[osg-users] Build Error Windows : Application osgViewer
Hi Robert, Hi all there is a build error in the osgviewer.cpp because of the ifdef win stuff missing includes, i guess there is a experimental stuff in the SVN or ? adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Server Backup
Hi all, I'm going to stop the server (www, subversion, trac...) to perform a full backup. And as Robert is on holidays this week I will try to move the current virtual machine to another server, so don't panic if the server is down. I'll keep the list informed, if anybody depends on the server write me to hold the operation. Cheers, JL. -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Consistent lighting across different cameras
Just a quick guess, but are you putting rotation into your left right projection matrices? If so that's what's mucking up your lighting: http://sjbaker.org/steve/omniv/projection_abuse.html 2009/7/6 Julian Looser li...@roarmot.co.nz: Hi, I am using OSG in a multi-wall stereo rendering environment. We have three walls, and we render both a left and right eye view for each wall. To do this, in my application I create six osg::Cameras and update their projection and view matrices each frame based on head-tracking. I add the same subgraph under each camera, and I get a seamless 3D scene across the three walls. So far so good. My problem is with lighting. Although the 3D geometry is rendered in the right place, it isn't lit correctly. For example, sometimes the left view might be much brighter than the center view, which in turn is brighter than the right view. This has me confused because all six cameras are rendering the exact same scene, and the light is part of the scene (rather than a head-light of the viewer for example). My scene graph is set up basically like this (just showing three rather than six cameras). The cameras all share the same child subgraph, and just render to viewports next to each other across a window. root -- camera (mv proj for left wall) --- model --- lightsource -- camera (mv proj for center wall) --- model --- lightsource -- camera (mv proj for right wall) --- model --- lightsource I've attached a picture of the effect I'm getting. What I expected would be that the object (just a long red box) would be smoothly lit along its length. However, when it spans across my three views, you can see it's darker or lighter in each view, suggesting that the lightsource isn't in the same place within each rendering. Am I putting my lightsource in the wrong place in the scene graph? I thought it should be a sibling to what you want lit? Even though the projection and view matrices are different for each camera, the lighting should be consistent, right? I'm using a composite viewer, and each view I create I've set the lighting mode to NO_LIGHT, so I don't think it's a default light causing any trouble. The only light should be the one in my scene. If you have any ideas why this is happening I would really appreciate hearing them! :-) Thanks, Julian. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Consistent lighting across different cameras
Hi Julian, On 6/7/09 6:28 AM, Julian Looser wrote: root -- camera (mv proj for left wall) --- model --- lightsource -- camera (mv proj for center wall) --- model --- lightsource -- camera (mv proj for right wall) --- model --- lightsource Am I putting my lightsource in the wrong place in the scene graph? I thought it should be a sibling to what you want lit? Even though the projection and view matrices are different for each camera, the lighting should be consistent, right? (The model and lightsource are a shared graph, right?) You can place the osg::LightSource anywhere you like in the scene graph, OSG has no concept of limiting light to a certain sub-graph. With regards to the different lighting, how is your model tessellated? If it's coarsely tessellated and/or you're using face normals then the lighting calculation might only be done on the corner vertices and interpolated from there. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Consistent lighting across different cameras
Hi Simon, Thanks for the promising link, but I don't think I'm misusing the projection matrix. I calculate the left, right, top and bottom values and set the projection matrix via osg::Camera's setProjectionMatrixAsFrustum. The view matrix is set with setViewMatrixAsLookAt using the head-tracked position and the direction towards the screen. I'm pretty sure this is the correct way to set up head-tracked stereo. The 3D effect works, just the lighting is wrong. :-( Cheers, Julian. Simon Hammett wrote: Just a quick guess, but are you putting rotation into your left right projection matrices? If so that's what's mucking up your lighting: http://sjbaker.org/steve/omniv/projection_abuse.html 2009/7/6 Julian Looser li...