Re: [osg-users] Lightness of the ES version
Hi Lars, On Fri, Apr 9, 2010 at 2:56 PM, Lars Ivar Igesund larsi...@igesund.net wrote: Is it at all possible to leave out features in the sake of library size? The OSG by default will have CMake enable the build of all the libs, plugins and applications/examples that you have dependencies for. You prune things down by simply not including only the libs and plugins you need for you app, or disable the build of this via cmake. To prune things down further you can static link the OSG and this will remove all the parts you aren't using. Another optimization would be to tweak the build options to compile for minimize size. At runtime there is also support for texture object and buffer object pools that cap the amount of GL memory required by your app. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multicard memory allocation?
Hi Akilan, On Fri, Apr 9, 2010 at 4:04 PM, Akilan Thangamani akilan.thangam...@gmail.com wrote: I have multiple graphics cards in my system and connected to different display. I created multiple views(composite viewer) so that each view to one context. Each view has its own camera projecting its own texture (similar to osgHud example). My assumption is that each texture occupies the memory from respective graphics cards referred to by the context. Is that correct? or Will they create space on one card only? The OSG will only set up GL objects appropriate for each graphics context, so as long the OpenGL driver isn't doing anything odd then you'll just be allocating memory in the driver and on the card for each card. Second, How to do multi-pipe rendering? Bcoz I have another configuration like Multiple graphics cards---3 Projectors--1 screen(1280*1024) in which I wud like to render my scene. The osgViewer by default will open up windows across all your available displays and run it multi-pipe, but it will be done with the assumption that you have powerwall display/three monitors side by side. You can set things up manually by creating a single View(er) with three slave cameras, each of which with it's own GraphicsWindow that is assigned to the appropriate screen via the GraphicsContext::Traits settings used on graphics window creation. See the osgcamera example, and all the View::setUpViewAs*() method implementation found in src/osgViewer/View.cpp. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgMovie Plugin, detected OpenGL error ?
Hi Artha, The warning is telling you that the OSG hasn't detected support for glTextureRectangle that it's attempting to use to avoid resizing of image to power of two. What graphics hardware are you using? What OpenGL version does the driver support? Texture rectangle support is now very common these days so I'm surprised you are seeing problems. Robert On Fri, Apr 9, 2010 at 7:39 AM, artha restu abdee.ar...@gmail.com wrote: Hi, I installed quicktime sdk, I used CMake to configure and generate (like exposed in http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins ). When I run osgmovie C:\Program Files\QuickTime\Sample.mov I get the following error: Code: Warning: TextureRectangle::apply(..) failed, texture rectangle is not support by your OpenGL drivers. Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,) Am I forgetting something? ... Thank you! Cheers, artha[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26611#26611 ___ 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] Uniform Matrix arrays for shaders
ok, I just try and work! Thank you very much! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26664#26664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Playing smoothly a big video
Hi Bruce, We've tested the same code I posted (the Main.cpp) without modifications. About the cards, we're using 2 NVidia GTX 285, with the latest drivers from the NVidia website. Cheers, On Sat, Apr 10, 2010 at 10:34 PM, Bruce Wheaton br...@spearmorgan.comwrote: Thanks for reporting back Serge - glad that's working for you. Sorry I didn't have time to test on my Linux rig. Was the technique the same as your Main.cpp example, as posted, or did you have to do any extra tricks? Also, what graphics cards and drivers are you using? That makes a big difference in Linux. Regards, Bruce Wheaton On Mar 29, 2010, at 5:17 AM, Serge Lages wrote: Hi all, Some news on this topic, we've tested on Linux : same hardware (2 GTX285 and 4 screens), same video, same code, an ubuntu 9.04 configured with 4 screens, with VSync enabled we've got a solid 60fps... Without VSync it goes between 150 and 300fps. So we've got our solution, we'll make our setup on Linux. Multi-screen support in OpenGL is really crappy on Windows... :/ Cheers, On Thu, Mar 25, 2010 at 2:44 PM, Serge Lages serge.la...@gmail.comwrote: Hi JP, Thanks for your reply, we've tested to share the contexts but it wasn't much better. Cheers, On Thu, Mar 25, 2010 at 9:24 AM, J.P. Delport jpdelp...@csir.co.zawrote: Hi Serge, Serge Lages wrote: Hi all, Still having problems playing my big video. Here is our current state : - On a single screen setup (with only one GT 220 GeForce), with a composite viewer and 4 windows (450x800 each window), it plays smoothly at 60 fps with a fluid video, no problem here. - On the destination setup : Intel QuadCore + 2 GeForce GTX 285 + 4 screens in 1360x768 (2 screens per cards), a composite viewer with one view per screen, it plays between 10 and 20 fps... We've made our tests on WinXP and Win7 with the same result. The technique we're currently using is the one from Robert, having a big osg::Image updated by ffmpeg, and having 4 images for the textures pointing at the correct location on the large one. The video's size is 768x6532. Have you tried sharing the context for the two views per card? Also, you are now uploading twice the data needed to each GPU, because each one is only viewing half the data. I'm sorry I can't help further currently, I would love to test on Linux, but don't have time... jp You can find attached the current code, any idea on what can be better ? Or any other idea on how to handle this problem ? And any chance for someone to test on Linux ? You can also find the test video here : http://labs.tharsis-software.com/outv.mp4 Thanks ! On Thu, Mar 11, 2010 at 9:53 AM, Serge Lages serge.la...@gmail.commailto: serge.la...@gmail.com wrote: Hi all, Thanks for your advices. About the current setup, we're using only one screen with a 9800GT card (and 4 windows) for our tests, but the final setup will be composed of 2 9800GT cards and 4 screens. I'll let you know how our tests goes. Cheers, On Thu, Mar 11, 2010 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za wrote: Hi, Serge Lages wrote: Hi JP, Thanks for your answer, and we don't need sound. By a fast disk, what do you recommend ? We have a raid0 setup that can sustain 150MB/s. Your ffmpeg reader is based on the current OSG plugin or is it a custom one ? It's a custom one, but not complicated. It basically pops the output of ffmpeg decompress into an osg::Image, set's PBO on that and lets OSG upload it. We are using only monochrome images though (GL_LUMINANCE). About our file, with some codecs and adjustments on the bitrate, we're able to play it with VLC without problems, so I think the reading part can be handled by the ffmpeg plugin with only one file, but then we need to dispatch this image on 4 textures. We're currently trying to do some tests. I'm still not sure where your problem area is. If it's not decoding it can only be upload to GPU or final rendering. You should be able to check this by varying the complexity of the rendering. jp Cheers, On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za wrote: Hi Serge, Serge Lages wrote: Hi all, We currently need to play a big video (approximately 5500*800) on 4 screens within an OSG application (we use a composite viewer), so we've tried : - Cut the video in 4 parts, but it seems really hard to synchronize
[osg-users] CompositeViewerFLTK CompositeViewerQT CompositeViewerQOSG are not documented .. are these not supposed to be used??
