[osg-users] Calculate function values to 1d texture
Hi all, i need to calculate some function f(x) values and pass it to shader through texture1d. Please, can you show me some examples how to do it with osg 2.6? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7577#7577 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL and OSG advocacy
Hi Sukender, On Thu, Feb 26, 2009 at 11:40 PM, Sukender suky0...@free.fr wrote: I created Community/Advocacy (Robert: since it's about OpenGL *AND* OSG, I did not put OpenGL in the page name). See http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy , and start discussing! Also feel free to complete 2 other pages (and feel free to add links to some articles if revelant): http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy/Myths http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy/Demos Please note these are only placeholders for now... :) Thanks for putting up the pages, it looks like a good start of the process. I begin, by giving some more ideas: - May we try to find short sentences that sounds like advertising (about OpenGL or OSG) we could put as banners or logos on our websites/blogs? Any idea? Too early in the morning for me to be creative I'm afraid. I guess we could add short phases to our email signatures, as well as to blogs. The OSG website doesn't yet sport OpenGL logos we we really should get on with as a starter. Perhaps OpenGL ES and OpenGL CL, Collada be worth talking about in the mix and include logos would also be worth doing. - May we insist on the fact that OpenGL is used on consoles (except Xbox)? Existing consoles are already set in stone, the next gen ones might still be open to influence, none of which actually use a standard version of OpenGL or OpenGL ES. One can be sure that MS's next console will be Direct3D and not contain OpenGL, but I guess it wouldn't do any harm to lobby for it, even if you knew it was not going to be successful, as it points to the need for a single graphics API to be present across all consoles. Costs and time to market in recession are more critical than ever, being able to write software once and recompile everywhere is one of the most compelling aspect to standards like OpenGL. Thougts? Ideas? We build a magic wand capable of ushering peace to all that inhabit the earth and ensuring that open standards become the foundation of all computing ;-) Trawling the web/community for good examples of advocacy might be a place to start for getting inspiration. The OpenGL website might also be place to look for articles/quotes. Distilling what value OpenGL and separately OSG/OpenGL provides to the graphics market to a couple of key phrases might be useful. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Converting large obj file with osgconv
Hi, I'm having problems when I try to convert a lagre obj file (~600MB) into a ive file using osgconv : the conversion took ages and eventually failed after eating the whole swap. Is there any solution or workaround ? Thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting large obj file with osgconv
Hi, do you have problem with not enough free memory or do you hit 2GB per 32 bit process limit in MS Windows? In second case, if you use Visual Studio, you can enable LARGEADDRESSAWARE linker flag for osgconv. As an addition you will need /3GB in boot.ini for 32 bit Windows XP. This will extend memory available for 32 bit process. Otherwise, you might consider using 64bit OSG. Also, you can try to do conversion in 2 steps, first with -O noTexturesInIVEFile and then convert resulting .ive into second one with textures inside. I used this approach some time ago and it worked for some of my large models. Best, Marcin Crampman pisze: Hi, I'm having problems when I try to convert a lagre obj file (~600MB) into a ive file using osgconv : the conversion took ages and eventually failed after eating the whole swap. Is there any solution or workaround ? Thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi JS, On Fri, Feb 27, 2009 at 3:19 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Sure, I should have said is it ratified by the ISO or another international standards body. Still, is OpenGL really a standard? A de-facto standard, perhaps, as much as OSG is the de-facto standard for scene graphs. But it's a spec, not a standard in the broader sense. Ahh, I recognize the condition now, we have an open standards denier ;-) From the Khronos website, it leads with: The Khronos Group is an industry consortium creating open standards for the authoring and acceleration of parallel computing, graphics and dynamic media on a wide variety of platforms and devices. Anyways, I want to be clear that I don't belittle OpenGL in the least. It's a great tool that I use everyday (either through OSG or not). Calling OpenGL a de-facto standard rather than an open standard is belittling OpenGL, Khronous and the ARB. Open standards take courage and conviction to develop. Sure I wish Khronous/ARB would be more open to outside contributors, I wish the process of developing OpenGL was more open, but the final specs are are a royalty free open specs. This allows Mesa to exists without buying into any consortium, and allows it's license to be be open. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multiple views on separate Qt widgets
Hi Richard, Could you explain what we should be expecting. For instance a screenshot of what it originally looked like would be useful. Robert. On Fri, Feb 27, 2009 at 1:58 AM, Richard Baron Penman osgfo...@tevs.eu wrote: hello, When I upgraded from 2.4 to 2.6 the CompositeViewer example in my previous post broke so that the model rendered outside the window on the desktop. A screenshot and the original code are attached. I suspect I was doing something illegal in the SceneOSG::addView() method but got away with it in the previous version. If you are experienced with the Viewer class could you take a look? thanks, Richard -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7565#7565 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Calculate function values to 1d texture
Hi Alexey, Could you use the osg::TransferFunction1D class to help build an osg::Image that you can attach to a texture. See the osgvolume example. Can I also recommend that you upgrade to OSG-2.8 as it has an improved TransferFunction1D that is easier to use. Robert. On Fri, Feb 27, 2009 at 8:51 AM, Alexey Yurov osgfo...@tevs.eu wrote: Hi all, i need to calculate some function f(x) values and pass it to shader through texture1d. Please, can you show me some examples how to do it with osg 2.6? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7577#7577 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting large obj file with osgconv
Hi, I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap. The conversion failed after ~12 hours, and the obj model doesn't have any textures. Marcin Prus a écrit : Hi, do you have problem with not enough free memory or do you hit 2GB per 32 bit process limit in MS Windows? In second case, if you use Visual Studio, you can enable LARGEADDRESSAWARE linker flag for osgconv. As an addition you will need /3GB in boot.ini for 32 bit Windows XP. This will extend memory available for 32 bit process. Otherwise, you might consider using 64bit OSG. Also, you can try to do conversion in 2 steps, first with -O noTexturesInIVEFile and then convert resulting .ive into second one with textures inside. I used this approach some time ago and it worked for some of my large models. Best, Marcin Crampman pisze: Hi, I'm having problems when I try to convert a lagre obj file (~600MB) into a ive file using osgconv : the conversion took ages and eventually failed after eating the whole swap. Is there any solution or workaround ? Thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting large obj file with osgconv
Crampman wrote: I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap. The conversion failed after ~12 hours, and the obj model doesn't have any textures. How much geometry is there in your model? The OSG .obj plugin isn't very efficient. But .obj is very easy to parse (although things like groups might make conversion slightly more difficult), so you could try to do it yourself and directly construct the necessary OSG objects from c++ while reading in the .obj file... Paul Marcin Prus a écrit : Hi, do you have problem with not enough free memory or do you hit 2GB per 32 bit process limit in MS Windows? In second case, if you use Visual Studio, you can enable LARGEADDRESSAWARE linker flag for osgconv. As an addition you will need /3GB in boot.ini for 32 bit Windows XP. This will extend memory available for 32 bit process. Otherwise, you might consider using 64bit OSG. Also, you can try to do conversion in 2 steps, first with -O noTexturesInIVEFile and then convert resulting .ive into second one with textures inside. I used this approach some time ago and it worked for some of my large models. Best, Marcin Crampman pisze: Hi, I'm having problems when I try to convert a lagre obj file (~600MB) into a ive file using osgconv : the conversion took ages and eventually failed after eating the whole swap. Is there any solution or workaround ? Thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Flicker in osgviewer, multiple channels
Hi guys, thanks for the quick replies. My code is ported from SGI Performer and for some reason the predraw switching technique used to work in there. I've tested nodemasks now and they work fine, but I suppose I could use switches in each of the slave cameras as well if I want the flexibility to show/hide things on the fly. cheers, /Per 2009/2/26 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Daniel, This might be too simple a solution, but have you tried assigning nodemasks to the objects in question along with the appropriate nodemask for the various cameras? The osgstereoimage example shows how this works. That would work too, but you run out of bits in the nodemask pretty quickly if you start using the node mask for such simple things. I find adding the objects as children of only the required cameras works well. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting large obj file with osgconv
osgconv uses Optimizer by default, perhaps you can try conversion with all optimisations turned off? You can switch default optimisations using OSG_OPTIMIZER environmental variable Marcin Crampman pisze: Hi, I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap. The conversion failed after ~12 hours, and the obj model doesn't have any textures. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] database streaming