@roarmot.co.nz: Hi, I am using OSG in a multi-wall stereo rendering environment. We have three walls, and we render both a left and right eye view for each wall. To do this, in my application I create six osg::Cameras and update their projection and view matrices each frame based on head-tracking. I add the same subgraph under each camera, and I get a seamless 3D scene across the three walls. So far so good. My problem is with lighting. Although the 3D geometry is rendered in the right place, it isn't lit correctly. For example, sometimes the left view might be much brighter than the center view, which in turn is brighter than the right view. This has me confused because all six cameras are rendering the exact same scene, and the light is part of the scene (rather than a head-light of the viewer for example). My scene graph is set up basically like this (just showing three rather than six cameras). The cameras all share the same child subgraph, and just render to viewports next to each other across a window. root -- camera (mv proj for left wall) --- model --- lightsource -- camera (mv proj for center wall) --- model --- lightsource -- camera (mv proj for right wall) --- model --- lightsource I've attached a picture of the effect I'm getting. What I expected would be that the object (just a long red box) would be smoothly lit along its length. However, when it spans across my three views, you can see it's darker or lighter in each view, suggesting that the lightsource isn't in the same place within each rendering. Am I putting my lightsource in the wrong place in the scene graph? I thought it should be a sibling to what you want lit? Even though the projection and view matrices are different for each camera, the lighting should be consistent, right? I'm using a composite viewer, and each view I create I've set the lighting mode to NO_LIGHT, so I don't think it's a default light causing any trouble. The only light should be the one in my scene. If you have any ideas why this is happening I would really appreciate hearing them! :-) Thanks, Julian. ___ 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] Consistent lighting across different cameras
Julian Looser wrote: Hi, I am using OSG in a multi-wall stereo rendering environment. We have three walls, and we render both a left and right eye view for each wall. To do this, in my application I create six osg::Cameras and update their projection and view matrices each frame based on head-tracking. I add the same subgraph under each camera, and I get a seamless 3D scene across the three walls. So far so good. My problem is with lighting. Although the 3D geometry is rendered in the right place, it isn't lit correctly. For example, sometimes the left view might be much brighter than the center view, which in turn is brighter than the right view. This has me confused because all six cameras are rendering the exact same scene, and the light is part of the scene (rather than a head-light of the viewer for example). Can you give more detail on the sometimes? Does that mean that the lighting varies over different runs of your software, or that the lighting is incosistent during a single run for some head positions? If the latter, it sounds like the head transformation isn't applied consistently to the light position. And is there some position for which the lighting does seem to be correct? Bye, Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 25, Issue 7
D - Original Message - From: osg-users-boun...@lists.openscenegraph.org osg-users-boun...@lists.openscenegraph.org To: osg-users@lists.openscenegraph.org osg-users@lists.openscenegraph.org Sent: Sat Jul 04 15:03:11 2009 Subject: osg-users Digest, Vol 25, Issue 7 Send osg-users mailing list submissions to osg-users@lists.openscenegraph.org To subscribe or unsubscribe via the World Wide Web, visit http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org or, via email, send a message with subject or body 'help' to osg-users-requ...@lists.openscenegraph.org You can reach the person managing the list at osg-users-ow...@lists.openscenegraph.org When replying, please edit your Subject line so it is more specific than Re: Contents of osg-users digest... Today's Topics: 1. Re: Background image (Jason Coposky) 2. Re: osgManipulator refactored (Robert Osfield) 3. osgVolume now supports use of osgManipulator draggers (Robert Osfield) 4. Off on a weeks holiday! (Robert Osfield) 5. Re: Off on a weeks holiday! (Cyril Brulebois) 6. Re: Off on a weeks holiday! (Maxim Gammer) 7. Re: Off on a weeks holiday! (FlySky) 8. Re: rendering many instances of big Geometries (Simon Loic) 9. Re: Off on a weeks holiday! (Simon Loic) -- Message: 1 Date: Fri, 3 Jul 2009 12:05:34 -0700 (PDT) From: Jason Coposky jason.copo...@yahoo.com Subject: Re: [osg-users] Background image To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: 489606.21987...