Re: [osg-users] Texture problems with OSG
Hi, Tim Allen wrote: Then setting it osg::ref_ptrosg::Image image=new osg::Image; image-setImage(64,64,1,4,GL_RGBA,GL_UNSIGNED_BYTE,(unsigned char*)checkImage,osg::Image::USE_NEW_DELETE); try image-setImage(64,64,1,GL_RGBA,GL_RGBA,GL_UNSIGNED_BYTE,(unsigned char*)checkImage,osg::Image::NO_DELETE); jp -- 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
[osg-users] Error message when posting attachment
Hi osg-users, I recently post a message with a sample test file in a Winrar archive but I received an error message : *Symantec AVF detected that you sent a message with a prohibited attachment name* ** *Subject of the message: [osg-users] Composite Viewer simple test crash with latest svn Recipient of the message: **osg-us...@lists.openscenegraph.org*osg-users@lists.openscenegraph.org * **osg-us...@lists.openscenegraph.org*osg-users@lists.openscenegraph.org * Prohibited attachment: CompositeViewerTest.rar* Is it normal ? What am I supposed to do ? Do I need to re-send my attachment ? 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] maya plugin, anyone interested?
Hi Rabbi, Good news! I will give it a try this afternoon. Cheers, Jordi 2009/7/21 Rabbi Robinson longa...@gmail.com Hi, Hi, I have prepared a tar ball for this exporter. Its located at http://vrac.iastate.edu/~freeman/Rocky_maya.tarhttp://vrac.iastate.edu/%7Efreeman/Rocky_maya.tar There is some detailed documentations. But basically you will need to use CMake to build it. All testers are welcome and please post your comments here on OSG forum. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15190#15190 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Z-fighting
Hi computer graphics masters, I experience my first Z fighting, so I don't really know how to handle it. I firstly searched for posts and advises on both osgforum and google. My problem: I'm working on projective texture mapping through a shader. I do an offscreen rendering to get an image of my Z-buffer. Then I pass interpolated vertex coordinates from the vertex shader to fragment. I project these coordinates in the texture. As I don't want occluded fragments to be textured I compare their distance from the center of projection to the corresponding Z-buffer value. Of course I correct the value according the formula you can find here: http://www.cs.unc.edu/~geom/HOFF/techrep/openglz.html If the projective-camera-space-z-value is bigger than the z-buffer-value I color it in red, else I texture it. Here's a screenshot: [Image: http://img7.hostingpics.net/pics/748304Z_fighting_1.png ] (http://www.hostingpics.net/viewer.php?id=748304Z_fighting_1.png) If I just add one to my z-buffer-value, I get this: [Image: http://img7.hostingpics.net/pics/161394Z_fighting_2.png ] (http://www.hostingpics.net/viewer.php?id=161394Z_fighting_2.png) Which is almost what I want. I thought this was due to the unavoidable imprecision of the Z-buffer. Thus I tried to add the imprecision of the z buffer to the z depth_component value: abs ( z*z / ( 2^(bits_of_z_buffer) * (znear*zfar/(znear-zfar) ) - z ) ) But it didn't resolve the error. Is this problem known by some of you? Thank you in advance! Cheers, Maxime -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15219#15219 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture problems with OSG
Hi, eatpepsi wrote: 2)Considering second question I want to find texture coordinate of a particular point on the model.Using picking I can find the 3d position of an object,Similarly can I get the assigned texture coordinates at an arbitrary point using osg??This is similar to contactTexCoord(MFVec3f) in H3D. Thank you! Cheers, Tim Do you mean: I have a model already textured with a texture mapping, I'd like to find the uv texture coordinates for any point, vertex or not. ? Max -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15220#15220 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error message when posting attachment
Hi Alexandre, On 22/7/09 10:13 AM, Alexandre Amalric wrote: I recently post a message with a sample test file in a Winrar archive but I received an error message : *Symantec AVF detected that you sent a message with a prohibited attachment name* ** *Subject of the message: [osg-users] Composite Viewer simple test crash with latest svn Recipient of the message: **osg-us...@lists.openscenegraph.org* mailto:osg-users@lists.openscenegraph.org* **osg-us...@lists.openscenegraph.org* mailto:osg-users@lists.openscenegraph.org* Prohibited attachment: CompositeViewerTest.rar* Is it normal ? What am I supposed to do ? Do I need to re-send my attachment ? That's probably from you local mail server doing virus scanning that doesn't allow files with the .rar extension through. You could try again with .zip compression but there's a chance that it will block that as well... /ulrich ___ 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 three tagged
Jason Daly wrote: Paul Melis wrote: Okay, can you give me some pointers how to make it work then? I have VS8 sp1, have downloaded the corresponding debug package from the OSG website and have a really small test application that forces OSG to use some freed memory. If I build (in debug mode of course) and then run the test from VS with F5 it nicely catches the error, but in the stack trace none of the OSG dlls show any symbols... I think the problem is that OSG is using /Zi instead of /Z7, but at the same time, the .pdb files aren't being distributed in the packages. Right, that is what I originally suspected. So is there any point to the debug packages *in their current form*? As 2.8.2 is probably released pretty soon it might be a good point in time to fix this? My guess is that the extra size comes from optimizations being turned off (the default in Debug mode), but I don't make the packages, so I'm not sure. Is there any way to test for a given dll if there is debug information in it, e.g. with some MSVC tool? Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Computer Vision and osg
Hi, JoeK wrote: Hello, I am using osg with Python for some computer vision related tasks. I was wondering if anyone else is doing the same. What would be really nice would be to integrate osg with an existing computer vision library like opencv. Joe I don't think there really is any intrinsic problem to this. I do it a little, there's no problem. However, it always depends on what you do. Beware of conventions, axes orientation for example. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15223#15223 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] dae plugin, Colladadom and boost_filesystem on Ubuntu
