latest build (2030) of gvSIG 2.0.





Keep in mind that the status of the project is still of early alpha, therefore there isn't a binary distribution to download yet.

miércoles, 6 de julio de 2011

Coming soon: PostGIS 3D!!

Hi all,

We are really happy to announce this new feature. A part form being a nice improvement it has something special... it comes from the community!

The author of the patch is Jose Carlos Martinez-LLario from DICGF at UPV. He is very skilled in spatial database development, in fact he owns a very promising project called JASPA. We have to mention Fran Peñarrubia and Nicklas Aven, they helped too in testing and integration of the patch.

So...Thank you very much guys!

The patch is already commited in the trunk of gvSIG 1.1x and it will be available in gvSIG 1.12 version. This patch does not change anything in gvSIG 3D, the changes are applied to the core of gvSIG so the same version of 3D extension (codename "BladeRunner") should work with postGIS 3D.

Next video is a demo of postGIS 3D running in gvSIG 3D. We'll do some tutorial when gvSIG 1.12 becomes available. 

miércoles, 29 de junio de 2011

OpenSceneGraph-3.0.0 released!

Hi all!

A new version of OpenSceneGraph (OSG) has been released. OSG is the standard scenegraph for OpenGL Applications and we are using it extensively in our core library OSGVirtualPlanets (osgVP). We are proud to be contributors of OSG, and our last contribution was to add Android support to the library. Next releases of OSGVirtualPlanets will be built against OSG 3.0.0.

From here we'd like to thank the work done by the whole OSG community and specially to Robert Osfield, the leader of the library. 
 
FYI this is the OSG 3.0 Press Release: 

OpenSceneGraph 3.0 release adds support OpenGL ES 1.1, OpenGL ES 2.0, OpenGL 3.x to 4.0, support for Android and IOS platforms and much more

PERTHSHIRE, Scotland - 28th June 2011 - OpenSceneGraph Professional Services announces the release of OpenSceneGraph 3.0, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. OpenSceneGraph 3.0 written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modeling markets - a real-time visualization tool which eclipses commercial scene graph toolkits in functionality, stability and performance. OpenSceneGraph 3.0 runs on all Microsoft Windows platforms, Apple OS/X, IOS, GNU/Linux, Android, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems.

Open-source development delivers industry-leading features and performance

The OpenSceneGraph 3.0 release is the culmination of 12 years of work by the lead developers and the open-source community that has grown up around the project. The real-time graphics industry and academia embraced it from the very beginning, deploying it in real-world applications, and actively participating in its development, testing and refinement. The end result is a high-quality library with a feature set relevant to application developers' needs.

Updates include:

  • OpenGL ES 1.1, and OpenGL ES 2.0 support
  • OpenGL 3.x and 4.x support along with associated OpenGL extensions
  • Support for Android on tablets and phones
  • Support for IOS on tablets and phones (end users applications have already been accepted on the App Store)
  • New extensible serializers that provide new .osgb binary, .osgt ascii and .osgx xml file native formats
  • New generalized serializable metadata architecture
  • New osgQt library that makes it straight forward to integrate OpenSceneGraph with Qt
  • new FBX plugin
  • Improvements to osgVolume enabling high quality race traced volume rendering
  • Improvements to osgManipulator making it more flexible
  • Support for Cocoa and 64bit OSX build
  • Improved thread safety and efficiency of database paging
  • New Texture and buffer object pools for efficiently managing GL object resources

Downloads and Licensing

OpenSceneGraph is open-source, so full source code is provided, and can be copied, modified and used free of charge for commercial and non-commercial use. Access to the source allows end users greater flexibility in how they develop, debug and deploy their applications. They gain productivity and freedom by being able to leverage the tool chain in accordance with their own release cycles. Downloads of binaries and source can be found in the Downloads section of the openscenegraph.org website.
OpenSceneGraph is released under the OpenSceneGraph Public License, which is based on the Lesser GNU Public License (LGPL), permitting the software to be used free of charge across the full spectrum of commercial and open-source applications. Furthermore, it allows both static and dynamic linking of the OpenSceneGraph libraries without restricting the licensing of the user's software.

OpenSceneGraph Books now available

The new book dedicated to the OpenSceneGraph 3.0 is now available https://www.packtpub.com/openscenegraph-3-0-beginners-guide/book.