@web110307.mail.gq1.yahoo.com Content-Type: text/plain; charset=us-ascii turn off depth testing something like this: camera_-setViewport( 0, 0, image_-s(), image_-t() ); camera_-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT ); // *** this is also pretty key ** camera_-setRenderOrder( osg::Camera::PRE_RENDER, 1 ); camera_-attach( osg::Camera::COLOR_BUFFER, texture_.get() ); camera_-setClearMask( GL_COLOR_BUFFER_BIT ); // do not want to clear bg image camera_-setReferenceFrame( osg::Transform::ABSOLUTE_RF ); camera_-setViewMatrix( osg::Matrix::identity() ); // *** make sure depth is off *** camera_-getOrCreateStateSet()-setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF ); From: Carlos Sanches ces...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Friday, July 3, 2009 2:22:27 PM Subject: Re: [osg-users] Background image no, I m using hud but my 3d objects are behind the hud. I want my 3d objets in front of hud . -- next part -- An HTML attachment was scrubbed... URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20090703/a168a1b2/attachment.html -- Message: 2 Date: Fri, 3 Jul 2009 20:14:45 +0100 From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] osgManipulator refactored To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: 7ffb8e9b0907031214h6bf9d891q65048ff5b0ca...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 Hi Guys, I've just checked in the addition of the following methods to Dragger that enable one to control when the draggers can be activated by clicking on them : void setActivationModKeyMask(unsigned int mask) { _activationModKeyMask = mask; } unsigned int getActivationModKeyMask() const { return _activationModKeyMask; } void setActivationKeyEvent(int key) { _activationKeyEvent = key; } int getActivationKeyEvent() const { return _activationKeyEvent; } Usage looks like (from the new rev of the osgmanipulator example): // if we don't set an activation key or mod mask then any mouse click on // the dragger will activate it, however if do define either of ActivationModKeyMask or // and ActivationKeyEvent then you'll have to press either than mod key or the specified key to // be able to activate the dragger when you mouse click on it. Please note the follow allows // activation if either the ctrl key or the 'a' key is pressed and held down. dragger-setActivationModKeyMask(osgGA::GUIEventAdapter::MODKEY_CTRL); dragger-setActivationKeyEvent('a'); I've added these extra controls so that we can have manipulators on screen at the same time as being able to have the standard camera manipulators active (i.e. the camera trackball). Previously the example had an event handle change modes via presses to the tab key, but this was rather awkward to use. One can still implement this approach if you wish just by toggling the Dragger::setHandleEvents(bool) for you own event handler. Robert. -- Message: 3 Date: Fri, 3 Jul 2009 20:31:53 +0100 From: Robert Osfield robert.osfi...@gmail.com Subject: [osg-users] osgVolume now supports use of osgManipulator draggers To:
[osg-users] Control of animated object
Hi all ! I have a animated object and I need that the animation stops in the last frame, not to be in loop. How do you sugest that I do this ? tks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Control of animated object
Hi, What do you use to animate your objects ? Cheers, Cedric On Mon, 2009-07-06 at 08:51 -0300, Carlos Sanches wrote: Hi all ! I have a animated object and I need that the animation stops in the last frame, not to be in loop. How do you sugest that I do this ? tks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Control of animated object
i m only loading it with this: osg::Node* testenode=osgDB::readNodeFile(obj_mesh); the animation is always in loop. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error Windows : Application osgViewer
Hi Adrian, there is a build error in the osgviewer.cpp because of the ifdef win stuff missing includes, i guess there is a experimental stuff in the SVN or ? I'm guessing that you're right, this was probably experimental code checked in by mistake. It doesn't seem appropriate in the general osgviewer application. Unfortunately Robert is off on vacation so he can't revert the changes right now... You could revert back to the previous version of osgviewer.cpp in your local copy to make things compile. 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] Focus event handling on composite viewer under MFC