Hi, I am trying to build Openscenegraph with Collada support on an Ubuntu Jaunty system. I have got the latest stable versions of both colladadom (v2.2) and osg(v2.8.1) from svn. I can build both projects fine and osg finds the collada lib and builds the plugin. However, when I try to run osgviewer on a dae file I get an error: Code: Warning: dynamic library '/home/ees2jk/lib/osgPlugins-2.8.1/osgdb_dae.so' exists, but an error occurred while trying to open it: /home/ees2jk/lib/libcollada14dom.so: undefined symbol: _ZN5boost10filesystem6detail15not_found_errorE I have seen the previous thread on this issue (and wasn't sure whether correct etiquette here is to resurect old threads or start a new one...), but as far as I can see I only have one version of libboost_filesystem installed, and it is the standard Ubuntu distribution version (libboost_filesystem-gcc42-1_34_1.so.1.34.1). Running the viewer with another plugin seems to work OK. If anyone has any ideas, or tips on debugging this kind of problem then I would be very grateful! Thanks, Joe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15224#15224 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame rates vary dramatically across runs
Hi J-S, I think if it gives a verifiable gain (less video memory used for depth component RTT) then you can submit it. As you know, submission does not mean that you need to be confident that it does not break anything, it means that you are sending it for review. Robert will check it out, if there are problems he might see them or if he's not sure then he'll call for more testing by others who use that functionality. I saw direct improvement on GF 7800. On newer boards its smaller unless the OSG application is GPU memory bound. Which happens quite often in our practice. At least it would mean that some progress is being made in the right direction :-) I hope you consider sending your changes, Code attached. Changes are quite simple. You may as well test them. Considering Robert tight schedules I doubt he will be eager to play with it. Cheers, Wojtek /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include stdio.h #include osg/Notify #include osg/Texture1D #include osg/Texture2D #include osg/Texture3D #include osg/TextureRectangle #include osg/TextureCubeMap #include osg/GLExtensions #include osg/GLU #include osgUtil/Statistics #include osgUtil/RenderStage using namespace osg; using namespace osgUtil; // register a RenderStage prototype with the RenderBin prototype list. //RegisterRenderBinProxyRenderStage s_registerRenderStageProxy; RenderStage::RenderStage(): RenderBin(getDefaultRenderBinSortMode()), _disableFboAfterRender(true) { // point RenderBin's _stage to this to ensure that references to // stage don't go tempted away to any other stage. _stage = this; _stageDrawnThisFrame = false; _drawBuffer = GL_NONE; _readBuffer = GL_NONE; _clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT; _clearColor.set(0.0f,0.0f,0.0f,0.0f); _clearAccum.set(0.0f,0.0f,0.0f,0.0f); _clearDepth = 1.0; _clearStencil = 0; _cameraRequiresSetUp = false; _camera = 0; _level = 0; _face = 0; _imageReadPixelFormat = GL_RGBA; _imageReadPixelDataType = GL_UNSIGNED_BYTE; } RenderStage::RenderStage(SortMode mode): RenderBin(mode), _disableFboAfterRender(true) { // point RenderBin's _stage to this to ensure that references to // stage don't go tempted away to any other stage. _stage = this; _stageDrawnThisFrame = false; _drawBuffer = GL_NONE; _readBuffer = GL_NONE; _clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT; _clearColor.set(0.0f,0.0f,0.0f,0.0f); _clearAccum.set(0.0f,0.0f,0.0f,0.0f); _clearDepth = 1.0; _clearStencil = 0; _cameraRequiresSetUp = false; _camera = 0; _level = 0; _face = 0; _imageReadPixelFormat = GL_RGBA; _imageReadPixelDataType = GL_UNSIGNED_BYTE; } RenderStage::RenderStage(const RenderStage rhs,const osg::CopyOp copyop): RenderBin(rhs,copyop), _stageDrawnThisFrame(false), _preRenderList(rhs._preRenderList), _postRenderList(rhs._postRenderList), _viewport(rhs._viewport), _drawBuffer(rhs._drawBuffer), _readBuffer(rhs._readBuffer), _clearMask(rhs._clearMask), _colorMask(rhs._colorMask), _clearColor(rhs._clearColor), _clearAccum(rhs._clearAccum), _clearDepth(rhs._clearDepth), _clearStencil(rhs._clearStencil), _cameraRequiresSetUp(rhs._cameraRequiresSetUp), _camera(rhs._camera), _level(rhs._level), _face(rhs._face), _imageReadPixelFormat(rhs._imageReadPixelFormat), _imageReadPixelDataType(rhs._imageReadPixelDataType), _disableFboAfterRender(rhs._disableFboAfterRender), _renderStageLighting(rhs._renderStageLighting) { _stage = this; } RenderStage::~RenderStage() { } void RenderStage::reset() { _stageDrawnThisFrame = false; if (_renderStageLighting.valid()) _renderStageLighting-reset(); for(RenderStageList::iterator pre_itr = _preRenderList.begin(); pre_itr != _preRenderList.end(); ++pre_itr) { pre_itr-second-reset(); } RenderBin::reset(); for(RenderStageList::iterator post_itr = _postRenderList.begin(); post_itr != _postRenderList.end(); ++post_itr) { post_itr-second-reset(); } _preRenderList.clear(); _postRenderList.clear(); } void RenderStage::sort() { for(RenderStageList::iterator pre_itr = _preRenderList.begin(); pre_itr !=
Re: [osg-users] Transformations
Hi Pau, On 21/7/09 10:12 PM, Pau Moreno wrote: Thank you very much Ulrich!! It works! I don't know why the other things I've tried didn't work but now is working!!! Out of curiosity, what was the issue? The loading of the existing matrix into osg::Matrix or the order of transformation or the Y-up rotation? Cheers /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgOcean: Change of contact details
Hi all, My old email address is soon to become defunct so I'm slowly trying to filter my email address change through to my new one. I know some of you like to contact me via email in relation to osgOcean so if you would like to get in touch with me in the future please use: kcb...@googlemail.com I will of course still be reachable via osg-users. Cheers. Kim. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Handling other image file extensions when original one is missing
Hi osg-users, I am wondering if there is a way in OSG to handle other image file extensions when original one is missing ?? Let's say I have a openflight model with .rgb texture, when converting this one to an ive file, if the rgb texture file is missing (say temp.rgb in this case) there will be no texture and that makes perfectly sense. But a cool feature would be that if there is not associated rgb file (temp.rgb) the plugin will search other file extensions like dds, png, bmp (temp.dds, temp.png or temp.bmp). It will be very usefull to pass the image reader a list of desired file extensions to search if there's no original file. What do you think about ? Is it possible to implement this feature with current osg design ? 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
[osg-users] OSGExp0.9.6 and Max 2010
Hello, have everybody use the osg export plug in for 3DS Max 2010? I have installed Max 2010 and the plug in installer print the message 3D Max isn't installed (I have the german version and this is a approximate translation). Have other useres the same problem? Also is it a bug of the plug in installer? Cheers, Martin -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGExp0.9.6 and Max 2010
Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit : Hello, have everybody use the osg export plug in for 3DS Max 2010? I have installed Max 2010 and the plug in installer print the message 3D Max isn't installed (I have the german version and this is a approximate translation). Have other useres the same problem? Also is it a bug of the plug in installer? Could be that the binary version plugin is not made for 3DS Max 2010... You could try to rebuild it from source may be ? As far as I remember, you just need the Max SDK... Cheers, Martin 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
Re: [osg-users] Setting up window with GraphicsWindowWin32
Hi Vic, I'm making a game/simulation-engine as a learning project and I want it to be able to display windows of different sizes. For example when it starts you get a menu in a small window and when you click start in the menu another window open up in full screen in which you can navigate around the 'game world' and when you exit that you get back to the small window with the menu. OK, that clarifies your usage. Thanks for the explanation. I have tested using only the viewer but it does not seem to give me much control over the window. Using viewer-setUpViewInWindow(x, y, w, h) a window appears but how can I remove the frame around it if I want to have a custom GUI including minimize and close buttons inside it instead? The way to do that would be to create a graphics context using osg::GraphicsContext::createGraphicsContext(traits); You set up the osg::GraphicsContext::Traits structure to fit what you want your window to look like. For example: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 0;// In screen space, so it's the top-left corner traits-y = 0; traits-width = width; traits-height = height; traits-windowDecoration = false;// Removes the window's border osg::GraphicsContext* gc = osg::GraphicsContext::createGraphicsContext(traits.get()); See the osg::GraphicsContext::Traits class for the list of the parameters you can change. http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00279.html http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00275.html To set the screen's fullscreen resolution, you can't just set your traits structure, because that just specifies the size of the graphics context. So if for example you create a 1024x768 context, without window decoration, but your Windows screen resolution is 1280x1024, you'll just see a borderless window that takes up part of your screen - the screen's resolution won't change to fit it. For that, you need to go through the WindowingSystemInterface which you get by calling osg::GraphicsContext::getWindowingSystemInterface(); and then calling setScreenResolution() on that. Remember to save the previous screen resolution at startup and re-set it before exiting. http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00280.html Using these interfaces, you can keep your code 100% portable since OSG will automatically choose the right GraphicsWindow* subclass for you (Win32 on Win32, X11 on Linux, Carbon on MacOS X) through the static createGraphicsContext() and getWindowingSystemInterface() calls. In your case, according to your explanation above, I expect you'd want to create a first graphics context for your menu system, do what you need there, then when the game starts you'd destroy it and create a new graphics context for the game. 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] OpenSceneGraph-2.8.2 release candidate three tagged
Hi Paul, Right, that is what I originally suspected. So is there any point to the debug packages *in their current form*? Yes, they allow you to compile your own project in debug mode. They don't allow you to debug into the OSG itself, but otherwise they're required to get your own apps to compile and run in debug mode at all. As 2.8.2 is probably released pretty soon it might be a good point in time to fix this? I'm not sure what the pdb files were not included (or the debug info was not embedded into the DLLs), but I would expect someone interested in debugging into OSG would have no problem compiling OSG themselves... If they want to debug into it, it's probable that they'll need to make a fix somewhere... And compiling OSG is pretty painless nowadays. But yes, we could either embed debug info or provide the pdb files (perhaps as a separate download for people who need it). Is there any way to test for a given dll if there is debug information in it, e.g. with some MSVC tool? The only way I've seen is when debugging the app in Visual Studio it will say in the output window dll name (no debug information) or something like that. Then if you want to load the pdb file manually if you have it, you can go to the Modules window, right-click on the DLL and click Load Symbols. Same thing when you're stopped at a breakpoint, in the Call Stack window you can right-click on the grayed out lines and click Load Symbols. I don't know of a standalone tool that will tell you if a DLL contains debug info. 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] Concurrent updates to the scene graph
robertosfield wrote: The best way to tackle this type of work is locally buffer data that you need to update and then sync this on each new frame during the update phase. The osgterrain example has an example of preparing data in background thread and then assigning this to the scene graph during update. The DatabasePager is also an example of this in action. Thank you. I have had a look at osgterrain and the DatabasePager. Now I have a few questions: - osgterrain sets the threading model to SingleThreaded. Is there a specific reason for this? - What about setDataVariance(DYNAMIC)? Is this generally necessary for all nodes of the scene graph that are updated dynamically? (all information I have found about this setting is somehow related to osgText and freetype not being thread-safe) - What does the following line in osgterrain do? The function seems to be undocumented in the Doxygen documentation. Code: // enable the use of compile contexts and associated threads. osg::DisplaySettings::instance()-setCompileContextsHint(true); - What is the difference between update operations and update callbacks? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15237#15237 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame rates vary dramatically across runs