Hello (osg) world, I stopped working with osg for few years, and I'm back here (at less) for a customer project = my OSG knowledges are outdated. I don't find any technical documents about database pager, that would show how it works and what are its limitations, and I don't know if that technology would fit my needs. My current need is to stream database across internet, between a 'server' and a 'client', where the last is something like an osg viewer. Database (very large and detailed terrain) is composed of both static files and dynamic generated data. As far as I understand the pager, it gets sub-graph files, depending of LOD, eventually on a network thanks to the net plugin. Am I right? Can somebody point me relevant entry points, docs, tips or mailing list threads ? Other (unrelated) question: IIRC, I used osgedit in the past, to get an human readable output of the database. The project seems to be dead. Is there any other way to have a nice look at the scene graph internals now? I thank you in advance... (for info, I'm on irc #openscenegraph, if it helps explaining me things there :) ) Fred ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting large obj file with osgconv
Thanks for your quick replies, My model contains 8,726,464 vertexes and 17,377,292 tris I'll look for loading the obj from c++. Cramp' Paul Melis a écrit : Crampman wrote: I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap. The conversion failed after ~12 hours, and the obj model doesn't have any textures. How much geometry is there in your model? The OSG .obj plugin isn't very efficient. But .obj is very easy to parse (although things like groups might make conversion slightly more difficult), so you could try to do it yourself and directly construct the necessary OSG objects from c++ while reading in the .obj file... Paul Marcin Prus a écrit : Hi, do you have problem with not enough free memory or do you hit 2GB per 32 bit process limit in MS Windows? In second case, if you use Visual Studio, you can enable LARGEADDRESSAWARE linker flag for osgconv. As an addition you will need /3GB in boot.ini for 32 bit Windows XP. This will extend memory available for 32 bit process. Otherwise, you might consider using 64bit OSG. Also, you can try to do conversion in 2 steps, first with -O noTexturesInIVEFile and then convert resulting .ive into second one with textures inside. I used this approach some time ago and it worked for some of my large models. Best, Marcin Crampman pisze: Hi, I'm having problems when I try to convert a lagre obj file (~600MB) into a ive file using osgconv : the conversion took ages and eventually failed after eating the whole swap. Is there any solution or workaround ? Thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi Colin, On Fri, Feb 27, 2009 at 10:19 AM, Middleton, Colin (GE EntSol, Intelligent Platforms) Interestingly the OpenGL driver for this chipset is far far better on Linux than on Windows. I suspect the Open Source driver is responsible for this. This is a really interesting and encouraging finding. Makes me wonder if an open source driver might be possible under WIndows as well. I would just love to get open source OpenGL drivers to a point that they match the proprietary ones on all platforms, once you get to this point there is no turning back, the open source development model will just outpace the proprietary solutions in terms of features and stability. Both ATI and Intel have already published lots of specs on their hardware, and Intel and ATI open source drivers are under development, but it takes time to get a fully operational driver in place, so we do need to be patient. It's good to hear of success with the Intel drivers already. If only NVidia would follow suit and be more open about their hardware then we'd have potential for OpenGL drivers to all come out of hiding. An aside from this is the interesting work being done a Gallium3D http://www.tungstengraphics.com/wiki/index.php/Gallium3D Hopefully this will help spur on the efforts on developing open source drivers across platforms. It also adds another possibility in that it's rendering API agnostic, so potentially we could even write directly to Gallium3D rather than the OpenGL lib on top of it. This is rather a leap though... Gallium3D needs to become successful first, we need to develop the ability of the OSG to have multiple rendering backends... lots of if's and but's... but we given a bit of patience (like several years worth) perhaps both the Gallium3D and OSG will someday be ready to dance to together. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting large obj file with osgconv
Hi Cramp, It could be that the tri stripper is bluking at such a large dataset. Try disable the tri stripping via: osgconv myfile.obj myfile.osg -O noTriStripPolygons You can query the options via: osgconv --format obj Plugin osgPlugins-2.9.0/osgdb_obj.so { ReaderWriter : Wavefront OBJ Reader { extensions : .objAlias Wavefront OBJ format options: AMBIENT=unit Set texture unit for ambient texture options: BUMP=unit Set texture unit for bumpmap texture options: DIFFUSE=unit Set texture unit for diffuse texture options: DISPLACEMENT=unit Set texture unit for displacement texture options: OPACITY=unit Set texture unit for opacity/dissolve texture options: REFLECTION=unit Set texture unit for reflection texture options: SPECULAR=unit Set texture unit for specular texture options: SPECULAR_EXPONENT=unitSet texture unit for specular exponent texture options: noRotation Do not do the default rotate about X axis options: noTesselateLargePolygonsDo not do the default tesselation of large polygons options: noTriStripPolygons Do not do the default tri stripping of polygons } } Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] rendered image has overally lower pixel values
Hi jp, thanks a lot. Changing texture mode a below helped to get the right values. Code: osg::ref_ptrosg::TexEnv texEnv = new osg::TexEnv; texEnv-setMode(osg::TexEnv::REPLACE); state-setTextureAttributeAndModes(0,texEnv.get(),osg::StateAttribute::ON); Thanks again Jiri -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7599#7599 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting large obj file with osgconv
Crampman wrote: Thanks for your quick replies, My model contains 8,726,464 vertexes and 17,377,292 tris That's not as much as I was expecting. I'm pretty sure I loaded models with similar sizes in OSG (which also took quite some time). I would say check out Robert's suggestion first (disabling the tri stripper) Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New ffmpeg plugin checked into svn/trunk
Hi all, Some dll are actually not needed in this package. Basically, they're just failed symbolic links (on Windows, the build system copy the files). You can safely delete the following files from the ffmpeg package. avcodec-51.71.0.dll avcodec.dll avdevice-52.1.0.dll avdevice.dll avformat-52.22.1.dll avformat.dll avutil-49.10.0.dll avutil.dll The following dlls should NOT be deleted. avcodec-51.dll avdevice-52.dll avformat-52.dll avutil-49.dll This should free several MBs. Sorry for not spotting and solving this before. As Robert already said, the libs should be compatible with any VC versions. They're compiled for Win32-x86 (we have not done any x64 builds I'm afraid). The libs were built from ffmpeg revision 15261. The ffmpeg plugin was mainly developed using this version. So it should provide a safer starting point for Windows developers. It should be stressed that this is the LGPL version of FFmpeg. FFmpeg can be compiled using the GPL license, in which case several more features are available. If you're interested in Win32 GPL builds and/or different revisions of FFmpeg, you can visit http://ffmpeg.arrozcru.org/builds/ If you feel confident enough about building your own version of FFmpeg on Windows using MSYS+MinWG+GCC, you'll find plenty of help on http://ffmpeg.arrozcru.org/ Cheers, Tanguy -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Friday 27 February 2009 09:08 To: OpenSceneGraph Users Subject: Spam: Re: [osg-users] New ffmpeg plugin checked into svn/trunk On Fri, Feb 27, 2009 at 3:20 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Robert, Tanguy said that the libs were built using MSYS+MinWG+GCC, but should be compatible with various VS version thanks to it being C library. Great, I'll give it a try soon and report back. Still, that info should probably be in a readme file in the zip or something (if it isn't already). We can add all the details once we figured out what we'll need, right now our ffmpeg plugin and build of it is really bleeding edge. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New ffmpeg plugin checked into svn/trunk
Hi Jason, On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly jd...@ist.ucf.edu wrote: OpenAL is an obvious possibility for this. The OpenAL-Soft implementation at http://kcat.strangesoft.net/openal.html supports almost all of the platforms that OSG supports, and there are also hardware implementations of OpenAL for some sound cards (mostly Creative Labs). There is also a dedicated OSX implementation. You wouldn't necessarily need to go so far as to integrate osgAudio yet. Simple streaming from ffmpeg could probably be implemented with just a few lines of OpenAL code. Do you have any links to a tutorial that illustrates what these few lines of code might be? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Is the build complete?
New to OpenSceneGraph and working on Mac OSX. I navigated to the OpenSceneGraph folder and typed make The build made it all the way to the following lines: ... Scanning dependencies of target example_osgviewerCocoa [ 49%] Building CXX object examples/osgviewerCocoa/CMakeFiles/example_osgviewerCocoa.dir/ViewerCocoa.mm.o [ 50%] Building CXX object examples/osgviewerCocoa/CMakeFiles/example_osgviewerCocoa.dir/main.m.o cc1obj: warning: command line option -fvisibility-inlines-hidden is valid for C++/ObjC++ but not for ObjC cc1obj: warning: command line option -fvisibility-inlines-hidden is valid for C++/ObjC++ but not for ObjC Linking CXX executable ../../bin/osgviewerCocoa ld warning: duplicate dylib ../../lib/libosg.2.9.0.dylib ld warning: duplicate dylib ../../lib/libosg.2.9.0.dylib [ 50%] Built target example_osgviewerCocoa Did the build complete at 50%? I went to sleep prior to this point, so I wasn't sure if my computer went to sleep or the hard-drive went to sleep prior to it getting to this point. Thanks for any feedback you can provide. Jason ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Eric Wing's osgdb_ImageIO image plugin for OSX
Hi, Eric Sokolowsky schrieb: Here's Eric Wing's ImageIO plugin. It was actually submitted to osg-submissions in October 2007 but nothing was ever done with it. If someone wants to take a stab at integration please go ahead. I want to do it, but have no time... isn't that always the way? thanks Eric, I am integrating it now and update it's source to 2.8. I'll submit it to osg-submissions next week if everything went ok. @Robert: Is there a chance to get a private branch of osg/subversion with write-access, so multiple people can try getting the cocoa-backend finished? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is the build complete?