Hi osg-users, I am curious about a part of code in CompositeViewer.cpp in function : void CompositeViewer::eventTraversal() it's written : case(osgGA::GUIEventAdapter::RESIZE): setCameraWithFocus(0); break; Why are we set camera with focus to NULL when resizing a view ?? Isn't it useless ?? I'm curious because I'm experiencing some difficulties to set focus on composite viewer view's myself in my MFC application. I'm calling : pView-getCamera()-setAllowEventFocus(false); when creating a new view and I set the focus myself when receiving a focus event on the CView embedding the osgViewer::View. My goal is to set focus on an osgViewer::View only when corresponding CView (MFC) is focused, not when moving mouse on the osgViewer::View. Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Focus event handling on composite viewer under MFC
I forgot to mention that I'm using osg SVN version 2.9.5. 2009/7/6 Alexandre Amalric alex.pix...@gmail.com Hi osg-users, I am curious about a part of code in CompositeViewer.cpp in function : void CompositeViewer::eventTraversal() it's written : case (osgGA::GUIEventAdapter::RESIZE): setCameraWithFocus(0); break; Why are we set camera with focus to NULL when resizing a view ?? Isn't it useless ?? I'm curious because I'm experiencing some difficulties to set focus on composite viewer view's myself in my MFC application. I'm calling : pView-getCamera()-setAllowEventFocus( false); when creating a new view and I set the focus myself when receiving a focus event on the CView embedding the osgViewer::View. My goal is to set focus on an osgViewer::View only when corresponding CView (MFC) is focused, not when moving mouse on the osgViewer::View. Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error Windows : Application osgViewer
Hi Jean-Sebastien, Thanks for the answer, there is no problem for us using the SVN code while robert is on vacation. i disable the osgviewer in my build :-) regards adrian 2009/7/6 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Adrian, there is a build error in the osgviewer.cpp because of the ifdef win stuff missing includes, i guess there is a experimental stuff in the SVN or ? I'm guessing that you're right, this was probably experimental code checked in by mistake. It doesn't seem appropriate in the general osgviewer application. Unfortunately Robert is off on vacation so he can't revert the changes right now... You could revert back to the previous version of osgviewer.cpp in your local copy to make things compile. 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Control of animated object
Hi, I you are using AnimationPath you would need to do is to set all your animations to NO_LOOPING see osg/AnimationPath header. I think you can search LOOP_MODE in your file and replace it to NO_LOOPING if it's possible to alter the file. Cheers, Cedric On Mon, 2009-07-06 at 14:20 +0200, Cedric Pinson wrote: Hi, What do you use to animate your objects ? Cheers, Cedric On Mon, 2009-07-06 at 08:51 -0300, Carlos Sanches wrote: Hi all ! I have a animated object and I need that the animation stops in the last frame, not to be in loop. How do you sugest that I do this ? tks ___ 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 -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Plugin Logo bug
Hi osg-users, I'm using osg svn version 2.9.5 and I've apparently found a bug in osgPlugin logo. When using more than one view logosCullCallback function is called without checking context ID from the cull visitor is equal to logo _contextID variable. It involves updating logo's viewport with different sizes. So I made a fix well working, at least the way I use the plugin. I'm not used to post fix so I attached the modified cpp files in current mail, hope it helps... Code I added is indicated with comment : // AA DD/MM/YY Fix Kind regards -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ReaderWriterLOGO.rar Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 25, Issue 9
Hi Julian, Have you tried using osg::LightModel to turn on GL_LIGHT_MODEL_LOCAL_VIEWER? It's often necessary in multi-wall setups -- Terry Welsh / mogumbo 'at' gmail.com www.reallyslick.com / www.mogumbo.com Message: 3 Date: Mon, 06 Jul 2009 16:28:10 +1200 From: Julian Looser li...@roarmot.co.nz Subject: [osg-users] Consistent lighting across different cameras To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: 4a517d5a.5060...@roarmot.co.nz Content-Type: text/plain; charset=iso-8859-1; Format=flowed Hi, I am using OSG in a multi-wall stereo rendering environment. We have three walls, and we render both a left and right eye view for each wall. To do this, in my application I create six osg::Cameras and update their projection and view matrices each frame based on head-tracking. I add the same subgraph under each camera, and I get a seamless 3D scene across the three walls. So far so good. My problem is with lighting. Although the 3D geometry is rendered in the right place, it isn't lit correctly. For example, sometimes the left view might be much brighter than the center view, which in turn is brighter than the right view. This has me confused because all six cameras are rendering the exact same scene, and