Hi Wojtek, I think if it gives a verifiable gain (less video memory used for depth component RTT) then you can submit it. I saw direct improvement on GF 7800. On newer boards its smaller unless the OSG application is GPU memory bound. Which happens quite often in our practice. But even if the application is not video memory bound, using up less video memory means it will be less likely to become video memory bound in the future... I meant verifiable in terms of using a tool that shows how much video memory is used, before and after applying your changes. An app should use as much video memory as it can if it improves performance, but in this case I really don't think it improves anything to use more memory. Indeed, at least on cards with 512MB video memory you will be more likely to be able to use 4096x4096 shadow map size... Code attached. Changes are quite simple. You may as well test them. Considering Robert tight schedules I doubt he will be eager to play with it. You're right, it's a simple change. I wonder if we could get some other people to test it with some of their apps and see if it causes problems. Looking at the code, it seems like the same thing happens with the depth buffer, i.e. a depth attachment will be created if none is present. IMHO, a depth buffer is not mandatory - you could want to do an RTT pass on a single fullscreen quad, in which case you don't need depth and can disable depth test. In that case, wouldn't it make sense to only attach a color buffer? An added depth buffer will only add to the video memory requirements. In other words, can't we trust the user to have set up their FBO attachments correctly? In these two cases, the code checks if there's a given attachment (depth or color) and if not, unconditionally adds one whether the user needs it or not. The code can't know exactly what the user needs, but isn't it better to be conservative instead of creating everything in case the user needs it but doesn't know it? I hope I'm making sense... Anyways, just for the shadow map, I think it would be interesting to at least see if this change affects something else. 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] [osgPlugins] dae plugin, Colladadom and boost_filesystem on Ubuntu
Looks like I overlooked the simplest explanation - nothing was linking against the library! The following change to the colladadom code and a quick rebuild fixed it: Code: --- dom/make/dom.mk (revision 844) +++ dom/make/dom.mk (working copy) @@ -36,7 +36,7 @@ endif ifeq ($(os),linux) -libOpts += -lpcre -lpcrecpp +libOpts += -lpcre -lpcrecpp -lboost_filesystem else # On Mac, Windows and PS3 we need to be told where to find pcre ifeq ($(os),windows) If this is a bad idea or if anyone knows why the dae plugin doesn't link against this library to begin with then I'd be interested to know. Thanks, Joe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15239#15239 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Handling other image file extensions when original one is missing
Hi Alexandre, Let's say I have a openflight model with .rgb texture, when converting this one to an ive file, if the rgb texture file is missing (say temp.rgb in this case) there will be no texture and that makes perfectly sense. But a cool feature would be that if there is not associated rgb file (temp.rgb) the plugin will search other file extensions like dds, png, bmp (temp.dds, temp.png or temp.bmp). We do this for loading models in our app - it starts by trying to load the filename as it was passed, then if not found it tries the same filename with .ive, then .flt extension. But I don't think this is a feature that could be integrated into OSG since it's perfectly possible to have a file called file.png and another called file.jpg that contain totally different images. The OSG cannot know when they're expected to contain the same thing, it's up to your app to make that kind of decision. I think with a ReadFileCallback you could do something like that. 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] OSGExp0.9.6 and Max 2010
Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit : Hello Pierre, Hi Martin, Did you try the exporter from worldviz ? http://www.worldviz.com/download/index.php?id=9 Or the exporter from sourceforge ? http://sourceforge.net/projects/osgmaxexp/files/ There is also another one shipped with Delta3D maybe... Pierre. when I install the 3DS Max 8 and the plug in, then I see a list with supported versions and the 2010 is in the list. But I doesn't have the SDK installed. May be this is the problem... I try to install the SDK. Cheers, Martin Original-Nachricht Datum: Wed, 22 Jul 2009 14:22:36 +0200 Von: Pierre Bourdin (gmail) bour...@imerir.com An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit : Hello, have everybody use the osg export plug in for 3DS Max 2010? I have installed Max 2010 and the plug in installer print the message 3D Max isn't installed (I have the german version and this is a approximate translation). Have other useres the same problem? Also is it a bug of the plug in installer? Could be that the binary version plugin is not made for 3DS Max 2010... You could try to rebuild it from source may be ? As far as I remember, you just need the Max SDK... Cheers, Martin 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 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] OSGExp0.9.6 and Max 2010
I try the exporter from worldviz. Martin Original-Nachricht Datum: Wed, 22 Jul 2009 15:40:51 +0200 Von: Pierre Bourdin (gmail) bour...@imerir.com An: \\Martin Großer grosser.mar...@gmx.de CC: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit : Hello Pierre, Hi Martin, Did you try the exporter from worldviz ? http://www.worldviz.com/download/index.php?id=9 Or the exporter from sourceforge ? http://sourceforge.net/projects/osgmaxexp/files/ There is also another one shipped with Delta3D maybe... Pierre. when I install the 3DS Max 8 and the plug in, then I see a list with supported versions and the 2010 is in the list. But I doesn't have the SDK installed. May be this is the problem... I try to install the SDK. Cheers, Martin Original-Nachricht Datum: Wed, 22 Jul 2009 14:22:36 +0200 Von: Pierre Bourdin (gmail) bour...@imerir.com An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit : Hello, have everybody use the osg export plug in for 3DS Max 2010? I have installed Max 2010 and the plug in installer print the message 3D Max isn't installed (I have the german version and this is a approximate translation). Have other useres the same problem? Also is it a bug of the plug in installer? Could be that the binary version plugin is not made for 3DS Max 2010... You could try to rebuild it from source may be ? As far as I remember, you just need the Max SDK... Cheers, Martin 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 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 -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGExp0.9.6 and Max 2010
I have the new OSGExp0.9.6Install.exe from worldviz. May be it is a bugfix. I don't know. But it is newer as my version of the exporter. This version can you download since yesterday (2009-07-21). This installer works fine. Cheers, Martin Original-Nachricht Datum: Wed, 22 Jul 2009 15:50:18 +0200 Von: Martin Großer grosser.mar...@gmx.de An: bour...@imerir.com, OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 I try the exporter from worldviz. Martin Original-Nachricht Datum: Wed, 22 Jul 2009 15:40:51 +0200 Von: Pierre Bourdin (gmail) bour...@imerir.com An: \\Martin Großer grosser.mar...@gmx.de CC: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit : Hello Pierre, Hi Martin, Did you try the exporter from worldviz ? http://www.worldviz.com/download/index.php?id=9 Or the exporter from sourceforge ? http://sourceforge.net/projects/osgmaxexp/files/ There is also another one shipped with Delta3D maybe... Pierre. when I install the 3DS Max 8 and the plug in, then I see a list with supported versions and the 2010 is in the list. But I doesn't have the SDK installed. May be this is the problem... I try to install the SDK. Cheers, Martin Original-Nachricht Datum: Wed, 22 Jul 2009 14:22:36 +0200 Von: Pierre Bourdin (gmail) bour...@imerir.com An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit : Hello, have everybody use the osg export plug in for 3DS Max 2010? I have installed Max 2010 and the plug in installer print the message 3D Max isn't installed (I have the german version and this is a approximate translation). Have other useres the same problem? Also is it a bug of the plug in installer? Could be that the binary version plugin is not made for 3DS Max 2010... You could try to rebuild it from source may be ? As far as I remember, you just need the Max SDK... Cheers, Martin 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 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 -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame rates vary dramatically across runs