Hi Jason. Cmake build reports overall progress of the build, so if it says its 50% by it's estimate you are half way through the build of all OSG targets. Do another make and you should see it complete rapidly reaching 100% on the final target. Robert. On Fri, Feb 27, 2009 at 12:36 PM, Jason Rupert jasonkrup...@yahoo.com wrote: New to OpenSceneGraph and working on Mac OSX. I navigated to the OpenSceneGraph folder and typed make The build made it all the way to the following lines: ... Scanning dependencies of target example_osgviewerCocoa [ 49%] Building CXX object examples/osgviewerCocoa/CMakeFiles/example_osgviewerCocoa.dir/ViewerCocoa.mm.o [ 50%] Building CXX object examples/osgviewerCocoa/CMakeFiles/example_osgviewerCocoa.dir/main.m.o cc1obj: warning: command line option -fvisibility-inlines-hidden is valid for C++/ObjC++ but not for ObjC cc1obj: warning: command line option -fvisibility-inlines-hidden is valid for C++/ObjC++ but not for ObjC Linking CXX executable ../../bin/osgviewerCocoa ld warning: duplicate dylib ../../lib/libosg.2.9.0.dylib ld warning: duplicate dylib ../../lib/libosg.2.9.0.dylib [ 50%] Built target example_osgviewerCocoa Did the build complete at 50%? I went to sleep prior to this point, so I wasn't sure if my computer went to sleep or the hard-drive went to sleep prior to it getting to this point. Thanks for any feedback you can provide. Jason ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgdem permission error
Hi, I am trying to create a terrain as explained on http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem Everything went fine, until i tried to create a terrain with the osgdem. i used next line to get things done: osgdem.exe -d ps_height_1k.png it starts fine, but ends with an error: Error: do not have write permission to write out file output.ive Caught exception : Error: do not have write permission to write out file output.ive I have tried to change permissions so everyone can write to the folder, didn't help. I'm using windows xp/vs2008, could it be that i missed some of dependencies? btw, I successfuly compiled osg using cmake (no errors/warnings) and gdal. Thanx in advance! _ Hotmail, Messenger, Photos and more - all with the new Windows Live. Get started! http://www.download.live.com/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Positioning PrecipitationEffect
Hi Robert, I was using the scaled lz.osg as an example, the same behavior can be seen if you simply use the cow.osg. It rains very hard right around the cow, but if you move the camera back far enough, the rain gets lighter and lighter and then finally stops completely. Is this the desired effect? My original tests were on a projected osgdem generated database. If I used a very small database, then the osgprecipitation effect worked well, but loading a larger scene caused it to rain within a small region around the center of the bounding sphere. I'll keep looking and see if I can come up with anything. Thanks, Jason On Thu, Feb 26, 2009 at 4:07 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Jason, osgParticle::PrecipitationEffect is design to be effectively infinite, no matter how far you move it should repeat endlessly. I've done lots of testing on town sized models and it certainly works in this context fine. My guess is that your scaling of the scene has introduced issues that the shader isn't able to cope with for some reason. Try loaded a model that is of a 1:1 scale to see if it works fine. Robert. On Thu, Feb 26, 2009 at 7:29 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, I'm playing around with the osgprecipitation example and noticed that it doesn't work as I would expect for large models. For example, osgprecipitation lz.osg works fine, but osgprecipitation lz.osg.100,100,100.scale doesn't show any rain unless you zoom in closely to 0,0,0. Is there a way to make the precipitation effect follow the camera so that is always appears to be raining? I attempted to use the setPosition method of particle effect on each frame to the eye point of the camera, but that didn't seem to do anything. I also tried sticking the PrecipitationEffect under a MatrixTransform and translating the MatrixTransform to the eye point of the camera each frame and it didn't seem to work correctly either. It seemed like it only respected the initial positioning and ignored all subsequent transforms. Thanks! Jason ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lightning problem with camera point of view
Hi, 2009/2/24 Jason Daly jd...@ist.ucf.edu: Jean-Sébastien Guay wrote: I imagine that any modeling software should have a tool to generate/smooth normals. 3DS Max, Blender, Maya, ... It's pretty basic functionality. In Creator it's called Calculate Shading, but it may be called something else in other modeling software. I think 3ds Max calls them smoothing groups. I think smoothing modifier is just a normal auto-modifier to have a smooth illusion, but I'm searching at a way to be sure normal are created and exported in my OSG/IVE model from 3ds max with osgExp If you have any idea... It would be nice :-) Thanks Regards, Vincent. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Positioning PrecipitationEffect
Hi Jason, I've just done tests on town models here at it's working fine. Could you take a screenshot of what your are seeing, perhaps it's a driver bug. Robert. On Fri, Feb 27, 2009 at 3:49 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, I was using the scaled lz.osg as an example, the same behavior can be seen if you simply use the cow.osg. It rains very hard right around the cow, but if you move the camera back far enough, the rain gets lighter and lighter and then finally stops completely. Is this the desired effect? My original tests were on a projected osgdem generated database. If I used a very small database, then the osgprecipitation effect worked well, but loading a larger scene caused it to rain within a small region around the center of the bounding sphere. I'll keep looking and see if I can come up with anything. Thanks, Jason On Thu, Feb 26, 2009 at 4:07 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Jason, osgParticle::PrecipitationEffect is design to be effectively infinite, no matter how far you move it should repeat endlessly. I've done lots of testing on town sized models and it certainly works in this context fine. My guess is that your scaling of the scene has introduced issues that the shader isn't able to cope with for some reason. Try loaded a model that is of a 1:1 scale to see if it works fine. Robert. On Thu, Feb 26, 2009 at 7:29 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, I'm playing around with the osgprecipitation example and noticed that it doesn't work as I would expect for large models. For example, osgprecipitation lz.osg works fine, but osgprecipitation lz.osg.100,100,100.scale doesn't show any rain unless you zoom in closely to 0,0,0. Is there a way to make the precipitation effect follow the camera so that is always appears to be raining? I attempted to use the setPosition method of particle effect on each frame to the eye point of the camera, but that didn't seem to do anything. I also tried sticking the PrecipitationEffect under a MatrixTransform and translating the MatrixTransform to the eye point of the camera each frame and it didn't seem to work correctly either. It seemed like it only respected the initial positioning and ignored all subsequent transforms. Thanks! Jason ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Positioning PrecipitationEffect
Hi Jason, Curious My using your settings and zooming out a long long way I see the artefact. It looks like the rendering cells are clamped to model. This would normally be what you'd want - in a sim you don't normally move outside the model. Are you seeing problems when moving around your model? Robert. On Fri, Feb 27, 2009 at 4:36 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, I'm attaching a zip file showing some screenshots of what I'm seeing. I disabled lighting so that the terrain database would be more pronounced. This is running: osgprecipitation --fogColor 0 0 0 1 --particleColor 1 0 0 1 --particleSize 0.1 terrain.ive. Terrain.ive is an osgdem generated UTM database. The 3 screenshots show me being very close to the terrain and then zooming out. You can see in 1.jpg that the lower bottom half of the rain is cut off. In 2.jpg, I've added red lines to highlight the area where rain is appearing. As I move in and out, I can see boxes of rain appear and dissapear and finally if I zoom far enough away, the rain dissapears completely. I'm thinking there is a precision issue somewhere... Thanks! Jason On Fri, Feb 27, 2009 at 10:55 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Jason, I've just done tests on town models here at it's working fine. Could you take a screenshot of what your are seeing, perhaps it's a driver bug. Robert. On Fri, Feb 27, 2009 at 3:49 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, I was using the scaled lz.osg as an example, the same behavior can be seen if you simply use the cow.osg. It rains very hard right around the cow, but if you move the camera back far enough, the rain gets lighter and lighter and then finally stops completely. Is this the desired effect? My original tests were on a projected osgdem generated database. If I used a very small database, then the osgprecipitation effect worked well, but loading a larger scene caused it to rain within a small region around the center of the bounding sphere. I'll keep looking and see if I can come up with anything. Thanks, Jason On Thu, Feb 26, 2009 at 4:07 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Jason, osgParticle::PrecipitationEffect is design to be effectively infinite, no matter how far you move it should repeat endlessly. I've done lots of testing on town sized models and it certainly works in this context fine. My guess is that your scaling of the scene has introduced issues that the shader isn't able to cope with for some reason. Try loaded a model that is of a 1:1 scale to see if it works fine. Robert. On Thu, Feb 26, 2009 at 7:29 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, I'm playing around with the osgprecipitation example and noticed that it doesn't work as I would expect for large models. For example, osgprecipitation lz.osg works fine, but osgprecipitation lz.osg.100,100,100.scale doesn't show any rain unless you zoom in closely to 0,0,0. Is there a way to make the precipitation effect follow the camera so that is always appears to be raining? I attempted to use the setPosition method of particle effect on each frame to the eye point of the camera, but that didn't seem to do anything. I also tried sticking the PrecipitationEffect under a MatrixTransform and translating the MatrixTransform to the eye point of the camera each frame and it didn't seem to work correctly either. It seemed like it only respected the initial positioning and ignored all subsequent transforms. Thanks! Jason ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] PNG not displaying correctly..
Hi All, Please find attached a png file that has a purple circle, black boarder, and an alpha channel. I'm using OSG1.2, and trying to read it in via the png pluggin, and apply it to an object. The PNG loads, but the alpha channel is being ignored, and I get solid white instead of the underlying object color/texture. Please could someone tell me is there something wrong with the png file, the reader, or am I doing something that's not possible. Many thanks for any help. Kind regards Neil. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PNG not displaying correctly..
