[osg-users] how to run the example osgViewerQt
Hi, I am a newbie in osg. I am trying to run the osgViewerQT example in QT4.4 on the linux platform but i am getting error such as undefined refferences to osg/srgumentparser please help n tell me how to run the example Thank you! Cheers, gopal -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14628#14628 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Copying a FBO texture render target
Hi, you can also make another RTT camera that looks at a part of the first camera's output and just renders to another texture at the time you want. You can put cameras under a switch to turn them on and off. See the osggameoflife example. jp Craig Bosma wrote: Hi all, I have an osg::Camera that renders to an FBO texture, and at some given point in time, I want to take a snapshot (for later rendering) of a sub-region of that render target's texture. I've tried two methods, one that works but is not optimal, and another that doesn't: The first is to attach an osg::Image to the camera for a single frame. This works, but seems needlessly costly since I don't need to read data back into main memory, I just need a texture snapshot in graphics memory to render onscreen later. My second approach was to create a new osg::Texture object and use osg::Texture::copyTexImage2D in a camera post-draw callback, but I only succeeded in copying a region of the framebuffer (as the documentation indicates -- I thought it was worth a shot anyway). Anyone out there know of a better way to accomplish what I'm trying to do here? Thanks, Craig ___ 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] how to run the example osgViewerQt
Hi Gopal, you just need to pass a model to draw, like : osgViewerQT cow.osg You can open any model supported by OpenSceneGraph... Pierre. Le lundi 29 juin 2009 à 06:47 +, gopal goenka a écrit : Hi, I am a newbie in osg. I am trying to run the osgViewerQT example in QT4.4 on the linux platform but i am getting error such as undefined refferences to osg/srgumentparser please help n tell me how to run the example Thank you! Cheers, gopal -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14628#14628 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Open Gl command in OSG^^
Hello Ba(?), On 29/6/09 6:38 AM, buidinhba5 wrote: I know that OSG is extend library from Open GL but I don't find more OpenGl command as Gl.GlSphere,Gl.GlLighting .. and more ^^ These certainly aren't GL commands, they might be additions from whatever library/language that's from. The OpenGL lighting functionality is wrapped in osg::Light and osg::LightSource. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to run the example osgViewerQt
Hi, what I have done is I have imported the the QOSGWidget.cpp AdapterWidget.cpp and copied the code of the osgviewerQT.cpp main into the main of my QT4.4 project. now it is giving error undefined reference to `osg::ArgumentParser::ArgumentParser(int*, char**)' or there is another way to integrate it with QT... Thank you! Cheers, gopal -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14632#14632 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Resolution of levels?
Hi all, i am building some terrains using Geotiff 1meter/pixel and DEM 40meter. I use the option -l 30: osgdem generates 6 levels, numbered from 0 to 5. My question is: what is the resolution of last level 5? The same of the Geotiff? And of the other levels? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14256#14256 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to run the example osgViewerQt
Hi Gopal, On Mon, Jun 29, 2009 at 8:33 AM, gopal goenkagopal.goe...@hed.ltindia.com wrote: now it is giving error undefined reference to `osg::ArgumentParser::ArgumentParser(int*, char**)' or there is another way to integrate it with QT... You'll need to link to the OSG libraries to compile against the OSG. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Resolution of levels?
Hi Massimo, The resolution of each level depends entirely on the extents of the source data, and the resolution chosen for the destination tiles. The later default to 256x256 for imagery and 64x64 for DEMs, but extents of the source data depends entirely on your data so it'd not something I can comment on. Robert. On Fri, Jun 19, 2009 at 7:26 PM, Massimo Tarantinisubbi...@yahoo.it wrote: Hi all, i am building some terrains using Geotiff 1meter/pixel and DEM 40meter. I use the option -l 30: osgdem generates 6 levels, numbered from 0 to 5. My question is: what is the resolution of last level 5? The same of the Geotiff? And of the other levels? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14256#14256 ___ 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] Best video format for a fullscreen video rendering ?