Professional support and services

OpenSceneGraph project is backed up with professional services by OpenSceneGraph Professional Services, based in Scotland, and Skew-Matrix and AlphaPixel both based in the USA, and a range of Contractors from around the world. Services available include:
  • Confidential Professional Support
  • Bespoke development
  • Consultancy
  • Training

Community support and contribution

The diverse and growing community of over 5000 developers is centred around the public osg-users mailing list/forum, where members discuss how best to use OpenSceneGraph, provide mutual support, and coordinate development of new features and bug fixes. Members of this community come from many different countries with backgrounds ranging from some of the world's largest aerospace companies, game companies, and visual simulation specialists to university researchers, students and hobbyists.
The OpenSceneGraph project owes a great deal to the community for its development and support, in particular we wish to thank the 464 individuals from around the world that have directly contributed to the development and refinement of the OpenSceneGraph code base.

viernes, 3 de junio de 2011

Some developments using gvSIG 3D in "España Virtual"

English

There are several I+D teams working with gvSIG 3D in the scope of "España Virtual" project, a CENIT project supported by CDTI[1].  Their works are very interesting, and we were able to see some of them at last EV workshop. We asked them for permission to show what are they doing with gvSIG 3D. So we would like to thank to the following enterprises: Deimos[2], Indra[3] and Telefónica I+D[4]. In addition we'd like to thank to the following institutions and universities: Polytechnical University of Madrid(UPM)[5], the Institute of applied computing and community code(iac3)[6] from the University of the Balearic Islands.

The developments of this people are quite technical so forgive me in the case anything is not correct.

The first two images (from iac3) we show are related to 3D geovisualization of physicall phenomenon in a given time. We hope we can see this effects in 4D in the near future! 

Español

Hay varios equipos utilizando gvSIG 3D en el ámbito del proyecto España Virtual, un proyecto CENIT iniciativa del CDTI[1]. Sus trabajos son muy interesantes, y pudimos ver algunos de ellos el el último workshop de EV. Les hemos pedido permiso para enseñar en este blog lo que están haciendo con gvSIG 3D. Así que queremos agradecer a las empresas Deimos[2], Indra[3], y Telefónica I+D[4], y también a la Universidad Politécnica de Madrid(UPM)[5], al Institute of applied computing and community code (iac3)[6] de la Universitat de les Illes Balears que nos permitan mostrar estas imágenes.

Estos trabajos son muy técnicos, así que pido disculpas por adelantado si algo de lo escrito no es correcto.

Las primeras dos imágenes (cedidas por iac3) tienen que ver con la geovisualización tridimensional de fenómenos físicos. Esperamos poder ver estos efectos en 4D en un futuro cercano!




In the other hand Indra and UPM are working on building visualization and 3D visualization of athmospheric patterns related to air quality. They gave us this images. Every single 3D data is represented by a sphere, which color depends on the value of the data. 

Por otro lado Indra y la UPM están trabajando en la representación tridimensional de edificios y la visualización de datos 3D producidos por modelos atmosféricos y de calidad del aire. En este caso cada dato 3D viene representado por una esfera, cuyo color varia dependiendo del valor del dato. Nos han dado permiso para mostrar estas imágenes:




[1]http://www.cdti.es
[2]http://www.deimos-space.com
[3]http://www.indracompany.com/
[4]http://www.tid.es/
[5]http://www.upm.es/
[6]http://www.iac3.eu/

sábado, 14 de mayo de 2011

gvSIG 3D Team at "España Virtual" Workshop

English

This week we have been very busy attending to the "España Virtual" Workshop[1]. As many of you know this CENIT project supported by CDTI[2] and leaded by Deimos-Space[3], aims to push the state of the art of geomatic science in Spain. In the scope of this project we are developing hard in several lines of work. In this post you will be able to see a few videos of some of them.
  • Advanced Symbology: We added new render techniques to the osgVirtualPlanets library[4], the core of gvSIG 3D. These techniques let us to render new symbols with a quite good frame rate. In this video we show point sprites, particle systems and instanced rendering. We hope we can integrate these functionalities soon in gvSIG 3D. 
  • Multiresolution of vectorial data: One of the problems we have in the current version of gvSIG 3D is rendering big amount of vectorial data. Is a must to apply multiresolution techniques in order to avoid RAM memory problems and low frame rates.  This video shows a quite popular spatialization algorithm called Octree.  It could be very useful to render regular massive vectorial data, for example Lidar data.
  • Collaboration with a friend project, WebGLEarth[5] : This project enables exploration, zooming and “playing” with the globe in any web browser on any platform supporting webGL (like chrome 9[6] or firefox 4[7]). We are collaborating with them and we have implemented zoom and pan controls, and camera throwing. It is a very promising project.