neil.hug...@tesco.net schrieb: Hi All, Please find attached a png file that has a purple circle, black boarder, and an alpha channel. I'm using OSG1.2, and trying to read it in via the png pluggin, and apply it to an object. The PNG loads, but the alpha channel is being ignored, and I get solid white instead of the underlying object color/texture. Please could someone tell me is there something wrong with the png file, the reader, or am I doing something that's not possible. Many thanks for any help. there was no attachment. Have you enabled GL_BLEND for your geometry? node-getOrCreateStateSet()-setMode(GL_BLEND, osg::StateAttribute::ON); cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Positioning PrecipitationEffect
Hi Robert, It really depends on the model. With the dataset in the screenshots (which is the boston example from osgGIS), no, everything looks fine as long as I stay relatively close to the dataset. However, I have another dataset that we use that is a much larger geospatial extent, and it seems to only work as long as I am very close to the center of the bounding sphere of the dataset. Perhaps for the large datasets there is a setting I could tweak to the number of cells or something to make the effect appear over the whole dataset. I notice that the osgprecipitation example has a --boundingBox option but it looks like it is never used. Thanks! Jason On Fri, Feb 27, 2009 at 11:54 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Jason, Curious My using your settings and zooming out a long long way I see the artefact. It looks like the rendering cells are clamped to model. This would normally be what you'd want - in a sim you don't normally move outside the model. Are you seeing problems when moving around your model? Robert. On Fri, Feb 27, 2009 at 4:36 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, I'm attaching a zip file showing some screenshots of what I'm seeing. I disabled lighting so that the terrain database would be more pronounced. This is running: osgprecipitation --fogColor 0 0 0 1 --particleColor 1 0 0 1 --particleSize 0.1 terrain.ive. Terrain.ive is an osgdem generated UTM database. The 3 screenshots show me being very close to the terrain and then zooming out. You can see in 1.jpg that the lower bottom half of the rain is cut off. In 2.jpg, I've added red lines to highlight the area where rain is appearing. As I move in and out, I can see boxes of rain appear and dissapear and finally if I zoom far enough away, the rain dissapears completely. I'm thinking there is a precision issue somewhere... Thanks! Jason On Fri, Feb 27, 2009 at 10:55 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Jason, I've just done tests on town models here at it's working fine. Could you take a screenshot of what your are seeing, perhaps it's a driver bug. Robert. On Fri, Feb 27, 2009 at 3:49 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, I was using the scaled lz.osg as an example, the same behavior can be seen if you simply use the cow.osg. It rains very hard right around the cow, but if you move the camera back far enough, the rain gets lighter and lighter and then finally stops completely. Is this the desired effect? My original tests were on a projected osgdem generated database. If I used a very small database, then the osgprecipitation effect worked well, but loading a larger scene caused it to rain within a small region around the center of the bounding sphere. I'll keep looking and see if I can come up with anything. Thanks, Jason On Thu, Feb 26, 2009 at 4:07 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Jason, osgParticle::PrecipitationEffect is design to be effectively infinite, no matter how far you move it should repeat endlessly. I've done lots of testing on town sized models and it certainly works in this context fine. My guess is that your scaling of the scene has introduced issues that the shader isn't able to cope with for some reason. Try loaded a model that is of a 1:1 scale to see if it works fine. Robert. On Thu, Feb 26, 2009 at 7:29 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, I'm playing around with the osgprecipitation example and noticed that it doesn't work as I would expect for large models. For example, osgprecipitation lz.osg works fine, but osgprecipitation lz.osg.100,100,100.scale doesn't show any rain unless you zoom in closely to 0,0,0. Is there a way to make the precipitation effect follow the camera so that is always appears to be raining? I attempted to use the setPosition method of particle effect on each frame to the eye point of the camera, but that didn't seem to do anything. I also tried sticking the PrecipitationEffect under a MatrixTransform and translating the MatrixTransform to the eye point of the camera each frame and it didn't seem to work correctly either. It seemed like it only respected the initial positioning and ignored all subsequent transforms. Thanks! Jason ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] PNG not displaying correctly..
Try osgviewer --image filename and see if you get different results. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CMake 2.6a build system and OpenSceneGraph - problems with long paths?
I have to correct myself. I was using cmake 2.6.2 (installed from cmake-2.6.2-win32-x86.exe). Shortening the directory names did in fact solve the build problem for me. Maybe it should be put in some sort of OpenSceneGraph FAQ (or the platform specific Wiki page) that path names approaching 130...140 characters are possibly going to mean trouble in the win32 build process. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Robert Osfield wrote: I would just love to get open source OpenGL drivers to a point that they match the proprietary ones on all platforms, once you get to this point there is no turning back, the open source development model will just outpace the proprietary solutions in terms of features and stability. Both ATI and Intel have already published lots of specs on their hardware, and Intel and ATI open source drivers are under development, but it takes time to get a fully operational driver in place, so we do need to be patient. It's good to hear of success with the Intel drivers already. If only NVidia would follow suit and be more open about their hardware then we'd have potential for OpenGL drivers to all come out of hiding. Anybody ever try the nouveau driver for Nvidia cards? http://nouveau.freedesktop.org/wiki/ --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Positioning PrecipitationEffect
Hi Jason, I'm a bit rusty on the implementation - it's been a couple of years since I wrote it. Could you provide a model that reproduces the problems whilst your still in the model. Robert. On Fri, Feb 27, 2009 at 5:16 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, It really depends on the model. With the dataset in the screenshots (which is the boston example from osgGIS), no, everything looks fine as long as I stay relatively close to the dataset. However, I have another dataset that we use that is a much larger geospatial extent, and it seems to only work as long as I am very close to the center of the bounding sphere of the dataset. Perhaps for the large datasets there is a setting I could tweak to the number of cells or something to make the effect appear over the whole dataset. I notice that the osgprecipitation example has a --boundingBox option but it looks like it is never used. Thanks! Jason On Fri, Feb 27, 2009 at 11:54 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Jason, Curious My using your settings and zooming out a long long way I see the artefact. It looks like the rendering cells are clamped to model. This would normally be what you'd want - in a sim you don't normally move outside the model. Are you seeing problems when moving around your model? Robert. On Fri, Feb 27, 2009 at 4:36 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, I'm attaching a zip file showing some screenshots of what I'm seeing. I disabled lighting so that the terrain database would be more pronounced. This is running: osgprecipitation --fogColor 0 0 0 1 --particleColor 1 0 0 1 --particleSize 0.1 terrain.ive. Terrain.ive is an osgdem generated UTM database. The 3 screenshots show me being very close to the terrain and then zooming out. You can see in 1.jpg that the lower bottom half of the rain is cut off. In 2.jpg, I've added red lines to highlight the area where rain is appearing. As I move in and out, I can see boxes of rain appear and dissapear and finally if I zoom far enough away, the rain dissapears completely. I'm thinking there is a precision issue somewhere... Thanks! Jason On Fri, Feb 27, 2009 at 10:55 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Jason, I've just done tests on town models here at it's working fine. Could you take a screenshot of what your are seeing, perhaps it's a driver bug. Robert. On Fri, Feb 27, 2009 at 3:49 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, I was using the scaled lz.osg as an example, the same behavior can be seen if you simply use the cow.osg. It rains very hard right around the cow, but if you move the camera back far enough, the rain gets lighter and lighter and then finally stops completely. Is this the desired effect? My original tests were on a projected osgdem generated database. If I used a very small database, then the osgprecipitation effect worked well, but loading a larger scene caused it to rain within a small region around the center of the bounding sphere. I'll keep looking and see if I can come up with anything. Thanks, Jason On Thu, Feb 26, 2009 at 4:07 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Jason, osgParticle::PrecipitationEffect is design to be effectively infinite, no matter how far you move it should repeat endlessly. I've done lots of testing on town sized models and it certainly works in this context fine. My guess is that your scaling of the scene has introduced issues that the shader isn't able to cope with for some reason. Try loaded a model that is of a 1:1 scale to see if it works fine. Robert. On Thu, Feb 26, 2009 at 7:29 PM, Jason Beverage jasonbever...@gmail.com wrote: Hi Robert, I'm playing around with the osgprecipitation example and noticed that it doesn't work as I would expect for large models. For example, osgprecipitation lz.osg works fine, but osgprecipitation lz.osg.100,100,100.scale doesn't show any rain unless you zoom in closely to 0,0,0. Is there a way to make the precipitation effect follow the camera so that is always appears to be raining? I attempted to use the setPosition method of particle effect on each frame to the eye point of the camera, but that didn't seem to do anything. I also tried sticking the PrecipitationEffect under a MatrixTransform and translating the MatrixTransform to the eye point of the camera each frame and it didn't seem to work correctly either. It seemed like it only respected the initial positioning and ignored all subsequent transforms. Thanks! Jason
[osg-users] Default camera render order?