Hia all, I want to show small video with sound and if possible subtitles in an OSG application. I guess the best way is now to use ffmpeg plugin like in osgmovie... I think, for the sound it needs some external tool like SDL to play the audio part. Have you got any feedback about the compression format to use ? Is there somebody working on integration of Qt Phonon in OpenSceneGraph ? Thanks, Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Android and a mix of Java + native C++ now possible
This morning I came across a new article about the newly released Android 1.5 Android Native Development Kit (NDK): http://developer.android.com/sdk/ndk/1.5_r1/index.html What this looks like is that we'll be able to mix native C/C++ code with a Java application. In the case of the OpenSceneGraph there is chance that it might make it possible to have the scene graph in C++ and the higher level viewer code in Java. The OpenSceneGraph would have to work under OpenGL ES, but that's on cards for other projects anyway, so it perhaps it might one day be possible to write OpenSceneGaph apps for Android devices. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.2 release candidate one tagged
Hi J-S et. al, On Mon, Jun 22, 2009 at 6:55 PM, Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com wrote: Small problems (but probably there before...) * osgshadow --pssm : the complete scene seems to flash between shadowed and unshadowed state. I remember it working before, so this flashing seems new. Also the default shader does not support transparency in textured polygons properly, as you can see running it with the -4 scene, on the trees (might always have been that way). I've been able to reproduce this problem and workaround it by select --SingleThreaded on the osgshadow command line, so it looks like a threading issue with ParallelSplitShadowMap. * osgshadow --sv : crashes. (I know shadow volume is not complete but still, I don't remember it crashing before just giving bad shadows, so that seems new) It shouldn't crash. I couldn't reproduce the crash. Could you get a stack trace? Could you try running osgshadow single threaded like above to see if the crash goes. The quality issues mainly revolve around problems with very few shadow casting models being perfect manifold geometries. Without a manifold geometry the silhouette edge detection ends up with errors. I'm not sure what to do about these issue. It's certainly not something that can be tackled in 2.8.2 though. -- For both these issues I suspect a quick workaround of setting the threading model to SingleThreaded of r --pssm and --sv would more use a step forward. Properly fixing both these issues would likely require API changes so may well be inappropriate on these grounds. Thoughts? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] a problem with computing near far
Hi, In my scene there is an earth and some small models on it. Sometimes i've got a screenshot like the attachment when i turn auto-compute near far on. I known that's becuase the auto-computed near plane is too far to let nearer primitives in. So i tried giving a very little nearfarratio and then it worked somewhat. But when i added an even larger sky sphere into the scene, once again i fall into trouble with near far. So what should i do with near far when there are both very near(less then 1) and far away(far then 1) things to show in the secen. Thank you! Cheers, indif -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14637#14637 attachment: screen_shot_0_1.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using CullVisitor
Hi, I do need to know whether or not the node has been culled, not just whether it is inside the view volume. I am a bit stuck as to how to do this. As part of the application I am developing I am planning on moving a node around the scene and testing whether it is visible from different locations (i.e. whether it has been culled) as well as whether it is within the view volume of a camera. Can anyone offer any suggestions? Your help is much appreciated. Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14640#14640 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] a problem with computing near far
Hi, You can disable the auto-compute near far and give a fix value for near and far. If this method don't solve your problem you can add a callback to your root node in the scene using the setClampProjectionMatrixCallback method of the cullvisitor and override the clampProjectionMatrixImplementation method in the class ClampProjectionMatrixCallback. In my implementation I compute the nearest point in the geometry to set the near plane and then adjust the far plane depending of the near plane and the nearFarRatio. This little hack work for my with very large terrains culling the far objects in the scene instead of the nearest objects. Cheers, Maria. On Mon, Jun 29, 2009 at 11:27 AM, Ren Liwei lw...@163.com wrote: Hi, In my scene there is an earth and some small models on it. Sometimes i've got a screenshot like the attachment when i turn auto-compute near far on. I known that's becuase the auto-computed near plane is too far to let nearer primitives in. So i tried giving a very little nearfarratio and then it worked somewhat. But when i added an even larger sky sphere into the scene, once again i fall into trouble with near far. So what should i do with near far when there are both very near(less then 1) and far away(far then 1) things to show in the secen. Thank you! Cheers, indif -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14637#14637 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- María Ten Rodríguez Instituto de Automática e Informática Industrial http://www.ai2.upv.es Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.2 release candidate one tagged