Español

Esta semana hemos estado en el workshop del proyecto "España Virtual"[1]. Como muchos de vosotros sabeis, este proyecto CENIT iniciativa del CDTI[2] y liderado por Deimos-Space[3] pretende avanzar el estado del arte en el campo de la geomática en España. En el ámbito de este proyecto estamos trabajando duro en varias líneas. En este post podreis ver videos de algunas de ellas.
  • Simbología avanzada: Estamos trabajando en añadir nuevas técnicas de visualización en la librería osgVirtualPlanets[4], el núcleo de gvSIG 3D. Estas técnicas nos permitirán mejorar el tiempo de dibujado y añadir nuevos tipos de símbolos. En este video se muestran point sprites, sistemas de partículas e instanciación de geometría. Esperamos poder integrar estas funcionalidades pronto en gvSIG 3D. 
  • Multirresolución de datos vectoriales: uno de los problemas que tenemos en la actual versión de gvSIG 3D es visualizar grandes cantidades de información vectorial. Se deben aplicar algoritmos multirresolución para evitar problemas de visualización y memoria. En este video se muestra una técnica de espacialización de geometría bastante conocida, el Octree. Puede ser muy útil a la hora de representar cantidades masivas de datos vectoriales regulares, como por ejemplo los datos Lidar.
  • Colaboración con un proyecto amigo, WebGLEarth[5]: Este proyecto permite la visualización e interacción con un globo virtual en cualquier navegador y plataforma que soporte webGL (como chrome 9[6] o Firefox 4[7]). Nuestra colaboración hasta el momento ha consistido en la implementación de los controles de movimiento y el lanzamiento de cámara.







[1]http://www.españavirtual.org
[2]http://www.cdti.es
[3]http://www.deimos-space.com
[4]http://forge.osor.eu/projects/osgvp
[5]http://www.webglearth.org
[6]http://google.com/chrome
[7]http://www.mozilla.com/firefox/fx/

viernes, 1 de abril de 2011

gvSIG 3D - Final Version - codename "BladeRunner"!!



Español 

Hola replicantes ;) !!

Hoy es un día especial para nosotros...Después de cinco años de trabajo nos complace anunciaros la publicación de la versión final de gvSIG 3D disponible en [1]. También hemos publicado una versión para Mac OSX que incluye 3D disponible en [2].

Queremos agradecer toda la colaboración que hemos recibido de la comunidad de usuarios, cuya implicación en la fase de testing ha sido inmejorable y que incluso ha elegido el codename "BladeRunner" en una ajustada votación, curiosamente el nombre propuesto por el jefe... ;)

En esta ocasión también nos gustaría agradecer su trabajo a las personas que empezaron con nosotros este proyecto, en especial a Julio Campos, Ángel Fraile y Salvador Bayarri. También a Thibault Mousset y Eline Lachat, que nos acompañaron en un tramo del camino.

En mi ya larga trayectoria en la universidad, tengo que decir que una de las cosas de las que más orgulloso me siento, es de haber formado este grupo de trabajo, el cual demuestra día a día su capacidad de resolver todos los problemas que se les plantean. A pesar de todos los inconvenientes, en cuanto a financiación e incertidumbres que han surgido a  lo largo de este tiempo, el equipo ha sabido permanecer unido y ha hecho frente a todos los inconvenientes. Rafa, Jordi, María, Jesús, Leo y Jorge muchas gracias por vuestro trabajo.

A partir de este momento miramos de cara al futuro con la intención de seguir trabajando duro. Esperamos dar lo mejor de nosotros para que el proyecto mejore día a día.

Por último, también queremos agradecer a la Consellería de Infraestructuras y Transporte, en especial a Martín García y Gabriel Carrión,  por haber creído en nuestro potencial para el desarrollo de este proyecto y por extensión a toda la Asociación gvSIG.

Xavi Lluch

Responsable científico del proyecto y del Grupo de Informática Gráfica del Instituto de Automática e Informática Industrial.