Why is the default render order of a Camera POST_RENDER, rather than NESTED_RENDER? Thanks! -Chris ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi Robert, I just don't see us going anywhere with this discussion, we have different points of view and discussing them doesn't do any good, so let's just go back to writing great software and promoting OpenGL and OSG as much as we can! Actions speak louder than words. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi Robert, Interestingly the OpenGL driver for this chipset is far far better on Linux than on Windows. I suspect the Open Source driver is responsible for this. This is a really interesting and encouraging finding. Makes me wonder if an open source driver might be possible under WIndows as well. I agree, that's encouraging. Though I don't think there's any precedent of any driver at all being open source on Windows (at least I don't remember seeing any). But hopefully that too can change. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GraphicsWindowCocoa : Cocoa backend for osgViewer
Hi Sylvain Sylvain MARIE schrieb: Great! Would you mind sharing your initial work? Anything speeding up the osgViewer/Cocoa is welcome. And I can definitely live with some limited implementation for a start :-) We could add the shared contexts, fullscreen mode, etc. later, right? I think the best way would be to branch the current state of osg and check my modifications in, so we can work both on the code, without disturbing trunk. The current state of GraphicsWindowCocoa is: * basic event-handling is functional (mouse + keyboard) * basic window-management is functional * resizing + moving of windows does not work correctly, the greatest hurdle are the different coordinate spaces of Quartz (topleft) and Cocoa(bottomleft) (WTF?) * PixelBufferCocoa is missing completely * multimonitor-support is not ready * imageio for image-handling works * cMake support is missing I compiled a 64bit version of osgviewer and GraphicsWindowCocoa and it worked :) So, enough for today, cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi J-S, I don't expect to win your over, but I sure want to correct things as see as off target so that others in the community don't get the wrong impression about stuff like OpenGL, etc. Robert. On Fri, Feb 27, 2009 at 6:20 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Robert, I just don't see us going anywhere with this discussion, we have different points of view and discussing them doesn't do any good, so let's just go back to writing great software and promoting OpenGL and OSG as much as we can! Actions speak louder than words. J-S -- __ Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL and OSG advocacy
Hi Robert, hi all, I downloaded the officials OpenGL logos and registered (as requested on the site) using the email address I use for posting here, indicating it was for openscenegraph.org. I uploaded the standard logo+small version on the FTP. Robert, could you add the big one on the front page (and/or anywhere suitable)? Thanks. I don't have much ideas at the moment too... I'll post again later about short/key phrases and the investigation of the OpenGL site. About consoles, should we try to periodically contact manufacturers? Should we do it publicly (= I mean with a copy of the letters on the wiki or blog)? To all: Come on! Throw your ideas in this thread! PS: I like the idea of the magic wand! :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Fri, 27 Feb 2009 09:51:56 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: Hi Sukender, On Thu, Feb 26, 2009 at 11:40 PM, Sukender suky0...@free.fr wrote: I created Community/Advocacy (Robert: since it's about OpenGL *AND* OSG, I did not put OpenGL in the page name). See http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy , and start discussing! Also feel free to complete 2 other pages (and feel free to add links to some articles if revelant): http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy/Myths http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy/Demos Please note these are only placeholders for now... :) Thanks for putting up the pages, it looks like a good start of the process. I begin, by giving some more ideas: - May we try to find short sentences that sounds like advertising (about OpenGL or OSG) we could put as banners or logos on our websites/blogs? Any idea? Too early in the morning for me to be creative I'm afraid. I guess we could add short phases to our email signatures, as well as to blogs. The OSG website doesn't yet sport OpenGL logos we we really should get on with as a starter. Perhaps OpenGL ES and OpenGL CL, Collada be worth talking about in the mix and include logos would also be worth doing. - May we insist on the fact that OpenGL is used on consoles (except Xbox)? Existing consoles are already set in stone, the next gen ones might still be open to influence, none of which actually use a standard version of OpenGL or OpenGL ES. One can be sure that MS's next console will be Direct3D and not contain OpenGL, but I guess it wouldn't do any harm to lobby for it, even if you knew it was not going to be successful, as it points to the need for a single graphics API to be present across all consoles. Costs and time to market in recession are more critical than ever, being able to write software once and recompile everywhere is one of the most compelling aspect to standards like OpenGL. Thougts? Ideas? We build a magic wand capable of ushering peace to all that inhabit the earth and ensuring that open standards become the foundation of all computing ;-) Trawling the web/community for good examples of advocacy might be a place to start for getting inspiration. The OpenGL website might also be place to look for articles/quotes. Distilling what value OpenGL and separately OSG/OpenGL provides to the graphics market to a couple of key phrases might be useful. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GraphicsWindowCocoa : Cocoa backend for osgViewer
Hi Stephan, On Fri, Feb 27, 2009 at 6:41 PM, Stephan Huber ratzf...@digitalmind.de wrote: The current state of GraphicsWindowCocoa is: * basic event-handling is functional (mouse + keyboard) * basic window-management is functional * resizing + moving of windows does not work correctly, the greatest hurdle are the different coordinate spaces of Quartz (topleft) and Cocoa(bottomleft) (WTF?) * PixelBufferCocoa is missing completely * multimonitor-support is not ready * imageio for image-handling works * cMake support is missing I compiled a 64bit version of osgviewer and GraphicsWindowCocoa and it worked :) Woohoo, cool. Excellent progress. Kudos! Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
It works on Windows *and* XBox 360! Hmmm...is that really cross-platform since the embedded OS on Xbox 360 really has its roots in Windows 2000? While the Xbox 360 is technically a different platform, it still has Microsoft all over it. I guess if one drinks the Microsoft Kool-Aid, then I'll concede their so-called cross-platform claim. In the context (no pun intended) I was thinking of, cross-platform means different hardware AND different OS...that doesn't have Microsoft's fingerprints all over it... -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Thursday, February 26, 2009 5:36 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: One technical feature I can think of is that OGL is cross platform, running on everything from supercomputers to hand-held devices. D3D is a NO-OP in this regard. That alone should rule out D3D as far as OSG is concerned. That's not true at all! D3D is cross-platform! It works on Windows *and* XBox 360! (I've actually seen Microsoft call this cross-platform in the developer docs. Seriously.) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
On Fri, Feb 27, 2009 at 7:29 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: It works on Windows *and* XBox 360! Hmmm...is that really cross-platform since the embedded OS on Xbox 360 really has its roots in Windows 2000? I think the statement might have been a playful one... ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi Robert, I don't expect to win your over, but I sure want to correct things as see as off target so that others in the community don't get the wrong impression about stuff like OpenGL, etc. I'm still not convinced that OpenGL itself can be considered a standard, but that's mostly semantics. opengl.org has industry standard in the page title, but that term is mostly marketing and doesn't mean much. MS could say Windows is the industry standard OS because it's widely used. It doesn't make it an actual standard. But anyways, if it's a standard then more power to them! They should put The standard for high performance graphics instead of industry standard IMHO, but that's still just semantics. I hate it when I start arguing semantics and it appears that I'm going against something I'm actually quite fond of and use everyday. Sorry for going off the mark (once again). J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Jean-Sébastien Guay wrote: Hi Robert, I don't expect to win your over, but I sure want to correct things as see as off target so that others in the community don't get the wrong impression about stuff like OpenGL, etc. I'm still not convinced that OpenGL itself can be considered a standard, but that's mostly semantics. opengl.org has industry standard in the page title, but that term is mostly marketing and doesn't mean much. MS could say Windows is the industry standard OS because it's widely used. It doesn't make it an actual standard. But anyways, if it's a standard then more power to them! They should put The standard for high performance graphics instead of industry standard IMHO, but that's still just semantics. I hate it when I start arguing semantics and it appears that I'm going against something I'm actually quite fond of and use everyday. Sorry for going off the mark (once again). J-S I guess the rest of us spectators are just confused about what OpenGL would have to do to become a standard using your metrics. Where is the bar set and why are they not reaching it? -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdem permission error
Hi Dario, Try to set explicitly the output directory with : osgdem.exe -d ps_height_1k.png -o myDirectory\output.ive and make sure you have write permission in myDirectory. If that doesn't work, change the output level : set OSG_NOTIFY_LEVEL = DEBUG, and see what it tells. Regards. On Fri, Feb 27, 2009 at 2:41 PM, Dario Filipovic tarq...@hotmail.comwrote: Hi, I am trying to create a terrain as explained on http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem Everything went fine, until i tried to create a terrain with the osgdem. i used next line to get things done: osgdem.exe -d ps_height_1k.png it starts fine, but ends with an error: Error: do not have write permission to write out file output.ive Caught exception : Error: do not have write permission to write out file output.ive I have tried to change permissions so everyone can write to the folder, didn't help. I'm using windows xp/vs2008, could it be that i missed some of dependencies? btw, I successfuly compiled osg using cmake (no errors/warnings) and gdal. Thanx in advance! -- Windows Live Hotmail just got better. Find out more!http://www.microsoft.com/uk/windows/windowslive/products/hotmail.aspx ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disabling small feature culling for a subgraph
Hi Robert, I've been busy with other work and only now been able to try your proposed change and found that it doesn't quite work as expected. When I run the attached modified osgscribe example with the attached box-sphere.osg model the small feature culling only culls the entire model, i.e. both the box and the sphere together not separately as I was expecting. If small feature culling is turned on on the camera the box and sphere is culled by the small feature culling individually. I would like to enable small feature culling on quite large subgraphs and it seams that it only turns on small feature culling on the node with the callback not on the nodes bellow it. This feels very similar to the problem I was originally trying to solve, where the disabling of small feature culling wasn't propagated downwards but the fix I submitted then didn't fix this problem. Do I need to add the callback to all nodes that I wish to be culled by small feature culling or is this a problem in osg? Regards, Per Robert Osfield wrote: Hi Per, On Wed, Jan 28, 2009 at 8:55 PM, Per Fahlberg pe...@remograph.com wrote: I don't really understand how this is not a bug since it is possible to switch small feature culling on for a subgraph but not switch it off? The scene graph itself doesn't support switching off small feature culling in a subgraph. The way you tried to add this back in was inappropriate, so didn't work. My proposed change to just enable small feature culling for subgraphs that needn't it didn't require disabling culling for subgraphs so would be more efficient as culling would never be complete disabled. Disabling culling for a deeply embedded subgraph causes all the parents culling to be disabled as well, which prevents early termination of traversal that would otherwise be done so I wouldn't recommend it. I will however scratch my head and try to figure out if I can somehow easily invert the enabling and disabling of small feature culling in my program. You could just use LOD's, this is effectively all that small feature culling simulates. Alternatively you could just set the bounding box of the drawables of interest to an artificially large size to prevent the small feature culling from effecting them. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org /* OpenSceneGraph example, osgscribe. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the Software), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include osg/Geode #include osg/Group #include osg/Notify #include osg/Material #include osg/PolygonOffset #include osg/PolygonMode #include osg/LineStipple #include osg/PositionAttitudeTransform #include osgDB/Registry #include osgDB/ReadFile #include osgDB/WriteFile #include osgViewer/Viewer #include osgUtil/Optimizer class MyCullingCallback : public osg::NodeCallback { public: MyCullingCallback() : osg::NodeCallback() {} virtual void operator() (osg::Node *node, osg::NodeVisitor *nv) { osgUtil::CullVisitor *cv = dynamic_castosgUtil::CullVisitor*(nv); if(cv){ osg::CullingSet cs = cv-getCurrentCullingSet(); osg::CullingSet::Mask previousMask = cs.getCullingMask(); cs.setCullingMask(previousMask | osg::CullSettings::SMALL_FEATURE_CULLING); traverse(node,nv); cs.setCullingMask(previousMask); }else traverse(node,nv); } }; int main( int argc, char **argv ) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(argc,argv); // construct the viewer. osgViewer::Viewer viewer; osg::Camera *cam = viewer.getCamera(); if(cam){ // note just enable view furstum culling sides, leave it to subgraphs to enable // small feature culling where required. cam-setCullingMode(osgUtil::CullVisitor::VIEW_FRUSTUM_SIDES_CULLING); //cam-setCullingMode(osgUtil::CullVisitor::VIEW_FRUSTUM_SIDES_CULLING | osgUtil::CullVisitor::SMALL_FEATURE_CULLING);
Re: [osg-users] Default camera render order?