the light is part of the scene (rather than a head-light of the viewer for example). My scene graph is set up basically like this (just showing three rather than six cameras). The cameras all share the same child subgraph, and just render to viewports next to each other across a window. root -- camera (mv proj for left wall) --- model --- lightsource -- camera (mv proj for center wall) --- model --- lightsource -- camera (mv proj for right wall) --- model --- lightsource I've attached a picture of the effect I'm getting. What I expected would be that the object (just a long red box) would be smoothly lit along its length. However, when it spans across my three views, you can see it's darker or lighter in each view, suggesting that the lightsource isn't in the same place within each rendering. Am I putting my lightsource in the wrong place in the scene graph? I thought it should be a sibling to what you want lit? Even though the projection and view matrices are different for each camera, the lighting should be consistent, right? I'm using a composite viewer, and each view I create I've set the lighting mode to NO_LIGHT, so I don't think it's a default light causing any trouble. The only light should be the one in my scene. If you have any ideas why this is happening I would really appreciate hearing them! :-) Thanks, Julian. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Consistent lighting across different cameras
Hi Julian, Have you tried using osg::LightModel to turn on GL_LIGHT_MODEL_LOCAL_VIEWER? It's often necessary in multi-wall setups -- Terry Welsh / mogumbo 'at' gmail.com www.reallyslick.com / www.mogumbo.com Message: 3 Date: Mon, 06 Jul 2009 16:28:10 +1200 From: Julian Looser li...@roarmot.co.nz Subject: [osg-users] Consistent lighting across different cameras To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: 4a517d5a.5060...@roarmot.co.nz Content-Type: text/plain; charset=iso-8859-1; Format=flowed Hi, I am using OSG in a multi-wall stereo rendering environment. We have three walls, and we render both a left and right eye view for each wall. To do this, in my application I create six osg::Cameras and update their projection and view matrices each frame based on head-tracking. I add the same subgraph under each camera, and I get a seamless 3D scene across the three walls. So far so good. My problem is with lighting. Although the 3D geometry is rendered in the right place, it isn't lit correctly. For example, sometimes the left view might be much brighter than the center view, which in turn is brighter than the right view. This has me confused because all six cameras are rendering the exact same scene, and the light is part of the scene (rather than a head-light of the viewer for example). My scene graph is set up basically like this (just showing three rather than six cameras). The cameras all share the same child subgraph, and just render to viewports next to each other across a window. root -- camera (mv proj for left wall) --- model --- lightsource -- camera (mv proj for center wall) --- model --- lightsource -- camera (mv proj for right wall) --- model --- lightsource I've attached a picture of the effect I'm getting. What I expected would be that the object (just a long red box) would be smoothly lit along its length. However, when it spans across my three views, you can see it's darker or lighter in each view, suggesting that the lightsource isn't in the same place within each rendering. Am I putting my lightsource in the wrong place in the scene graph? I thought it should be a sibling to what you want lit? Even though the projection and view matrices are different for each camera, the lighting should be consistent, right? I'm using a composite viewer, and each view I create I've set the lighting mode to NO_LIGHT, so I don't think it's a default light causing any trouble. The only light should be the one in my scene. If you have any ideas why this is happening I would really appreciate hearing them! :-) Thanks, Julian. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VC8 build error for latest osgviewer in svn
Hi, Robert, I just did an svn update and got a buildi error with osgViewer under VC8: the file vsynctoggle_custom.h could not be found. It also used glext.h and wglext.h, which I just did download (I guess I should have done that long time ago). Did I just catch the checked in source code at an awkward moment? I have since grabbed the stable 2.8.0 version of osgViewer and compiled it successfully. Is there an risk of doing that when all the other source codes are the latest version from the svn repository? Thanks, Yefei ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VC8 build error for latest osgviewer in svn