English

Hi replicants ;) !!

Today is a special day for us... After five years of work we are glad to announce the release of the final version of gvSIG 3D!! It is available in [1], and the Mac OSX version in [2].

We appreciate the support provided by the user community, whose implication in the testing process has been extremely important. They also have chosen the codename "BladeRunner" in a very tight voting.

This time we'd also like to thank the people who started this project with us , specially to Julio Campos, Angel Fraile and Salvador Bayarri, as well as Thibault Mousset and Eline Lachat.  

One of the things that made me feel most proud of during my years in the university, has been starting this working group. Their members demonstrate day after day their capacity to solve problems. Despite the difficulties we had (mainly about financiation and uncertainty), the team remained very close: Rafa, Jordi, María, Jesús, Leo and Jorge thank you very much for your work.

From this moment we are looking to the future with the purpose of keep working hard. We hope to do our best in order to improve the project.

We'd like to thank the  "Consellería de Infraestructuras y Transporte", specially  Martín García and Gabriel Carrión, and also gvSIG Association for believing in our potential to develop this project. 

Xavi LLuch

Scientific project manager and Computer Graphics leader in the Instituto de Automática e Informática Industrial.


[1]http://forge.osor.eu/frs/?group_id=178&release_id=746
[2]http://forge.osor.eu/frs/download.php/1556/gvSIG-3D-1_11_0-RC1-1303mac-i586.dmg


viernes, 11 de marzo de 2011

gvSIG 3D - RC1 is here!!




Hola comunidad!

Tras pasar el plan de pruebas y arreglar los fallos encontrados por el equipo de testing estamos más que contentos de poder anunciar la versión RC1 de gvSIG 3D. Podeis descargarla desde aquí [1]

En esta ocasión nos gustaría dar las gracias en especial al equipo de testing de gvSIG. También a Álvaro Anguix por ayudarnos con temas no relacionados con el desarrollo, y a Joaquín José del Cerro, por sus acertados consejos.

Si no se encuentran errores graves ésta pasará a ser la versión final!

Por cierto, acordaos de votar en la encuesta para el codename de la versión final. La votación está más que ajustada!!

Hi community!

We are very happy to announce the RC1 version for gvSIG 3D available in [1].  

This time we'd like to thank specially the gvSIG testing team. Also to Álvaro Anguix, for helping us with non-development related stuff, and to Joaquín José del Cerro for his suggestions.

If there aren't critical errors we will tag this version as final!

By the way, we want to encourage you to vote for the final version codename in the poll, just at the right column of this blog. Right now the voting is very tight! 


[1]http://forge.osor.eu/frs/?group_id=178&release_id=718

jueves, 3 de marzo de 2011

New build of gvSIG 3D (number 19) -- Codename "HANNIBAL"



Español

Desde el equipo de gvSIG 3D nos complace anunciar un nuevo build de gvSIG 3D que podéis descargar desde [1]. Este build ha sido posible, gracias al apoyo que la comunidad de usuarios y desarrolladores ha demostrado.

Nos gustaría agradecer el trabajo realizado por el equipo de testing de gvSIG: Manuel Madrid, Núria Fora, y Juan José Martí. Gracias por vuestro interés!

Algunas de las mejoras más importantes son:

* Solucionado problema de generación de texturas en tarjetas ATI.
* Solucionado problema con sistemas operativos linux 64 bit y drivers de gráficos.
* Solucionado problema con el instalador y java 1.5
* Añadidas cadenas de traducción al inglés que faltaban.
* Mejoras en el instalador de linux, comprobación de requisitos mínimos.

Esperamos que con este nuevo build continuéis dándonos sugerencias y reportando problemas para poder seguir mejorando.

Conviene recordar que las versiones en desarrollo están orientadas a que los usuarios puedan evaluar y testear las nuevas funcionalidades de gvSIG, pero no son versiones que deban ser usadas en entornos de producción.

Por otro lado queremos animaros a votar en la encuesta que hay situada a la derecha, para elegir un codename para la versión final. ¡Por ahora la votación está bastante apretada!

English

We are pleased to announce a new build of gvSIG3D available in [1]. This development has been possible thanks to, especially, the community support.

This time we'd like to thank the gvSIG testing team: Manuel Madrid, Núria Fora and Juan José Martí . Thank you for your interest!