Hi Robert, * osgshadow --pssm : the complete scene seems to flash between shadowed and unshadowed state. I remember it working before, so this flashing seems new. Also the default shader does not support transparency in textured polygons properly, as you can see running it with the -4 scene, on the trees (might always have been that way). I've been able to reproduce this problem and workaround it by select --SingleThreaded on the osgshadow command line, so it looks like a threading issue with ParallelSplitShadowMap. Interesting. * osgshadow --sv : crashes. (I know shadow volume is not complete but still, I don't remember it crashing before just giving bad shadows, so that seems new) It shouldn't crash. I couldn't reproduce the crash. Could you get a stack trace? Could you try running osgshadow single threaded like above to see if the crash goes. Your hunch seems right: it runs with --SingleThreaded. The quality issues mainly revolve around problems with very few shadow casting models being perfect manifold geometries. Without a manifold geometry the silhouette edge detection ends up with errors. I'm not sure what to do about these issue. It's certainly not something that can be tackled in 2.8.2 though. But even with the -3 scene, where all models are manifold (only box, sphere, cylinder and cone ShapeDrawables in the scene), it has some negative shadow issues (where the shadow of two objects overlap there is no shadow). So I'm not sure the manifold issue is the only one. But I agree, this is not something that can/should be fixed for a point release. If you end up setting the threading model to SingleThreaded, please only do it for these two techniques, and make it clear (perhaps in comments) that it's only a temporary workaround. The other techniques work well in any threading model, and these two should too (eventually). Thanks, 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] a problem with computing near far
Thank you Maria, your method should work well in most circumstance. But, my sky sphere whick has a very large radius would surely be cliped by the far plane in that, and that's not what i want to see. Any ideas to solve it? Thank you, RenLiwei -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14643#14643 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] setNumMultiSamples
, 5.0, 0.0)); osg::ref_ptrosg::Node cow = osgDB::readNodeFile(cow.osg); osg::ref_ptrosg::Node dumptruck = osgDB::readNodeFile(dumptruck.osg); cow-setNodeMask(CastsShadowTraversalMask); dumptruck-setNodeMask(CastsShadowTraversalMask); osg::ref_ptrosg::Node ground = osgDB::readNodeFile(lz.osg); groundMT-setNodeMask(shadowedScene-getReceivesShadowTraversalMask()); groundMT-addChild(ground.get()); cowMT-addChild(cow.get()); dumptruckMT-addChild(dumptruck.get()); shadowedScene-addChild(groundMT.get()); shadowedScene-addChild(cowMT.get()); shadowedScene-addChild(dumptruckMT.get()); shadowedScene-addChild(ls.get()); osgViewer::Viewer viewer; viewer.setCameraManipulator(new osgGA::TrackballManipulator()); viewer.setSceneData(shadowedScene.get()); viewer.addEventHandler(new osgViewer::WindowSizeHandler() ); viewer.realize(); double x = 0.0; while(!viewer.done()) { viewer.frame(); cowMT-setMatrix(osg::Matrix::translate(0.0, x, 0.0)); x+= 0.01; } } == When I used ShadowTexture results are osgShadowError1.jpg and osgShadowError2.jpg And When I used ShadowMap result is osgShadowError3.jpg My System : XP SP2, ATI Radeon HD 2300, OSG 2.9.5 last Repository What do you think about incorrect shadow mapping on my system? Do you think I am doing incorrect things? -- ?mit Uzun -- next part -- An HTML attachment was scrubbed... URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20090629/0b66353b/attachment.htm -- next part -- A non-text attachment was scrubbed... Name: osgShadowError1.jpg Type: image/jpeg Size: 39498 bytes Desc: not available URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20090629/0b66353b/attachment.jpg -- next part -- A non-text attachment was scrubbed... Name: osgShadowError2.jpg Type: image/jpeg Size: 39615 bytes Desc: not available URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20090629/0b66353b/attachment-0001.jpg -- next part -- A non-text attachment was scrubbed... Name: osgShadowError3.jpg Type: image/jpeg Size: 36152 bytes Desc: not available URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20090629/0b66353b/attachment-0002.jpg -- next part -- A non-text attachment was scrubbed... Name: osgShadowError4.jpg Type: image/jpeg Size: 15058 bytes Desc: not available URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20090629/0b66353b/attachment-0003.jpg -- next part -- A non-text attachment was scrubbed... Name: osgShadowError5.jpg Type: image/jpeg Size: 14004 bytes Desc: not available URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20090629/0b66353b/attachment-0004.jpg -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org End of osg-users Digest, Vol 24, Issue 84 * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] race condition in GraphicsWindowWin32?