HI Chris, On Fri, Feb 27, 2009 at 6:15 PM, Chris Glasnapp chris.glasn...@gmail.com wrote: Why is the default render order of a Camera POST_RENDER, rather than NESTED_RENDER? I'm afraid I don't recall the exact reason. The svn logs for Camera.cpp might reveal something. Is there are reason why you think the default should be NESTED_RENDER? Different defaults suit different contexts, no one default can suit all Camera usages, it's normal practice to set the RenderOrder to what you require, rather than leave it as defaults as there are so many different ways to use a Camera no single default will even capture the majority of usage. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi Paul, I guess the rest of us spectators are just confused about what OpenGL would have to do to become a standard using your metrics. Where is the bar set and why are they not reaching it? Yes, I guess that's where my confusion stems from too. I always thought an actual standard had to be ratified by an independent standards body (ANSI, ISO, CSA here in Canada, ...). In this view, a company or consortium of companies could not unilaterally say that something is a standard. Wouldn't that lead to everyone saying that what they do is standard? I don't quite understand how open standards work, and how they're different from me just saying here's a document that defines something, I hereby declare it standard. Where do you draw the line? I would have thought the term standard carried more weight and couldn't be just used by anyone. However, if there's a kind of automatic self-regulation inherent to the process, kind of like how open source works (only the successful software survives, the others we barely hear about) then I see how it could work. And it certainly leads to faster innovation than having to have a big standards body that probably isn't a specialist in the specific field your standard covers review it before being accepted at each revision. I can certainly see the benefits of open standards, but I guess there's some part I'm missing because to me it just seems based on good will, which will end up not working eventually. Anyways, I'll have to read more about that. I'd be happy to learn more about it from you guys of course. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New ffmpeg plugin checked into svn/trunk
Robert Osfield wrote: Hi Jason, On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly jd...@ist.ucf.edu wrote: OpenAL is an obvious possibility for this. The OpenAL-Soft implementation at http://kcat.strangesoft.net/openal.html supports almost all of the platforms that OSG supports, and there are also hardware implementations of OpenAL for some sound cards (mostly Creative Labs). There is also a dedicated OSX implementation. You wouldn't necessarily need to go so far as to integrate osgAudio yet. Simple streaming from ffmpeg could probably be implemented with just a few lines of OpenAL code. Do you have any links to a tutorial that illustrates what these few lines of code might be? No, but off the top of my head: // Opening the device looks like this: ALCdevice * device = alcOpenDevice(NULL); ALCcontext * context = alcCreateContext(device, NULL); alcMakeContextCurrent(context); alcProcessContext(context); // Set the distance model to NONE, so there is no distance // attenuation alDistanceModel(AL_NONE); // Initialize the listener's state ALfloat orientation[6]; alListener3f(AL_POSITION, 0.0, 0.0, 0.0); alListener3f(AL_VELOCITY, 0.0, 0.0, 0.0); alListenerf(AL_GAIN, 1.0); memset(zero, 0, sizeof(ALfloat) * 6); alListenerfv(AL_ORIENTATION, zero); ... // Setting up playback with a double-buffered streaming mechanism looks like this: ALuint buffers[2]; ALuint source; alGenBuiffers(2, buffers); alGenSources(1, source); alBufferData(buffers[0], AL_FORMAT_MONO16, audioData, dataLength, 48000); alBufferData(buffers[1], AL_FORMAT_MONO16, audioData, dataLength, 48000); ... // This is how you keep the buffers full alGetSourcei(source, AL_BUFFERS_PROCESSED, processed); if (processed 0) { // Swap the buffers buffer[0] = buffer[1]; // Fill the back buffer again alBufferData(buffers[1], AL_FORMAT_MONO16, audioData, dataLength, 48000); } OK, maybe it's more than a few lines, but it's pretty straightforward. If I had more time, I'd contribute it myself. I'm sorry that I can't spare the time right now. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New ffmpeg plugin checked into svn/trunk
Robert Osfield wrote: Do you have any links to a tutorial that illustrates what these few lines of code might be? Also if anyone's interested, you can find the OpenAL spec here: http://connect.creativelabs.com/openal/Documentation/OpenAL 1.1 Specification.htm --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi Paul, I don't quite understand how open standards work, and how they're different from me just saying here's a document that defines something, I hereby declare it standard. Where do you draw the line? I would have thought the term standard carried more weight and couldn't be just used by anyone. And another thing I don't understand about open standards: if any consortium or group can start a standard, how can anyone say that a given open standard is *the* standard for something? Like Robert said that OpenGL is *the* standard for graphics... Hypothetical situation: As I see it, if Microsoft decided to make a standards committee for Direct3D and other companies joined, it would be just as much a standard for graphics as OpenGL is. None of the two would be able to say they're *the* standard for graphics unless some independent body decided that it was one or the other... If that's the case, then the fact that there are many competing standards is just because of the nature of open standards. And the fact that in graphics, OpenGL is the only standard is just because no one else has bothered making their API standard (Direct3D in this case). Or is there something I'm missing here too? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Default camera render order?
I guess the only reason I ask is that it seems like CullVisitor is doing extra work with rtts if the camera render order != NESTED_RENDER, although I'm not quite sure exactly how that code works, so it may be very lightweight. The earliest revision in svn of Camera.cpp has the default render order as POST_RENDER. Just trying to understand! : ) Thanks, -Chris On Fri, Feb 27, 2009 at 3:01 PM, Robert Osfield robert.osfi...@gmail.comwrote: HI Chris, On Fri, Feb 27, 2009 at 6:15 PM, Chris Glasnapp chris.glasn...@gmail.com wrote: Why is the default render order of a Camera POST_RENDER, rather than NESTED_RENDER? I'm afraid I don't recall the exact reason. The svn logs for Camera.cpp might reveal something. Is there are reason why you think the default should be NESTED_RENDER? Different defaults suit different contexts, no one default can suit all Camera usages, it's normal practice to set the RenderOrder to what you require, rather than leave it as defaults as there are so many different ways to use a Camera no single default will even capture the majority of usage. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New ffmpeg plugin checked into svn/trunk
Hi Jason, Thanks for quick tutorial :-) I've just checked in what will be the interface for getting audio data from a ImageStream, bascially we have two new pure virtual base classes osg::AudioStream (that handles the reading of the audio data) and osg::AudioSink(Interface) that will be subclassed to integrate the audio library that will render the audio - this is where OpenAL/SDL etc would come in.One attaches the AudioSink to the AudioStream to wire up the reading to the playing. The AudioStream objects will be provide by the ffmpeg plugin, with all the image stream available in the read movie, being attaches as list of AudioStream to the osg::ImageStream that ffmpeg reads. osg::AudioStream could also be used elsewhere. I have some work left to do on the internals of the ffmpeg plugin to get it provide the concrete AudioStream classes and to attach the audio streams to the final image stream, this should be complete early next week. Cheers, Robert. On Fri, Feb 27, 2009 at 8:13 PM, Jason Daly jd...@ist.ucf.edu wrote: Robert Osfield wrote: Hi Jason, On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly jd...@ist.ucf.edu wrote: OpenAL is an obvious possibility for this. The OpenAL-Soft implementation at http://kcat.strangesoft.net/openal.html supports almost all of the platforms that OSG supports, and there are also hardware implementations of OpenAL for some sound cards (mostly Creative Labs). There is also a dedicated OSX implementation. You wouldn't necessarily need to go so far as to integrate osgAudio yet. Simple streaming from ffmpeg could probably be implemented with just a few lines of OpenAL code. Do you have any links to a tutorial that illustrates what these few lines of code might be? No, but off the top of my head: // Opening the device looks like this: ALCdevice * device = alcOpenDevice(NULL); ALCcontext * context = alcCreateContext(device, NULL); alcMakeContextCurrent(context); alcProcessContext(context); // Set the distance model to NONE, so there is no distance // attenuation alDistanceModel(AL_NONE); // Initialize the listener's state ALfloat orientation[6]; alListener3f(AL_POSITION, 0.0, 0.0, 0.0); alListener3f(AL_VELOCITY, 0.0, 0.0, 0.0); alListenerf(AL_GAIN, 1.0); memset(zero, 0, sizeof(ALfloat) * 6); alListenerfv(AL_ORIENTATION, zero); ... // Setting up playback with a double-buffered streaming mechanism looks like this: ALuint buffers[2]; ALuint source; alGenBuiffers(2, buffers); alGenSources(1, source); alBufferData(buffers[0], AL_FORMAT_MONO16, audioData, dataLength, 48000); alBufferData(buffers[1], AL_FORMAT_MONO16, audioData, dataLength, 48000); ... // This is how you keep the buffers full alGetSourcei(source, AL_BUFFERS_PROCESSED, processed); if (processed 0) { // Swap the buffers buffer[0] = buffer[1]; // Fill the back buffer again alBufferData(buffers[1], AL_FORMAT_MONO16, audioData, dataLength, 48000); } OK, maybe it's more than a few lines, but it's pretty straightforward. If I had more time, I'd contribute it myself. I'm sorry that I can't spare the time right now. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Default camera render order?