Among the new features, we shall emphasize:
*Fixed texture problems in ATI cards.
* Fixed problem with 64 bit and graphic drivers.
* Fixed installer for java 1.5
* Fixed  missing english strings
* Improvements in linux installer, cheking for minimum requirements.

We encourage everyone to try this version and await your comments and suggestions in the blog as well as in the mailing list in order to keep improving the framework.

These development versions are oriented to test and evaluate new functionalities of gvSIG, so it's not recommended to use it in a production environment.

By the way, we want to encourage you to vote for the final version codename in the poll, just at the right column of this blog. By now the voting is very tight! 



[1]https://gvsig.org/web/projects/gvsig-desktop/devel/gvsig-3d

martes, 1 de marzo de 2011

OpenSceneGraph running on Android


Español:

Buenas, mi nombre es Jorge Izquierdo y acabo de incorporarme al equipo del ai2. Desde que entré he estado trabajando en una manera de utilizar la librería OpenSceneGraph en Android. Después de un tiempo de trabajo y revisión podemos presentar la primera versión para la cadena de compilación con Cmake/Android ndk así como un ejemplo en video.

De momento se soportan las características básicas de OSG. Sin embargo debe tomarse esta compilación como experimental y algunas características podrían fallar. Se sabe que multithreading y los serializadores de osgSim y osgShadow no funcionan correctamente. Además los wrappers marcados como deprecated en OSG no han sido incluidos en la compilación.

Las pruebas realizadas han sido hechas con Android 2.2.1 y 2.3 en una Archos Tablet 70 IT y un HTC nexus one y la librería OSG configurada para OpenGL ES 1.1. Los requisitos mínimos son Ndk r4 (Crystax)/Ndk r5 y Android 2.0. Actualmente se compila toda la librería, plugins, etc, en estático.

Seguiremos informando!

English:

Hello, my name is Jorge Izquierdo and I'm a new member of ai2 team. Since I joined the team I've been working in a way to get running OSG on Android. After some time of coding, and code refactoring we can show our very first version of a building toolchain for CMake/Android NDK and a working test example.

Right now basic OSG features are supported. But this can't be taken as a "fully" functional compilation. It's a experimental building and some features could crash without any warning. We know that multithreading and osgSim, osgShadow serializers are not supported. Deprecated wrappers have not been included in the build or the test example.

Testing was made on Android 2.2.1 and 2.3, on Archos Tablet 70 IT and HTC Nexus One respectively, with OSG configured to draw using OpenGL ES 1.1. Minimum specs are NDK r4 (Crystax)/NDK r5 and Android 2.0. The entire library and plugins are compiled in a static way.

We will keep you up to date!

martes, 8 de febrero de 2011

New build of gvSIG 3D (number 18) -- Codename "FRANKENSTEIN"


Español

Nuestra criatura está aquí... desde el equipo de gvSIG 3D nos complace anunciar un nuevo build de gvSIG 3D que podéis descargar desde [1]. Este build ha sido posible, más que nunca, gracias al apoyo que la comunidad de usuarios y desarrolladores ha demostrado.

Partiendo de este build se generará la versión RC1. A partir de ahí se irán creando sucesivos builds RC arreglando los problemas que se encuentren. Si no hay errores graves, se generará la versión final.

Nos gustaría agradecer especialmente a la comunidad de usuarios de gvSIG  el esfuerzo que está haciendo para ayudarnos en el proceso de testing. En particular nos gustaría agradecer a Javier Busselo, Fran Peñarrubia, Nicklas Aven, Alessandro Sgambati, Agustín Díez y Benjamin Ducke el tiempo que han dedicado en probar la versión beta de gvSIG 3D.

Algunas de las mejoras más importantes son:

* Solucionado problema con el instalador en S.O. linux de 64 bits.
* Solucionado problema con drivers fglrx. 
* Solucionado bug con animación de transparencia de capa.
* Solucionado bug en símbolos de polígono sin borde o sin relleno.
* Solucionado bug en visualización de capas ArcIMS.
* Solucionado bug que hacía que las capas no se viesen en el TOC cuando se cargaba un proyecto.
* Solucionado bug en el selector de simbología para modelos 3D. 
* Múltiples errores menores arreglados y fixes de estabilización.

Esperamos que con este nuevo build continuéis dándonos sugerencias y reportando problemas para poder seguir mejorando.