I was using the Windows close button in the title bar or alt-f4. It does not happen with osgwindow because (as far as I can see), it closes down via a different route. In that example, osgwindow gets a WM_CLOSE message which is handled by the event handler as a CLOSE_WINDOW message and everything seems to shut down in an orderly manner. For the MFC example, OSG is terminated with a WM_DESTROY message. The WM_CLOSE message is handled by the parent frame window and OSG never sees it. Cory Robert Osfield wrote: Hi Cory, How did you close the application? Pressing escape or closing it via the window close button? Does the problem happen with other examples, such as osgwindow? Robert. On Fri, Jun 26, 2009 at 9:28 PM, Cory Riddellc...@codeware.com wrote: In another message thread I've been talking about a threading problem in my app. I just figured out how to reproduce it with one of the samples, so I thought I would post that here in hopes that somebody else would have an idea on how to fix this. I think it's a shutdown sequence race. To reproduce the problem, start the osgviewerMFC sample app. Load the cow, turn on stats (hit 's') then close the app. Sometimes you will get a crash. To make the crash happen all the time, add a Sleep() call to the start of the WM_DESTROY handler in MFC_OSG_MDIView.cpp: void CMFC_OSG_MDIView::OnDestroy() { Sleep(1200); if(mOSG != 0) delete mOSG; WaitForSingleObject(mThreadHandle, 1000); CView::OnDestroy(); } As far as I can see, when GraphicsWindowWin32 process the WM_DESTROY message, it sets _valid to false for the context. This prevents ~Viewer() from closing the context. This leaves a thread running and that generates an access violation because it tires to use elements that have been deleted. If the Viewer destructor is processed first, then everything is ok. This is related to the presence of a slave camera (that's why you have to turn the stats display on). Any ideas? Thanks, Cory ___ 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-2.8.2 release candidate two tagged
Hi Robert, I’ve have now tagged the OpenScneGraph-2.8.2 release candidate 2, and as very few problems were reported in testing of 2.8.2-rc1 there is just a couples of changes required: My nightly build on the CDash page is the 2.8 branch so you can follow how it goes on Windows. I'll test our software on it later today or tomorrow, I'll let you know how it goes but I don't expect any problems... 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] using CullVisitor
Hi James, Do you want to testing culling from within the cull traversal itself, or do you wish to just test against the view frustum polytope independently from the cull traversal? For the later I'd just use an osgUtil::PolytopeIntersection in conjunction with osgUtil::IntersectionVisitor. Robert. On Mon, Jun 29, 2009 at 11:29 AM, James Buckthorpejames.bucktho...@tessella.com wrote: Hi, I do need to know whether or not the node has been culled, not just whether it is inside the view volume. I am a bit stuck as to how to do this. As part of the application I am developing I am planning on moving a node around the scene and testing whether it is visible from different locations (i.e. whether it has been culled) as well as whether it is within the view volume of a camera. Can anyone offer any suggestions? Your help is much appreciated. Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14640#14640 ___ 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-2.8.2 release candidate one tagged
Hi J-S, On Mon, Jun 29, 2009 at 2:33 PM, Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com wrote: If you end up setting the threading model to SingleThreaded, please only do it for these two techniques, and make it clear (perhaps in comments) that it's only a temporary workaround. The other techniques work well in any threading model, and these two should too (eventually). I did just set single threaded for the --sv and --pssm options, and commented on it as well. This is part of 2.8.2-rc2. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setNumMultiSamples
Hi Claudio, n Mon, Jun 29, 2009 at 3:02 PM, Claudio Arduinohard1...@gmail.com wrote: is it possible tu call setNumMultiSamples at runtime? i have tried but nothing appear to change You have to re-create the graphics context if you want to change the number of multi-samples. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] a problem with computing near far
Something that I have done (please let me know if this is not a good way to do it or if there is a better way), is to break up my scene into parts. I have the large distant things in one part of my scene graph, and then everything else in another part. I then render them in separate render bins, assuming that the large things will be drawn behind the smaller things. I also scale down the large objects and draw them closer to the camera so they still look the same size. I know this would throw off fog calculations unless you adjusted for that, but I have found in my space scenes that I can draw small ships right next to planets without having near/far clipping problems, Z buffer fighting, or single point precision errors. -- Rick On Mon, Jun 29, 2009 at 7:52 AM, Ren Liwei lw...@163.com wrote: Thank you Maria, your method should work well in most circumstance. But, my sky sphere whick has a very large radius would surely be cliped by the far plane in that, and that's not what i want to see. Any ideas to solve it? Thank you, RenLiwei -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14643#14643 ___ 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] OSG build errors when building with xcodebuild