Hi J-S, Looking at the code, it seems like the same thing happens with the depth buffer, i.e. a depth attachment will be created if none is present. IMHO, a depth buffer is not mandatory - you could want to do an RTT pass on a single fullscreen quad, in which case you don't need depth and can disable depth test. In that case, wouldn't it make sense to only attach a color buffer? An added depth buffer will only add to the video memory requirements. In other words, can't we trust the user to have set up their FBO attachments correctly? In these two cases, the code checks if there's a given attachment (depth or color) and if not, unconditionally adds one whether the user needs it or not. The code can't know exactly what the user needs, but isn't it better to be conservative instead of creating everything in case the user needs it but doesn't know it? GL_EXT_framebuffer_object spec allows FBOs without color attachments. http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt see issue (45) ). Its only an intutition but I suspect there were times that despite the specs both attachments were required by the drivers and FBO would not work without them. Cheers, Wojtek Lewandowski ___ 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 three tagged
Le mercredi 22 juillet 2009 à 09:11 -0400, Jean-Sébastien Guay a écrit : Hi Paul, Right, that is what I originally suspected. So is there any point to the debug packages *in their current form*? Yes, they allow you to compile your own project in debug mode. They don't allow you to debug into the OSG itself, but otherwise they're required to get your own apps to compile and run in debug mode at all. As 2.8.2 is probably released pretty soon it might be a good point in time to fix this? I'm not sure what the pdb files were not included (or the debug info was not embedded into the DLLs), but I would expect someone interested in debugging into OSG would have no problem compiling OSG themselves... If they want to debug into it, it's probable that they'll need to make a fix somewhere... And compiling OSG is pretty painless nowadays. But yes, we could either embed debug info or provide the pdb files (perhaps as a separate download for people who need it). Is there any way to test for a given dll if there is debug information in it, e.g. with some MSVC tool? The only way I've seen is when debugging the app in Visual Studio it will say in the output window dll name (no debug information) or something like that. Then if you want to load the pdb file manually if you have it, you can go to the Modules window, right-click on the DLL and click Load Symbols. Same thing when you're stopped at a breakpoint, in the Call Stack window you can right-click on the grayed out lines and click Load Symbols. Nice, I didn't know about this possibility. Thanks J-S for sharing the info. Pierre. I don't know of a standalone tool that will tell you if a DLL contains debug info. J-S 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] Frame rates vary dramatically across runs
Hi Wojtek, GL_EXT_framebuffer_object spec allows FBOs without color attachments. http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt see issue (45) ). Its only an intutition but I suspect there were times that despite the specs both attachments were required by the drivers and FBO would not work without them. Thanks for the reference. Incidentally, they talk about what I was mentioning about depth attachments too: It also should be stated that attempting to render without the appropriate buffers attached needs to be defined. For instance, presumably, for depth rendering with no depth buffer attached, the depth test is disabled, as it is in traditional GL. So I infer from this that both cases are valid according to the spec: color buffer without depth, and depth buffer without color. The code in osgUtil/RenderStage.cpp (as it stands now) automatically attaches a depth buffer if there is none, and a color buffer if there is none. Perhaps this code should be removed. If this causes problems to applications on some drivers/cards, I think it's up to the application to implement the workaround of adding a dummy color or depth buffer in those cases, instead of forcing all OSG applications to use that workaround and the associated video memory usage increase, even when it's not needed on the driver/card... 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] Frame rates vary dramatically across runs
Hi , The code in osgUtil/RenderStage.cpp (as it stands now) automatically attaches a depth buffer if there is none, and a color buffer if there is none. Perhaps this code should be removed. If this causes problems to applications on some drivers/cards, I think it's up to the application to implement the workaround of adding a dummy color or depth buffer in those cases, instead of forcing all OSG applications to use that workaround and the associated video memory usage increase, even when it's not needed on the driver/card... I agree. We may raise this subject when Robert comes back. He probably knows why RenderStage does this. WL. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow::ShadowedScene + multiple parental node paths
Hi Wojtek, thank you for the feedback, actually this problem arose from the fact that I am using the secondary path to my sceneNode (child of my mainRootNode, parent of all models in the scene), to RRT using the camera node (child of the mainRootNode as well), essentially creating a reflector for my scene. The mirror works great, but it can't coexist with shadowing using my current sg design, I can only have one or the other. Since I am kinda still new to OSG and the sg methodology, I might have overlooked other ways to create my mirror. I will be looking into your leads right away and keep you informed on how things are going. thanks again, Daniel Lazaroff -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15249#15249 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] rectangle behind osgText