Conviene recordar que las versiones en desarrollo están orientadas a que los usuarios puedan evaluar y testear las nuevas funcionalidades de gvSIG, pero no son versiones que deban ser usadas en entornos de producción.

Por último, pero no por eso menos importante, hemos abierto una encuesta (en la columna derecha de este blog) para que sea la comunidad quien elija el codename de la versión final, de entre todos los que proponemos el equipo de desarrollo. Como en los codenames anteriores, los nombres están muy relacionados con el cine.

Gracias por involucraros!!

English

Our creature is here... we are pleased to announce a new build of gvSIG3D, and the last development build in gvSIG-1.x branch, available in [1]. This development has been possible thanks to, especially, the community support.

From this build we will generate the RC1 version. We will create consecutives RC fixing the detected bugs. If there aren't any critical errors, the final version will be released. 

This time we'd like to thanks  to the user community for helping us with the test process. Also to Javier Busselo, Fran Peñarubia, Nicklas Aven, Alessandro Sgambati, Agustin Diez and Benjamin Ducke for spend their time testing the beta version.

Among the new features, we shall emphasize:

* Fixed problem with 64 bit linux installer. 
* Fixed problem with fglrx installer.
* Fixed bug: transparency layer animation doesn't work in a 3D View.
* Fixed bug: Selecting symbols with no border or no fill doesn't work.
* Fixed bug: Error when add an ArcIMS layer.
* Fixed bug: Update colors and units in symbology panel using 3d models as symbols.
* Multiple minor bug fixes and stabilization fixes.

We encourage everyone to try this version and await your comments and suggestions in the blog as well as in the mailing list in order to keep improving the framework.

These development versions are oriented to test and evaluate new functionalities of gvSIG, so it's not recommended to use it in a production environment.

Last but not least, we have opened a opinion poll (in the right column of this blog), to ask the community for the codename of the final version. The options in the poll are ideas of the development team. Like in previous versions, codenames are quite related to the film world.

Thank you very much to get involved!


[1]https://gvsig.org/web/projects/gvsig-desktop/devel/gvsig-3d

miércoles, 26 de enero de 2011

Build a SHP with Z values from CSV ready to use in gvSIG 3D



- Español -

En este tutorial, explicaremos como construir un SHP de puntos con un valor Z para cada uno a partir de un archivo CSV (fichero de texto separado por comas).

Para hacer este tutorial necesitaremos:

- Un fichero CSV con los valores separados por comas, donde la primera fila son los nombres de las columnas:

X,Y,Z,Value
570373,4759206,919.00,4558.033732
569900,4757435,395.00,10601.35443
573725,4761400,1165.00,3594.570815


- La herramienta de linea de comandos "ogr2ogr" disponible en FWTools [1].

NOTAS:

1) Podemos crear archivos Virtual Format (.vrt) para crear otros SHP. Las opciones para la creacion de archivos Virtual Format esta disponible en [2]. El fichero utilizado en el video contiene el siguiente código:

<OGRVRTDataSource>
     <OGRVRTLayer name="data">
          <SrcDataSource relativeToVRT="1">data.dbf</SrcDataSource>
          <SrcLayer>data</SrcLayer>
          <GeometryType>wkbPoint25D</GeometryType>
          <GeometryField encoding="PointFromColumns"
x="X" y="Y" z="Z"/>
     </OGRVRTLayer>
</OGRVRTDataSource>


2) El primer comando del video crea un fichero ".dbf" a partir del archivo CSV.
ogr2ogr -f "ESRI Shapefile" [carpeta_destino] [archivo_csv]

Podemos crear este fichero con la herramienta exportar tabla de gvSIG y saltarnos este paso.

3) El segundo comando genera el SHP a partir del DBF. Es muy importante que la carpeta destino sea distinta a la del archivo DBF para no sobreescribirlo:
ogr2ogr -f "ESRI Shapefile" [carpeta_destino] [archivo_vrt]


Actualización


En algunas versiones de ogr2ogr es necesario indicar el fichero dbf de datos dentro del archivo vrt. Si no os funciona como en el video debeis editar el fichero vrt incluyendo el dbf como fichero fuente de datos y ejecutar el siguiente comnado añadiendo el nombre del archivo shp de salida:

ogr2ogr -f "ESRI Shapefile" [carpeta_destino\archivo.shp] [archivo_vrt]


- English -

In this tutorial, we explain how to build a points SHP file with Z values from a CSV file.