Yefei He wrote: Hi, Robert, I just did an svn update and got a buildi error with osgViewer under VC8: the file vsynctoggle_custom.h could not be found. It also used glext.h and wglext.h, which I just did download (I guess I should have done that long time ago). Did I just catch the checked in source code at an awkward moment? I have since grabbed the stable 2.8.0 version of osgViewer and compiled it successfully. Is there an risk of doing that when all the other source codes are the latest version from the svn repository? Robert is away on holiday this week. Thanks, Yefei -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VC8 build error for latest osgviewer in svn
Hello Yefei, I just did an svn update and got a buildi error with osgViewer under VC8: the file vsynctoggle_custom.h could not be found. It also used glext.h and wglext.h, There was some discussion about this earlier today, see the thread [osg-users] Build Error Windows : Application osgViewer. I think yes, it was committed with testing code by mistake. But as Chris said, Robert is on vacation this week so just go back to a previous revision in SVN and you'll be fine. 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] VC8 build error for latest osgviewer in svn
Ah, just saw the thread myself. Sorry for not reading other recent posts first. So far the old viewer with the new osg core seems to hold up fine. Thanks, Yefei -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Monday, July 06, 2009 2:08 PM To: OpenSceneGraph Users Subject: Re: [osg-users] VC8 build error for latest osgviewer in svn Hello Yefei, I just did an svn update and got a buildi error with osgViewer under VC8: the file vsynctoggle_custom.h could not be found. It also used glext.h and wglext.h, There was some discussion about this earlier today, see the thread [osg-users] Build Error Windows : Application osgViewer. I think yes, it was committed with testing code by mistake. But as Chris said, Robert is on vacation this week so just go back to a previous revision in SVN and you'll be fine. 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
[osg-users] 2.8.2-rc2 install question (UNCLASSIFIED)
Classification: UNCLASSIFIED Caveats: NONE Just built 2.8.2-rc2 on Windows Vista. The INSTALL target installs the DLLs but not the .lib files needed for linking. Is this customary? What's the usual approach for installing a version of OSG to link other applications against? Lee Classification: UNCLASSIFIED Caveats: NONE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.2-rc2 install question (UNCLASSIFIED)
Hello Lee, Just built 2.8.2-rc2 on Windows Vista. The INSTALL target installs the DLLs but not the .lib files needed for linking. Is this customary? What's the usual approach for installing a version of OSG to link other applications against? .lib files should be in $CMAKE_INSTALL_PREFIX/lib after building the INSTALL target... It does this on my machine (VC++ 2005 SP1, Vista). Perhaps you were expecting them to be alongside the DLLs in $CMAKE_INSTALL_PREFIX/bin? If you really don't get the lib files, check the output window in VC++ when you build the INSTALL target, it will tell you where they went, or if there was some error when copying them. Hope this helps, 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] problem with blending when using floating point FBO
Ok I was able to get it working by getting the resolved fbo using the RenderStage::getMultisampleResolveFramebufferObject method. Here a subset of my code in the draw callback: osgViewer::Renderer * renderer = static_castosgViewer::Renderer*(renderInfo.getCurrentCamera()-getRenderer()); osg::FrameBufferObject *fbo=NULL; fbo=renderer-getSceneView(0)-getRenderStage()-getMultisampleResolveFramebufferObject(); // Bind the fbo to be read fbo-apply(state,osg::FrameBufferObject::READ_FRAMEBUFFER); // Specify a color buffer as the source for the subsequent call of glReadPixel glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); float* tempbuf32Bits = new float[WIDTH*HEIGHT]; glReadPixels(0, 0, WIDTH, HEIGHT, GL_RED, GL_FLOAT, tempbuf32Bits); 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, July 06, 2009 4:04 PM: Ok I was able to get it working by getting the resolved fbo using the RenderStage::getMultisampleResolveFramebufferObject method. Here a subset of my code in the draw callback: osgViewer::Renderer * renderer = static_castosgViewer::Renderer*(renderInfo.getCurrentCamera()-getRend erer()); osg::FrameBufferObject *fbo=NULL; fbo=renderer-getSceneView(0)-getRenderStage()-getMultisampleResolveFr amebufferObject(); // Bind the fbo to be read fbo-apply(state,osg::FrameBufferObject::READ_FRAMEBUFFER); // Specify a color buffer as the source for the subsequent call of glReadPixel glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); float* tempbuf32Bits = new float[WIDTH*HEIGHT]; glReadPixels(0, 0, WIDTH, HEIGHT, GL_RED, GL_FLOAT, tempbuf32Bits); Glad you got it working! Is there a reason you didn't just attach an osg::Texture to your camera and set the number of samples greater than 1 in the attach call? By the way, if you change OpenGL state, be careful that you restore the previous state or tell OpenSceneGraph about the changes you make (via haveAppliedMode(), haveAppliedAttribute(), etc.); otherwise OpenSceneGraph will get confused about what the current OpenGL state is. -- 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] Consistent lighting across different cameras