Hi Terry, After some more searching I found that there is already a BOUNDINGBOX draw mode in osgText::Text. It draws an outline around the block of text. It looks unfinished, though, because it can only draw with colorMultiplier as the color and it has no extra margin. It's easy to adapt this to draw a GL_QUAD insead of a GL_LINE_LOOP. We could called this mode FILLED_BOUNDINGBOX or something. My prototype works, but it will take me a bit longer to make it tidy. It should probably work with all the options for _backdropImplementation (POLYGON_OFFSET, NO_DEPTH_BUFFER, DEPTH_RANGE, and STENCIL_BUFFER). I don't have much knowledge of osgText besides what I learned yesterday by looking at the code. If anyone has any idea how this approach should be changed or improved, I'd like to hear it before I finish programming this. I'm not an osgText expert either but what you say sounds good. Will you also add a way to specify the margin width? :-) Good work, 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] Setting up window with GraphicsWindowWin32
Thank you! That appears to work! It allows me to open several windows at once, though the program (and the windows that open) are not responsive for some reason. Could be my fault, not sure. How do I associate a osgViewer::Viewer with a osg::GraphicsContext so that it renders inside of that specific window? Another thing... simplified description of how I have set it up: I'm using a game loop that checks a global boolean g_quit variable and inside it I'm calling the frame() method of my osgViewer::Viewer object among other things. Most examples I have seen are using the run() method but that seems to have loop in itself so it's not applicable here. Is frame() the preferable way to do this? Does it automatically update, cull, draw through that method? I want to see if I have got this right. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15253#15253 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Siggraph - Blender booth COLLADA demos - Timeslots available
Hi all, fwd'd for Mark... COLLADA has a demo pod in the Blender booth at Siggraph. There are still time slots available to open source projects and companies who want to demo COLLADA related tools, software, and content. Participation can include a free exhibitor badge if you need one (subject to availability). Please reply to rita.b.turkow...@intel.com or mcbar...@xs.com if you are interested! Thanks, Mark Mark Barnes Khronos COLLADA work group chairman Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGExp0.9.6 and Max 2010
2009/7/22 Martin Großer grosser.mar...@gmx.de: I have the new OSGExp0.9.6Install.exe from worldviz. May be it is a bugfix. I don't know. But it is newer as my version of the exporter. This version can you download since yesterday (2009-07-21). This installer works fine. Great ;-) Cheers, Pierre. Cheers, Martin Original-Nachricht Datum: Wed, 22 Jul 2009 15:50:18 +0200 Von: Martin Großer grosser.mar...@gmx.de An: bour...@imerir.com, OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 I try the exporter from worldviz. Martin Original-Nachricht Datum: Wed, 22 Jul 2009 15:40:51 +0200 Von: Pierre Bourdin (gmail) bour...@imerir.com An: \\Martin Großer grosser.mar...@gmx.de CC: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit : Hello Pierre, Hi Martin, Did you try the exporter from worldviz ? http://www.worldviz.com/download/index.php?id=9 Or the exporter from sourceforge ? http://sourceforge.net/projects/osgmaxexp/files/ There is also another one shipped with Delta3D maybe... Pierre. when I install the 3DS Max 8 and the plug in, then I see a list with supported versions and the 2010 is in the list. But I doesn't have the SDK installed. May be this is the problem... I try to install the SDK. Cheers, Martin Original-Nachricht Datum: Wed, 22 Jul 2009 14:22:36 +0200 Von: Pierre Bourdin (gmail) bour...@imerir.com An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit : Hello, have everybody use the osg export plug in for 3DS Max 2010? I have installed Max 2010 and the plug in installer print the message 3D Max isn't installed (I have the german version and this is a approximate translation). Have other useres the same problem? Also is it a bug of the plug in installer? Could be that the binary version plugin is not made for 3DS Max 2010... You could try to rebuild it from source may be ? As far as I remember, you just need the Max SDK... Cheers, Martin 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 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 -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser ___ 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] OSGExp0.9.6 and Max 2010
I will be releasing OSGExp 0.9.6 soon. The new version adds support for 3dsMax 2010 and the installer will detect non-English versions of 3dsMax. The version available on the WorldViz site is slightly different than the SourceForge version. The WorldViz version exports models using a different coordinate system, so I wouldn't recommend it unless you are using the models with WorldViz products. Cheers, Farshid On Wed, Jul 22, 2009 at 10:34 AM, Pierre BOURDIN bour...@imerir.com wrote: 2009/7/22 Martin Großer grosser.mar...@gmx.de: I have the new OSGExp0.9.6Install.exe from worldviz. May be it is a bugfix. I don't know. But it is newer as my version of the exporter. This version can you download since yesterday (2009-07-21). This installer works fine. Great ;-) Cheers, Pierre. Cheers, Martin Original-Nachricht Datum: Wed, 22 Jul 2009 15:50:18 +0200 Von: Martin Großer grosser.mar...@gmx.de An: bour...@imerir.com, OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 I try the exporter from worldviz. Martin Original-Nachricht Datum: Wed, 22 Jul 2009 15:40:51 +0200 Von: Pierre Bourdin (gmail) bour...@imerir.com An: \\Martin Großer grosser.mar...@gmx.de CC: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit : Hello Pierre, Hi Martin, Did you try the exporter from worldviz ? http://www.worldviz.com/download/index.php?id=9 Or the exporter from sourceforge ? http://sourceforge.net/projects/osgmaxexp/files/ There is also another one shipped with Delta3D maybe... Pierre. when I install the 3DS Max 8 and the plug in, then I see a list with supported versions and the 2010 is in the list. But I doesn't have the SDK installed. May be this is the problem... I try to install the SDK. Cheers, Martin Original-Nachricht Datum: Wed, 22 Jul 2009 14:22:36 +0200 Von: Pierre Bourdin (gmail) bour...@imerir.com An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit : Hello, have everybody use the osg export plug in for 3DS Max 2010? I have installed Max 2010 and the plug in installer print the message 3D Max isn't installed (I have the german version and this is a approximate translation). Have other useres the same problem? Also is it a bug of the plug in installer? Could be that the binary version plugin is not made for 3DS Max 2010... You could try to rebuild it from source may be ? As far as I remember, you just need the Max SDK... Cheers, Martin 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 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 -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser ___ 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] Setting up window with GraphicsWindowWin32