We need the following tools to do this tutorial:

- A CSV file with comma separated values, where the first row is the column names:

X,Y,Z,Value
570373,4759206,919.00,4558.033732
569900,4757435,395.00,10601.35443
573725,4761400,1165.00,3594.570815


- The command line tool "ogr2ogr" available on FWTools [1].

NOTES:


1) We can create Virtual Format files (.vrt) to build different SHP files. The Virtual Format options are explained at [2]. The file used in the video has the following code:

<OGRVRTDataSource>
     <OGRVRTLayer name="data">
          <SrcDataSource relativeToVRT="1">data.dbf</SrcDataSource>
          <SrcLayer>data</SrcLayer>
          <GeometryType>wkbPoint25D</GeometryType>
          <GeometryField encoding="PointFromColumns"
x="X" y="Y" z="Z"/>
     </OGRVRTLayer>
</OGRVRTDataSource>


2) The first command shown in the video, builds a ".dbf" file from CSV:
ogr2ogr -f "ESRI Shapefile" [carpeta_destino] [archivo_csv]

We can build a ".dbf" file using the "Export from table" tool in gvSIG and avoid this command.

3) The second command builds the SHP file from a DBF. We need specify a different destination directory of the current dbf directory to avoid overwriting the file:
ogr2ogr -f "ESRI Shapefile" [destination_directory] [vrt_file]



Update


Some ogr2ogr versions needs to specify the dbf file into vrt code. If you are following the video tutorial and it doesn't works, try to modify the vrt file including the dbf file as data source and execute this command adding the shp output filename.

ogr2ogr -f "ESRI Shapefile" [destination_directory\file.shp] [vrt_file]


--

[1] Download GDAL binaries from: http://trac.osgeo.org/gdal/wiki/DownloadingGdalBinaries
[2] Virtual Format Files: http://www.gdal.org/ogr/drv_vrt.html

lunes, 10 de enero de 2011

CALL FOR TESTING

Español

Hola usuarios de gvSIG!

Como muchos sabeis, en el equipo de 3D estamos trabajando duro para conseguir una versión final. Durante las vaciones navideñas, y en colaboración con el equipo de testing de gvSIG, hemos liberado la versión beta de gvSIG 3D. A esta versión le seguirán las RC (release candidates) necesarias para lograr alcanzar el estado de versión final.

Estamos especialmente interesados en que la comunidad se involucre en el proceso de testing, puesto que el correcto funcionamiento de esta extensión depende en gran medida del hardware y los drivers utilizados. Nuestro objetivo es detectar la máxima cantidad de fallos, así como las configuraciones que funcionan y las que no, para al menos poder documentar y abordar estos problemas de cara a la RC1.

Recomendamos echar un vistazo a los requerimientos mínimos [1] antes de instalar la versión beta de la extensión 3D [2]. Así como instalar una versión de gvSIG 1.10 final independiente para hacer las pruebas.

Todos los comentarios, sugerencias y reportes de errores son bienvenidos, tanto en las listas de distribución como en este blog, donde podeis encontrar también ejemplos de uso y videotutoriales.

Muchas gracias por adelantado! 

English  

Hi gvSIG users!

As many of you already know, the gvSIG 3D team is working hard to get a final version of the 3D extension. During christmas hollydays a beta version have been released.  After this version we will create consecutives RC (release candidates) fixing the bugs detected to arrive to the final release.

We are specially interested in the community testing and feedback, because the proper functioning of this extension depends on the hardware and drivers used. Our target is to detect the maximum number of bugs, and which configurations are working well/bad to fix these problems in the RC1 version.

We recommend to take a look to the minimum requirements[1] before to install the 3D extension[2], and do it in a separate gvSIG 1.10 final installation. All your comments, suggestions and bug reports are wellcome. You can write to gvSIG distribution lists or to this blog, where you can find videotutorials and use examples.

Thank you very much in advance!

[1]https://gvsig.org/web/projects/gvsig-desktop/official/gvsig-1.10/extensiones-gvsig-1.10/extension-3d/requerimientos-del-sistema/
[2]https://gvsig.org/web/projects/gvsig-desktop/official/gvsig-1.10/extensiones-gvsig-1.10/extension-3d/descargas/