Hi Chris, On Fri, Feb 27, 2009 at 8:26 PM, Chris Glasnapp chris.glasn...@gmail.com wrote: I guess the only reason I ask is that it seems like CullVisitor is doing extra work with rtts if the camera render order != NESTED_RENDER, although I'm not quite sure exactly how that code works, so it may be very lightweight. The earliest revision in svn of Camera.cpp has the default render order as POST_RENDER. Just trying to understand! : ) POST_RENDER is bit more work for the cull and draw traversal to do, but.. it provides a very distinct set of features/uses/implementation than a NESTED_RENDER, just as as a PRE_RENDER has its own set of users/implementation details. For in scene graph Camera's the POST_RENDER is typically used for effects like HUD's. PRE_RENDER is typically used for render to texture effects. NESTED_RENDER is used for when the project and view matrix need to be overriden, but there isn't any need to clear the colour/depth buffer. Camera's are also used at the Viewer level, rather than in scene graph, these high level Camera's also share lots of capabilities of in scene graph cameras, but also have their own specific attributes/users. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Jean-Sébastien Guay wrote: Hi Paul, I don't quite understand how open standards work, and how they're different from me just saying here's a document that defines something, I hereby declare it standard. Where do you draw the line? I would have thought the term standard carried more weight and couldn't be just used by anyone. And another thing I don't understand about open standards: if any consortium or group can start a standard, how can anyone say that a given open standard is *the* standard for something? Like Robert said that OpenGL is *the* standard for graphics... Hypothetical situation: As I see it, if Microsoft decided to make a standards committee for Direct3D and other companies joined, it would be just as much a standard for graphics as OpenGL is. None of the two would be able to say they're *the* standard for graphics unless some independent body decided that it was one or the other... Yes, if MS did that they would have a competing open standard. Though none of us would probably care much since the earth would have shifted off of its axis and hurtled into the sun. ;) As it is, they are their own declared standard. De facto. Like Windows is a standard. Even their ISO standards are so encumbered as to really skirt the line. If that's the case, then the fact that there are many competing standards is just because of the nature of open standards. And the fact that in graphics, OpenGL is the only standard is just because no one else has bothered making their API standard (Direct3D in this case). Yes. Or is there something I'm missing here too? What if there were a world with no hypothetical questions? :) -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Eric Wing's osgdb_ImageIO image plugin for OSX
Excellent. I look forward to trying it out. On Fri, Feb 27, 2009 at 7:58 AM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi, Eric Sokolowsky schrieb: Here's Eric Wing's ImageIO plugin. It was actually submitted to osg-submissions in October 2007 but nothing was ever done with it. If someone wants to take a stab at integration please go ahead. I want to do it, but have no time... isn't that always the way? thanks Eric, I am integrating it now and update it's source to 2.8. I'll submit it to osg-submissions next week if everything went ok. @Robert: Is there a chance to get a private branch of osg/subversion with write-access, so multiple people can try getting the cocoa-backend finished? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New ffmpeg plugin checked into svn/trunk
Robert Osfield wrote: Hi Jason, Thanks for quick tutorial :-) I've just checked in what will be the interface for getting audio data from a ImageStream, bascially we have two new pure virtual base classes osg::AudioStream (that handles the reading of the audio data) and osg::AudioSink(Interface) that will be subclassed to integrate the audio library that will render the audio - this is where OpenAL/SDL etc would come in.One attaches the AudioSink to the AudioStream to wire up the reading to the playing. So, is it your intention that the AudioSink interface would be implemented by another plugin (e.g.: an openal plugin)? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disabling small feature culling for a subgraph
A correction, my earlier proposed fix also solves this problem if the cull callback is changed to also modify the culling mode of the cull visitor, so that the callback reads something like this: ... osg::CullSettings::CullingMode cullVisitorCullingMode = cv-getCullingMode(); osg::CullingSet cs = cv-getCurrentCullingSet(); osg::CullingSet::Mask cullingSetMask = cs.getCullingMask(); cv-setCullingMode(cullVisitorCullingMode | osg::CullSettings::SMALL_FEATURE_CULLING); cs.setCullingMask(cullingSetMask | osg::CullSettings::SMALL_FEATURE_CULLING); traverse(node,nv); cs.setCullingMask(cullingSetMask); cv-setCullingMode(cullVisitorCullingMode); ... I'm a bit confused about all the culling masks/modes and which ones to modify and how they are propagated when the cull visitor traverses the scenegraph. Regards, Per Per Fahlberg wrote: Hi Robert, I've been busy with other work and only now been able to try your proposed change and found that it doesn't quite work as expected. When I run the attached modified osgscribe example with the attached box-sphere.osg model the small feature culling only culls the entire model, i.e. both the box and the sphere together not separately as I was expecting. If small feature culling is turned on on the camera the box and sphere is culled by the small feature culling individually. I would like to enable small feature culling on quite large subgraphs and it seams that it only turns on small feature culling on the node with the callback not on the nodes bellow it. This feels very similar to the problem I was originally trying to solve, where the disabling of small feature culling wasn't propagated downwards but the fix I submitted then didn't fix this problem. Do I need to add the callback to all nodes that I wish to be culled by small feature culling or is this a problem in osg? Regards, Per Robert Osfield wrote: Hi Per, On Wed, Jan 28, 2009 at 8:55 PM, Per Fahlberg pe...@remograph.com wrote: I don't really understand how this is not a bug since it is possible to switch small feature culling on for a subgraph but not switch it off? The scene graph itself doesn't support switching off small feature culling in a subgraph. The way you tried to add this back in was inappropriate, so didn't work. My proposed change to just enable small feature culling for subgraphs that needn't it didn't require disabling culling for subgraphs so would be more efficient as culling would never be complete disabled. Disabling culling for a deeply embedded subgraph causes all the parents culling to be disabled as well, which prevents early termination of traversal that would otherwise be done so I wouldn't recommend it. I will however scratch my head and try to figure out if I can somehow easily invert the enabling and disabling of small feature culling in my program. You could just use LOD's, this is effectively all that small feature culling simulates. Alternatively you could just set the bounding box of the drawables of interest to an artificially large size to prevent the small feature culling from effecting them. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Jean-Sébastien Guay wrote: Yes, I guess that's where my confusion stems from too. I always thought an actual standard had to be ratified by an independent standards body (ANSI, ISO, CSA here in Canada, ...). In this view, a company or consortium of companies could not unilaterally say that something is a standard. Wouldn't that lead to everyone saying that what they do is standard? What standards body ratified TCP/IP? ;-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi Paul, Yes, if MS did that they would have a competing open standard. Though none of us would probably care much since the earth would have shifted off of its axis and hurtled into the sun. ;) OK, aside from the joke (which I agree with, it was a far-fetched hypothesis, but just to test what little I think I know about open standards) it seems like I understand the basics. As it is, they are their own declared standard. De facto. Like Windows is a standard. Even their ISO standards are so encumbered as to really skirt the line. You mean Direct3D is a de facto standard. That's because the standard is not open to other companies to review and give comments on, which is required for it to qualify as an open standard. Is that correct? If that's the case, then the fact that there are many competing standards is just because of the nature of open standards. And the fact that in graphics, OpenGL is the only standard is just because no one else has bothered making their API standard (Direct3D in this case). Yes. OK, seems I understand the basics after all. So why are competing standards a bad thing if they're inherent to the nature of open standards? Or conversely, why are open standards so desirable if by their nature, they bring about competing standards which are undesirable? What if there were a world with no hypothetical questions? :) I'd have a lot less posts on this mailing list, that's for sure. ;-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
Robert Osfield wrote: On Fri, Feb 27, 2009 at 7:29 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: It works on Windows *and* XBox 360! Hmmm...is that really cross-platform since the embedded OS on Xbox 360 really has its roots in Windows 2000? I think the statement might have been a playful one... ;-) It was. I literally laughed out loud when I saw the claim in the developer docs. I think I was reading the docs for XAudio2 at the time. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi Jason, What standards body ratified TCP/IP? ;-) Hmmm, getting even more off track here, but as far as I know TCP/IP is not a standard (other than a de facto standard, which it certainly is). It's defined by RFCs and not a standard. So it's ratified by no standards body since it's not a standard. The wikipedia article on TCP/IP (http://en.wikipedia.org/wiki/Tcp/ip) says: In March 1982, the US Department of Defense declared TCP/IP as the standard for all military computer networking. Which is in its power, since it only concerns itself. But outside the US military, it's just a de facto standard. They even clearly state that it doesn't follow the standard OSI model (which is itself ratified by ISO and ITU-T). At least that's my understanding of it, but once again I'm playing on semantics and only responded because you asked... ;-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Jean-Sébastien Guay wrote: Hi Jason, What standards body ratified TCP/IP? ;-) Hmmm, getting even more off track here, but as far as I know TCP/IP is not a standard (other than a de facto standard, which it certainly is). It's defined by RFCs and not a standard. So it's ratified by no standards body since it's not a standard. Well, if I can't get you to call TCP/IP an open standard, I'm out of ammo... ;-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hypothetical situation: As I see it, if Microsoft decided to make a standards committee for Direct3D and other companies joined, it would be just as much a standard for graphics as OpenGL is. None of the two would be able to say they're *the* standard for graphics unless some independent body decided that it was one or the other... Yes, if MS did that they would have a competing open standard. Though none of us would probably care much since the earth would have shifted off of its axis and hurtled into the sun. ;) A similar situation happened in the early 90s. Many companies got together and formed a PEX consortium to create a graphics standard for X Windows. As a result, SGI redesigned IrisGL and OpenGL was born. Many companies joined on the bandwagon -- ironically, even Microsoft was an ARB member. The analogy is as follows: THEN NOW The consortium solutionPEX OpenGL The