Hi Vic, Thank you! That appears to work! It allows me to open several windows at once, though the program (and the windows that open) are not responsive for some reason. Could be my fault, not sure. How do I associate a osgViewer::Viewer with a osg::GraphicsContext so that it renders inside of that specific window? You set the graphics context on a camera. In your case, if you always have only one view open at a time, you'll be using an osgViewer::Viewer, which derives from osgViewer::View, which has a camera (viewer-getCamera() will get it). You call viewer-getCamera()-setGraphicsContext(gc) to use it. If you had to have multiple views (which can each be in separate windows or not) open and rendering at the same time, you'd want a CompositeViewer, which has a list of osgViewer::Views, each of which has a camera, which can use the same or different graphics contexts. Another thing... simplified description of how I have set it up: I'm using a game loop that checks a global boolean g_quit variable and inside it I'm calling the frame() method of my osgViewer::Viewer object among other things. Most examples I have seen are using the run() method but that seems to have loop in itself so it's not applicable here. Is frame() the preferable way to do this? Does it automatically update, cull, draw through that method? I want to see if I have got this right. Check the code for osgViewer::Viewer::run(), which calls osgViewer::ViewerBase::run(), which calls osgViewer::ViewerBase::frame(). You'll see that it calls everything that's needed. If you want to, you can reimplement your loop the same way (for example if you need to do things between the cull and draw traversals). 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] Setting up window with GraphicsWindowWin32
Thank you for the explanation. I understand it better now! And I have read more about the CompositeViewer so I'll be using that instead. One last thing, the program crashes, the code that creates a window (and some temporarary testing code below) looks like this: Code: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits(); traits-x = 100; traits-y = 100; traits-width = 800; traits-height = 600; traits-depth = 16; traits-windowDecoration = true; traits-supportsResize = false; traits-windowName = test; osg::ref_ptrosg::GraphicsContext graphicscontext = osg::GraphicsContext::createGraphicsContext(traits); graphicscontext-realize(); osg::ref_ptrosg::Group root = new osg::Group(); osg::ref_ptrosg::Geode geode = new osg::Geode; osg::ref_ptrosg::Capsule capsule = new osg::Capsule(osg::Vec3(), 1, 2); osg::ref_ptrosg::ShapeDrawable drawable = new osg::ShapeDrawable(capsule.get()); geode-addDrawable(drawable.get()); root-addChild(geode); osg::ref_ptrosgViewer::View view; m_views.push_back(view); view-setSceneData(root); view-getCamera()-setGraphicsContext(graphicscontext); I get First-chance exception at 0x00287d84 in game.exe: 0xC005: Access violation reading location 0x. on the second row from the bottom and if I comment that out I get First-chance exception at 0x6238d8a1 (osg55-osgd.dll) in game.exe: 0xC005: Access violation reading location 0x0014. on the last row... and then it exits game.exe: Native' has exited with code 3 (0x3). when I run it in debug mode. I'm saving the view to a std::vector so it can't be that it's running out of scope, right? I'm still learning... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15258#15258 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] node modification from within update callback -
I have a question as to what is allowed and/or what's a good/bad practice with respect to modifying the scenegraph at runtime from within an update callback. We're using one of the newer versions of OSG. 2.9.4 I believe. Our osgViewer is setup for single-threaded operation. Take a look at the attached image. From within F's update callback, we know that we must not add children to or remove children from any of the red nodes, because all of those nodes have active traversals (i.e. invocations of osg::Group::traverse, where the local iterator variable is in danger of being invalidated). But can we modify the blue nodes, since they do not have active traversals? By modify I mean add/remove child nodes of the blue nodes or change properties of the nodes themselves. attachment: example.png___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting up window with GraphicsWindowWin32
Hi Vic, osg::ref_ptrosgViewer::View view; should be osg::ref_ptrosgViewer::View view = new osgViewer::View; or else view is default-constructed, and ref_ptr sets its pointer's value to 0 (NULL) in its default constructor (as the debugger correctly told you). 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] Terrain by Heightmap
Hello, I want to create a Terrain form a heightmap picture. Does someone know a good tutorial or can explain me the steps to realize this problem with osg. I am sitting here the whole day and search for tutorials or something else but i cant find something. I would be happy for your help. Thanks Markus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15252#15252 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Terrain by Heightmap
Hi Markus Take a look at VirtualPlanetBuilder : http://www.openscenegraph.org/projects/VirtualPlanetBuilder Regards -- Christophe Loustaunau On Wed, Jul 22, 2009 at 9:33 PM, Markus Husseini mar...@husseini.de wrote: Hello, I want to create a Terrain form a heightmap picture. Does someone know a good tutorial or can explain me the steps to realize this problem with osg. I am sitting here the whole day and search for tutorials or something else but i cant find something. I would be happy for your help. Thanks Markus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15252#15252 ___ 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] Terrain by Heightmap
Or for a more hands on approach try: http://www.lighthouse3d.com/opengl/terrain/index.php3?heightmap http://www.lighthouse3d.com/opengl/terrain/index.php3?heightmapIt's a pure OGL example but it should be pretty simple to translate for use in OSG. Good luck. Kim. 2009/7/22 Markus Husseini mar...@husseini.de Hello, I want to create a Terrain form a heightmap picture. Does someone know a good tutorial or can explain me the steps to realize this problem with osg. I am sitting here the whole day and search for tutorials or something else but i cant find something. I would be happy for your help. Thanks Markus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15252#15252 ___ 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] Terrain by Heightmap
Thanks for the answers. @declic creation: I think this is a little bit to much for my project. @Kim Bale: This looks nice, but my problem is that i have to use the osg API only and there I need the opengl libs ;(. Or i must write my own Code to load an image and get there data. I read something about the Terrainclass but i did not find something for use and the Reference is not realy helpfull. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15264#15264 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Terrain by Heightmap