Hi, I've been struggling with configuration names on the Xcode project that comes with OSG. The problem I have is that it causes no such cnfiguration errors when I use xcodebuild from a helper shell script because the configuration names contains white spaces (like Deployment 32bit Carbon.) I've tried -configuration=Development 32bit Carbon and -configuration=Development\ 32bit\ Carbon but no clue. Could these be without white spaces like Deployment_32bit_Carbon? Any better idea can also be helpful. Best, Tat ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] GoogleMode
I tried your suggestion, osgconv -o GoogleMode [model 1.flt] [model 2 .dae]. Didn't work. All osg did was post up the list of all the available options OSG_DATABASE_PAGER_PRIORITY mode etc etc etc. Is it safe to assume that GoogleMode is not available? http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada Under the collada reader/writer option, GoogleMode is there. How would I be able to access it? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14654#14654 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] GoogleMode
Adam Wise wrote on Monday, June 29, 2009 12:14 PM: I tried your suggestion, osgconv -o GoogleMode [model 1.flt] [model 2 .dae]. Didn't work. All osg did was post up the list of all the available options OSG_DATABASE_PAGER_PRIORITY mode etc etc etc. Is it safe to assume that GoogleMode is not available? http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Co llada Under the collada reader/writer option, GoogleMode is there. How would I be able to access it? You want capital o, O, as in: 'osgconv -O GoogleMode' to set the options string -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] GoogleMode
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Re: [osg-users] [osgPlugins] GoogleMode
On Mon, Jun 29, 2009 at 7:06 PM, Dorosky, Christopher Gchristopher.g.doro...@lmco.com wrote: Please unsubscribe temporarily. Christopher you can disable the posting of mailing list posts to your account my logging into the osg-users admin page: http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org When you want to receive posts again you just enable it again using the same route. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using CullVisitor
Hi, Yes I am already using the osgUtil::PolytopeIntersector to work out whether the object is inside the FOV. However I am finding that the list of intersections includes my node of interest regardless of whether it has been culled or not due to another object or objects being in the way. How do I go about check whether the object has been culled?. My attempts to use the CullVisitor (as above) failed. Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14657#14657 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using CullVisitor
James Buckthorpe wrote on Monday, June 29, 2009 1:25 PM: Yes I am already using the osgUtil::PolytopeIntersector to work out whether the object is inside the FOV. However I am finding that the list of intersections includes my node of interest regardless of whether it has been culled or not due to another object or objects being in the way. How do I go about check whether the object has been culled?. My attempts to use the CullVisitor (as above) failed. In general with OpenGL (and including OpenSceneGraph) there is no culling based on whether other objects are in the way (the depth buffer handles this), unless you use occluders (see for example osg::OccluderNode and osg::OcclusionQueryNode; perhaps those will help you). HTH, -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with blending when using floating point FBO
How did you test that setting both to 4 didn't work? This is how I tested it: // Reading back the FBO does not work when it is disabled after render -- set this property of the // renderStage to false. A workaround is to enable glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferObjectID) in the draw callback osgViewer::Renderer * renderer = static_castosgViewer::Renderer*(camera-getRenderer()); renderer-getSceneView(0)-getRenderStage()-setDisableFboAfterRender(false); renderer-getSceneView(1)-getRenderStage()-setDisableFboAfterRender(false); ... // Camera and texture setup osg::ref_ptrosg::TextureRectangle offscreenTexture = new osg::TextureRectangle; offscreenTexture-setTextureSize(500, 500); offscreenTexture-setSourceFormat(GL_RGBA); offscreenTexture-setSourceType(GL_FLOAT); offscreenTexture-setInternalFormat(GL_FLOAT_RGBA32_NV); camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); camera-attach(osg::Camera::COLOR_BUFFER0, offscreenTexture.get(),0,0,false,4,4); camera-setFinalDrawCallback(new MyCameraDrawCallback(precision)); ... // the color is set by using a fragment shader and a uniform variable osg::Vec4 geodeColorf = osg::Vec4(56.13,0,0,1); osg::ref_ptrosg::Uniform redColor = new osg::Uniform( Color, geodeColorf); stateset-addUniform(redColor.get()); stateset-setAttributeAndModes( program.