proprietary solution IrisGL Direct3D Where this analogy falls apart is that PEX (the consortium solution) was a latecomer onto a 3D graphics scene already dominated by IrisGL (the proprietary solution), compared to today, in which Direct3D (the proprietary solution) is the latecomer, with OpenGL (the consortium solution) the dominant player. Sorry I keep taking us down memory lane, but I think it's important to look at parallels with historical events. Just call me... -Old Man Martz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi Old Man Martz, ;-) Sorry I keep taking us down memory lane, but I think it's important to look at parallels with historical events. Oh no, I find this really interesting. I got onto the 3D scene from a gaming/demoscene background, on the PC in the early 90s. So I'm aware of what transpired in the first days of commodity/gaming 3D accelerators around 1995-1998 (3dfx Voodoo 1,2,3; Riva 128,TNT,TNT2; Matrox Mystique,Mystique 220; Rendition Verité v1000,v2x00; etc.) but I know only a little concerning what happened in the professional/large-scale 3D arena (SGIs, etc.). So as much as I'm considered an old geezer for some topics and I like croning about those things, I'm always interested when some other old geezer recounts ye olde days from another perspective. Crone on, brotha! :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Jean-Sébastien Guay wrote: Hi Old Man Martz, ;-) Sorry I keep taking us down memory lane, but I think it's important to look at parallels with historical events. Oh no, I find this really interesting. I got onto the 3D scene from a gaming/demoscene background, on the PC in the early 90s. So I'm aware of what transpired in the first days of commodity/gaming 3D accelerators around 1995-1998 (3dfx Voodoo 1,2,3; Riva 128,TNT,TNT2; Matrox Mystique,Mystique 220; Rendition Verité v1000,v2x00; etc.) but I know only a little concerning what happened in the professional/large-scale 3D arena (SGIs, etc.). So as much as I'm considered an old geezer for some topics and I like croning about those things, I'm always interested when some other old geezer recounts ye olde days from another perspective. Crone on, brotha! :-) J-S Memories... I had a fire in my home office in October. I was able to put it out without too much damage but the entire upper floor of my house was covered with soot. Consequently, I've been going through old boxes of stuff the cleaning crew brought back and walking down memory lane _a lot_. Just thought it was funny because just earlier today I was going through another box and found my well turned, hand-printed, Glide manual. Was a fun trip thumbing through that. Fun to see the old 3dfx stuff come up again. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi Jason, Well, if I can't get you to call TCP/IP an open standard, I'm out of ammo... ;-) Oh yeah, sure, it is an open standard. I have seen the light :-) (I still have some unanswered questions, but I'll do some reading and not bore you with them since this mailing list is not the place to do that) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] extend osgforest with a tree position raster mask
hi, i would like to extend the example-program osgforest in a way so that the placement of trees becomes user-controllable via an additional raster mask. in detail: a 1bit rasterfile should mark treeless areas with a value of 0 and tree-covered areas with a value of 1. subsequent this mandatory partitioning, i would like use the existing, random placement of trees in tree-covered areas. i'm new to osg, so i have a few questions about how to implement this, and would also be happy to get some clues from you. * can i use a simple osg::texture2D (nearest neighbour worldcoordinate scaled to osgforest's terrain extent), as raster mask? * if yes, how can i query/access a raster value at a specific texture coordinate? * how can i prevent that the raster mask will be rendered in the final scene? (would a nodemask be the right way, or are there any better/simpler ways?) * in this first approach i will only implement 2 different tree regions: covered and non-covered. my plan is to extend to the existing createTreeList function with a simple check for the raster mask value at the randomly generated tree position coordinates. only if it happens to lie inside a tree-covered area, the tree will be pushed into the trees list. maybe someone knows a more elegant way? best regards, christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7664#7664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Hi Paul, Just thought it was funny because just earlier today I was going through another box and found my well turned, hand-printed, Glide manual. Was a fun trip thumbing through that. Heh, I had one of those too! :-) And what's more, I actually have two nostalgia machines which I plug in once in a while. The first has a Cirrus Logic CL-GD5428 card (1MB, yessir), and the other has a Voodoo2 12MB. I'll probably keep those till I die, just because that was the time when it all started for me, even though every time we move my s/o asks why I waste space with those old computers... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Jean-Sébastien Guay wrote: And what's more, I actually have two nostalgia machines which I plug in once in a while. The first has a Cirrus Logic CL-GD5428 card (1MB, yessir), and the other has a Voodoo2 12MB. I'll probably keep those till I die, just because that was the time when it all started for me, even though every time we move my s/o asks why I waste space with those old computers... Ever try DosBox ( http://dosbox.com/information.php?page=0 ) ? I was trying to set up a nostalgia machine as well, but I kept having problems with my old hardware. Then I found DosBox, and realized how pointless my efforts were. I guess it depends on *why* you have it around, though. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Jean-Sébastien Guay wrote: Hi Paul, Just thought it was funny because just earlier today I was going through another box and found my well turned, hand-printed, Glide manual. Was a fun trip thumbing through that. Heh, I had one of those too! :-) And what's more, I actually have two nostalgia machines which I plug in once in a while. The first has a Cirrus Logic CL-GD5428 card (1MB, yessir), and the other has a Voodoo2 12MB. I'll probably keep those till I die, just because that was the time when it all started for me, even though every time we move my s/o asks why I waste space with those old computers... J-S I'm actually embarrassed to admit all of the old hardware I have shelved in my closet here at the house. Old 486 motherboards (66 mhz up to a DX4x100). Probably the saddest one is the old VFX-1 VR helmet. Pretty cool for consumer electronics. Hard to imagine now the frankenstein like setups to get something like that running: 3dfx chained to a diamond video card chained to the VR card. The fun part is when I finally decide something really is dead and I disassemble it down to the last screw to show my 5 year old son how things work. We stripped a hard-drive down to the platters and magnets the other night. It is part of his heritage after all. ;) -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem compiling latest trunk, ffmpeg problem
Hi, I just updated both ffmpeg and osg/trunk, compiled and instaled ffmpeg but osg can't compile because these errors: [ 98%] Building CXX object src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o /home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp: In member function 'void osgFFmpeg::FFmpegDecoderVideo::publishFrame(double)': /home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:228: error: 'img_convert' was not declared in this scope /home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp: In member function 'void osgFFmpeg::FFmpegDecoderVideo::yuva420pToRgba(AVPicture*, const AVPicture*, int, int)': /home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:264: error: 'img_convert' was not declared in this scope make[2]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o] Error 1 make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all] Error 2 make: *** [all] Error 2 Before updating ffmpeg, I got other ffmpeg related compilation errors. Any hint? My system is GNU/Linux 2.6.26-1-686 Debian Sid, gcc 4.3.1. Regards, -- A. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture corruption in VPB.
Hi, I think you might be running into the corner equalisation bug. Search osg-submissions for the thread vpb - fix for corner equalisation The fix is not yet merged in vpb. jp Ken Sewell wrote: VPB seems to be corrupting parts of its textures. I've attached the file I used to replicate the issue (uv.png). The other two images show the corrupted texels. Hopefully the images make it through my mail system. I built it with the following command: osgdem --terrain --geocentric --whole-globe -t uv.png Is anyone else seeing this artifact? OpenSuSE 11.0/Kubuntu 8.10 64-bit, OpenSceneGraph 2.8.0, VPB svn 953. Ken ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem compiling latest trunk, ffmpeg problem
Hi, Alejandro Aguilar Sierra wrote: Hi, I just updated both ffmpeg and osg/trunk, compiled and instaled ffmpeg but osg can't compile because these errors: [ 98%] Building CXX object src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o /home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp: In member function 'void osgFFmpeg::FFmpegDecoderVideo::publishFrame(double)': /home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:228: error: 'img_convert' was not declared in this scope /home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp: In member function 'void osgFFmpeg::FFmpegDecoderVideo::yuva420pToRgba(AVPicture*, const AVPicture*, int, int)': /home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:264: error: 'img_convert' was not declared in this scope make[2]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o] Error 1 make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all] Error 2 make: *** [all] Error 2 Before updating ffmpeg, I got other ffmpeg related compilation errors. Any hint? I think your ffmpeg is too new, img_convert has been deprecated in the newer versions. Search the ffmpeg threads on osg-users, I think you need a specific version of ffmpeg for the plugin to work, tho I can be wrong... I know in our code we have checks for the ffmpeg version and switch between using img_convert and swscale. jp My system is GNU/Linux 2.6.26-1-686 Debian Sid, gcc 4.3.1. Regards, -- A. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] strange object clipping
Hi Ben, The visuals do look like they suggest a problem with the near/far computation or clamping of near/far. I'm not aware of a bugs in the bounding box calculation of ShapeDrawable, but it could certainly be an area to look into. Could you output the model to .osg, test this in osgviewer to see if the problem still exists and if it does then post this model so others can test against it. Robert. On Fri, Feb 27, 2009 at 9:10 PM, Ben Axelrod baxel...@coroware.com wrote: Hi, We are seeing some strange clipping of objects in OSG 2.6. It happens with large numbers of ShapeDrawable boxes and spheres. What should be displayed in the attached images is a large rectangular grid of small, colored cubes. The structure of our osg tree looks like: osg::Group | \|/ osg::MatricTransform | \|/ osg::Geode | | | \|/ \|/ \|/ Multiple ShapeDrawable () Our camera is an osgViewer. cube1.png demonstrates the clipping we are seeing. the cubes are sliced, as if by the near clipping plane of the camera. cube2.png has the camera and objects in the exact same positions, except a large cone shape is added. You can see that the clipping is gone. We believe this is due to some bounding box miscalculations by OSG. When the other object is added, the bounding box can be calculated properly, so the cubes are not cut. Any ideas on what is causing this issue and what can possibly be done about it? I have heard that ShapeDrawables is not very efficient, and is only meant for fast debugging. Will converting the ShapeDrawables to straight Geometry fix it? Thanks, -Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org