Hi Markus, Assuming you're using a simple grayscale image as your heightmap. A very quick way would be to use the osg::HeightField shape in conjunction with the osg::ShapeDrawable class. You would load the image into an osg::Image class and then extract the height information, in this case the pixel value into the osg::HeightField array. If that's then added to a ShapeDrawable and in turn to a geode you'll get it up on screen in no time. Be aware that osg::HeightField doesn't compute very accurate normals (i think it uses 4 point normals) and should only really be used as a data structure or for prototyping. Hope that helps. K. 2009/7/22 Markus Husseini mar...@husseini.de Thanks for the answers. @declic creation: I think this is a little bit to much for my project. @Kim Bale: This looks nice, but my problem is that i have to use the osg API only and there I need the opengl libs ;(. Or i must write my own Code to load an image and get there data. I read something about the Terrainclass but i did not find something for use and the Reference is not realy helpfull. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15264#15264 ___ 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] Terrain by Heightmap
2009/7/22 Markus Husseini mar...@husseini.de: Thanks for the answers. @declic creation: I think this is a little bit to much for my project. @Kim Bale: This looks nice, but my problem is that i have to use the osg API only and there I need the opengl libs ;(. Or i must write my own Code to load an image and get there data. I read something about the Terrainclass but i did not find something for use and the Reference is not realy helpfull. Then why not looking at the osgterrain example source ? It should give you at least the first step to go... What is the file format of your heightmap ? If you have a DEM or any other standard heightmap format, I think you can even go with osgviewer using the --dem flag. Osg is relaying on GDAL project for osgterrain so you need to have it otherwise you'll have an error like not supported format... Pierre. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15264#15264 ___ 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] osgOcean: Change of contact details
Hi Kim, I just see CUDA Toolkit and SDK v2.3 was Released... They say in the advert: This release includes new support for double-precision FFTs, significant performance improvements for single-precisions FFTs... Could it be interesting for osgOcean to add support for CUDA FFTs ? Cheers, Pierre. 2009/7/22 Kim Bale kcb...@googlemail.com: Hi all, My old email address is soon to become defunct so I'm slowly trying to filter my email address change through to my new one. I know some of you like to contact me via email in relation to osgOcean so if you would like to get in touch with me in the future please use: kcb...@googlemail.com I will of course still be reachable via osg-users. Cheers. Kim. ___ 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] OSGExp0.9.6 and Max 2010
OSGExp 0.9.6 is now available on the project home page ( http://sourceforge.net/projects/osgmaxexp/). Cheers, Farshid On Wed, Jul 22, 2009 at 10:42 AM, Farshid Lashkari fla...@gmail.com wrote: I will be releasing OSGExp 0.9.6 soon. The new version adds support for 3dsMax 2010 and the installer will detect non-English versions of 3dsMax. The version available on the WorldViz site is slightly different than the SourceForge version. The WorldViz version exports models using a different coordinate system, so I wouldn't recommend it unless you are using the models with WorldViz products. Cheers, Farshid On Wed, Jul 22, 2009 at 10:34 AM, Pierre BOURDIN bour...@imerir.comwrote: 2009/7/22 Martin Großer grosser.mar...@gmx.de: I have the new OSGExp0.9.6Install.exe from worldviz. May be it is a bugfix. I don't know. But it is newer as my version of the exporter. This version can you download since yesterday (2009-07-21). This installer works fine. Great ;-) Cheers, Pierre. Cheers, Martin Original-Nachricht Datum: Wed, 22 Jul 2009 15:50:18 +0200 Von: Martin Großer grosser.mar...@gmx.de An: bour...@imerir.com, OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 I try the exporter from worldviz. Martin Original-Nachricht Datum: Wed, 22 Jul 2009 15:40:51 +0200 Von: Pierre Bourdin (gmail) bour...@imerir.com An: \\Martin Großer grosser.mar...@gmx.de CC: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit : Hello Pierre, Hi Martin, Did you try the exporter from worldviz ? http://www.worldviz.com/download/index.php?id=9 Or the exporter from sourceforge ? http://sourceforge.net/projects/osgmaxexp/files/ There is also another one shipped with Delta3D maybe... Pierre. when I install the 3DS Max 8 and the plug in, then I see a list with supported versions and the 2010 is in the list. But I doesn't have the SDK installed. May be this is the problem... I try to install the SDK. Cheers, Martin Original-Nachricht Datum: Wed, 22 Jul 2009 14:22:36 +0200 Von: Pierre Bourdin (gmail) bour...@imerir.com An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit : Hello, have everybody use the osg export plug in for 3DS Max 2010? I have installed Max 2010 and the plug in installer print the message 3D Max isn't installed (I have the german version and this is a approximate translation). Have other useres the same problem? Also is it a bug of the plug in installer? Could be that the binary version plugin is not made for 3DS Max 2010... You could try to rebuild it from source may be ? As far as I remember, you just need the Max SDK... Cheers, Martin 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 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 -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser ___ 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] Terrain by Heightmap
2009/7/22 Pierre BOURDIN bour...@imerir.com: 2009/7/22 Markus Husseini mar...@husseini.de: Thanks for the answers. @declic creation: I think this is a little bit to much for my project. @Kim Bale: This looks nice, but my problem is that i have to use the osg API only and there I need the opengl libs ;(. Or i must write my own Code to load an image and get there data. I read something about the Terrainclass but i did not find something for use and the Reference is not realy helpfull. Then why not looking at the osgterrain example source ? It should give you at least the first step to go... What is the file format of your heightmap ? If you have a DEM or any other standard heightmap format, I think you can even go with osgviewer using the --dem flag. Osg is relaying on GDAL project for osgterrain so you need to have it otherwise you'll have an error like not supported format... Little correction after checking... It works for me explicitly loading the gdal plugin: osgviewer -l osgdb_gdal.so --dem model.dem Pierre. Pierre. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15264#15264 ___ 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