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE ); aDrawable-setStateSet(stateset); // Code in my fragment shader uniform vec4 Color; void main (void) { gl_FragColor = Color; } ... // code in MyCameraDrawCallback glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); float* tempbuf32Bits = NULL; tempbuf32Bits = new float[500*500]; glReadPixels(0, 0, WIDTH, HEIGHT, GL_RED, GL_FLOAT, tempbuf32Bits); All pixels that I read back are set to -431602080 (not the intended value). If I called camera-attach(osg::Camera::COLOR_BUFFER0, offscreenTexture.get(),0,0,false,0,0) it is working (without multisampling) Note that the osg::Texture will not be multisampled because the multisample RenderBuffers are resolved during the blit to texture. You mean that this is no way to get multisample when using my osg::TextureRectangle? It so, what are the alternatives? Using a osg::Image? Ideally I need to support 32 bits floating point blending and multisampling in my project. Do you think this is possible? Thanks you Jonathan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with blending when using floating point FBO
Jonathan Richard wrote on Monday, June 29, 2009 2:19 PM: How did you test that setting both to 4 didn't work? This is how I tested it: ... // code in MyCameraDrawCallback glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); float* tempbuf32Bits = NULL; tempbuf32Bits = new float[500*500]; glReadPixels(0, 0, WIDTH, HEIGHT, GL_RED, GL_FLOAT, tempbuf32Bits); All pixels that I read back are set to -431602080 (not the intended value). If I called camera-attach(osg::Camera::COLOR_BUFFER0, offscreenTexture.get(),0,0,false,0,0) it is working (without multisampling) glReadPixels does not work with a multisample FBO (check glGetError after your glReadPixels to see); you have to use glBlitFramebuffer to copy the multisample FBO to a FBO without multisampling to resolve the samples to a texture; this is what osgUtil::RenderStage does when you attach an osg::Texture and set the samples to 1. Note that the osg::Texture will not be multisampled because the multisample RenderBuffers are resolved during the blit to texture. You mean that this is no way to get multisample when using my osg::TextureRectangle? It so, what are the alternatives? Using a osg::Image? Ideally I need to support 32 bits floating point blending and multisampling in my project. Do you think this is possible? In OpenGL, AFAIK, there is no way to get a multisample texture (and OpenGL doesn't do multisampling when it samples a texture either). If you just want to render to multisample buffers and never need to read back from those buffers (such as in a shader), you can do it; otherwise, I think you are out of luck. Wish it were different, because I'd love to have the ability to read multisample textures too! -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] get current accumulated transform
Hi, How do I get current accumulated transform in a nodeupdatecallback? Specifically virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) What does NodeVisitior-apply(something) mean? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14662#14662 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] GoogleMode
You want capital o, O, as in: 'osgconv -O GoogleMode' to set the options string It worked! But...it didn't work at the same time. Two problems arise with this new success. 1. The model itself loses all of it's textures, leaving it a blank white series of shapes. 2. Every attempt I make at submitting this new model ends in failure. Google gives me a Server Error: The server encountered an error and could not complete your request. Please try again soon. This doesn't change when I change browsers ether. I think it may be a security issue, and that I should change the webpage to trusted...or something like that. I haven't looked into the idea past that though. I will soon. Has anyone encountered this problem before? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14663#14663 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] quaternion to euler
Hi, The animation supports euler but not quaternion. Is there any easy way to convert quaternion to euler? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14664#14664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] quaternion to euler
http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles On Mon, Jun 29, 2009 at 5:47 PM, Rabbi Robinsonlonga...@gmail.com wrote: Hi, The animation supports euler but not quaternion. Is there any easy way to convert quaternion to euler? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14664#14664 ___ 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] window position and size