Hi Ulrich, (The model and lightsource are a shared graph, right?) Yes, that's right. With regards to the different lighting, how is your model tessellated? If it's coarsely tessellated and/or you're using face normals then the lighting calculation might only be done on the corner vertices and interpolated from there. The model is a simple box with no further tessellation, and just face normals. However, the effect is the same with more complicated and higher-tessellated models. I think the detail of the model shouldn't effect the lighting in this case... all the cameras are looking at the same lit scene from the same point, just with slight offsets in the projection and view matrices. Other than possibly subtle differences in specular highlights, I wouldn't think the scene should be lit any differently in each of the views. I realise the lighting won't look great on a low-tessellated model, but I think it should be consistent. I figure it's like taking multiple photos and stitching them together into a panorama... the world doesn't get lit completely differently just because you turn left and right a bit. :-( Cheers, Julian. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Control of animated object
I m seeing the examples but look like that my problem is that I m doing the animation in 3DMAX and exporting the object in .IVE file. The object load but always in loop mode. Maybe I m not understanding something but look like that OSG have a dificulty in control of animations . I m refering about 2D movies and imported 3d objects . Excuse-me, I know that I m a little user of OSG but I have some ideas. To be perfect to me OSG would have any functions like : setFrame () -- that stop object exactly in the frame that we want . int getCurrentFrame() -- return the current frame of animation. int getNumberOfFrames() -- return the total number of frames in the animation. These kind of functions ll help a lot with movies or image sequences and 3D object animations . I always have to know when an animation ends to execute next action. Nobody had this kind of problem ?? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB
I got it to build. I kept messing with it and finally got it to work. However, I am trying to build the osgDotNet wrappers and I am having trouble there. Has anyone built these? I have been following the steps and have had no luck. Michael On Sun, 2009-07-05 at 15:47 -0600, Chris 'Xenon' Hanson wrote: Michael W. Hall wrote: Just got the latest SVN of OSG to compile on VS2005. I am now trying to get VPB to build. Was wondering if some one could point me to some help. I have tried CMAKE and when I build it I see no executable. I've built it in the last week or so without problems. Can you outline your steps? I think I'm the most recent contributor to VPB's codebase, so if it's broken, I broke it. ;) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX render issue
Hi Vincent Well, i haven't understood your scene graph right. Let's me draw your scene graphs (1) Group == type of osgFX::xxx ___| | || | Group1Group2Group3Group4 (2) Group __| | | | | Group1== type of osgFX::xxx Group2Group3Group4 But if i am right understood your email you appended the osgFX effect not as group, instead you appended it as parent node, right? (x)Group ___|__ | || | | Group1Group2Group3Group4 osgFX ??? if i am wrong please stop reading and explain again the exacly outlook of the scene graph you have. otherwise have a look into the osgFXbrowser example. if you are using (x) this would enable the osgFX for all object under osgFX ??? (childrens) not for Group, GroupX regard adrian 2009/7/6 Vincent Bourdier vincent.bourd...@gmail.com Hi all, I've got a understandable problem with osgFX::Cartoon and osgFX::Scribe. I got a graph like that : Group ___| | || | Group1Group2Group3Group4 If I put the effect on Group, no problem all is good. The same effect on Group1 do not set the good color. I use : osg::ref_ptrosgFX::Cartoon s = new osgFX::Cartoon; s-setOutlineColor(osg::Vec4(color.x(), color.y(), color.z(), 0.0f)); s-setOutlineLineWidth(edge_width); and I put it as a new parent for the concerned group. See attached file for details. Any idea would be very appreciated, this is an important thing I have to solved as soon as possible. Thanks for your help. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org