Hi, I've implemented the osg::GraphicsContext::ResizedCallback to get notified when the user resizes the window via the mouse. That work perfectly. However, I also need to change the window size programatically (when the user presses a button, for example). I tried calling osg::GraphicsContext::resized() function, but that does not always work. Apart from calling ::SetWindowPos(), is there an osg call that allow the windows position and size to be adjusted? Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14668#14668 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] quaternion to euler
Also I would recommend searching the OSG mailing archives this topics has come up many times with several different solutions being offered __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Bosse' Sent: Monday, June 29, 2009 6:17 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] quaternion to euler http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles On Mon, Jun 29, 2009 at 5:47 PM, Rabbi Robinsonlonga...@gmail.com wrote: Hi, The animation supports euler but not quaternion. Is there any easy way to convert quaternion to euler? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14664#14664 ___ 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] Macintosh: best build practices
Since there's no 2.8.1 Mac binaries yet, I need to build from source. What do people recommend for build practices in the Mac OS X environment? Randolph Fritz design machine group architecture department university of washington rfr...@u.washington.edu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] a problem with computing near far
rpingry wrote: Something that I have done (please let me know if this is not a good way to do it or if there is a better way), is to break up my scene into parts. I have the large distant things in one part of my scene graph, and then everything else in another part. I then render them in separate render bins, assuming that the large things will be drawn behind the smaller things. I also scale down the large objects and draw them closer to the camera so they still look the same size. I know this would throw off fog calculations unless you adjusted for that, but I have found in my space scenes that I can draw small ships right next to planets without having near/far clipping problems, Z buffer fighting, or single point precision errors. -- Rick I don't quite understand by breaking scene into two parts. If it means tow groups in the scenegraph under the same main camera, they will be cliped by the same cullsettings(the same near far clip planes), the problem is still here. Then can we render them with different cullsettings? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14672#14672 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] a problem with computing near far
Yes, two different groups in the scenegraph under the same camera, but I cheat the large object part by scaling it and moving it closer to the camera, so there is no risk of clipping due to the cull settings. On Mon, Jun 29, 2009 at 7:39 PM, Ren Liwei lw...@163.com wrote: rpingry wrote: Something that I have done (please let me know if this is not a good way to do it or if there is a better way), is to break up my scene into parts. I have the large distant things in one part of my scene graph, and then everything else in another part. I then render them in separate render bins, assuming that the large things will be drawn behind the smaller things. I also scale down the large objects and draw them closer to the camera so they still look the same size. I know this would throw off fog calculations unless you adjusted for that, but I have found in my space scenes that I can draw small ships right next to planets without having near/far clipping problems, Z buffer fighting, or single point precision errors. -- Rick I don't quite understand by breaking scene into two parts. If it means tow groups in the scenegraph under the same main camera, they will be cliped by the same cullsettings(the same near far clip planes), the problem is still here. Then can we render them with different cullsettings? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14672#14672 ___ 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] a problem with computing near far
i think i've got it. the emphasis is scalling down and moving towards camera, right? but my sky sphere seems not properly to be moved, because i set its center to the camera pos per frame, so maybe i should scale it according to somethig like far plane depth thank you -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14674#14674 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgViewer::Viewer Thread Handle
Hi Everyone, Just a quick one,I want to set up a flag where you can assign cpu affinity for the cull, draw, update threads. Is there a way I can get a handle on these threads? is there a getDrawThread method? Best Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org