Hello everybody, CompositeViewerFLTK CompositeViewerQT CompositeViewerQOSG are left undocumented .. is there a reason behind it? does it mean it is not supposed to be used? Regards, Sunil. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Re: Color array optimization
Hi, Le 07/04/2010 20:45, Jason Daly a écrit : Yes, BIND_PER_PRIMITIVE is bad. BIND_OVERALL is fine. I don't know of any Optimizer settings that do this, but it shouldn't be hard to write one. Just one last question ... Why does BIND_PER_PRIMITIVE is wrong ? what about BIND_PER_PRIMITIVESET ? Thanks. Regards, Vincent ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to correctly fill Drawable (PrepareDisplayList)
Hi, Thanks for help. I forgot to create a display list) a full code is : prDisplayList = glGenLists(1); if (prDisplayList != 0){ glNewList(prDisplayList, GL_COMPILE); glBegin(GL_TRIANGLES); glColor3f(1.0f,1.0f,1.0f); glVertex3f(10.0f,10.0f,10.0f); glVertex3f(-10.0f,-10.0f,-10.0f); glVertex3f(-20.0f,10.0f,10.0f); glEnd(); } } glEndList(); And it works. Thank you! Cheers, Lukas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26669#26669 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] OSG Training This Year?
Hi Chris, I live in Huntsville, AL. We have quite a few OSG users here and I would be willing to try to generate an interest for a class here. I am looking for the following in an introductory course: 1. introduction to understanding terrain manipulators specifically the Terrain, Node tracker and trackball manipulators; i.e. introduction to manipulating the scene camera 2. introduction to understanding billboards and how to use them 3. introduction to callbacks and how to correctly implement them for real-time simulation and dynamically changing scene graphs 4. introduction to osgEarth and how to use it to perform real-time interaction with a planet, real-time display of earth terrain using my DTED and CIB data - in fact, osgVP or osg Virtual Planets I've tried to use but am unable to get it to function on windows 5. introduction to placing objects on an earth model to produce a simulated town, city, scene with planes or other flying objects in the scene; I also need the ability to track those objects by attaching a trajectory path to the rear of those objects and have that trajectory line appear and lengthen as objects move in the scene 6. introduction lighting - how to turn on/off for nodes but especially for nodes dynamically added nodes; this should include blending effects 7. introduction to understanding osgPPU - I'm working with it now but further help would be great! 8. introduction to special effects such as making something blow-up on an earth terrain and show that explosion I must admit, OSG is so vast that it is hard to know what all I'd want to cover. But the above list is a start and I am after a good healthy introductory course to OSG. Private or public classes are fine with me. My company won't pay for it but I will if I can as it will help me to improve my career. The above list is the list of things I am currently doing in OSG and that I am struggling with to understand. I have about 4 years of experience with OSG but that is nothing compared to what I need to understand to better utilize this tool. I have just been introduced to blurring using osgPPU and, boy, has that been a nightmare! But I am finally getting something to work after 5 weeks of sweating and trial and error. Thank you Chris for your interest in my needs. Do you have any suggestions? Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26675#26675 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required?
Thanks to Chris and Martin for your replies. My apologies for my late reply. While my question is a build question, it is also a runtime question. I was able to successfully build VPB 0.9.10 with OSG 2.8.2, GDAL 1.7.1, and the latest SVN version of Squish. However, the runtime behavior appeared to be in error. Specifically, image overlays were not applied when specified. I also was able to successfully build VPB 0.9.10 with OSG 2.8.2, GDAL 1.6.0, and the latest SVN version of Squish. The runtime behavior of this combination appears to work correctly, even when specifying image overlays. While a bug fix would be appropriate, my current duties prevent me from looking into the error (user, build, runtime, or otherwise). So, my question and/or request still stands: what combinations are appropriate and appear to work correctly? Can we post the preferred version information for GDAL and Squish (whatever they are) on the VPB website, similar to what is done for the VPB/OSG version combinations? Thanks, again... D.J. On Sat, Apr 3, 2010 at 5:50 AM, Martin Naylor martin.nay...@dsl.pipex.com wrote: Just to confirm, I downloaded the VPB,GDAL and OSG from the latest SVN trunk and all compiled just fine for windows x64. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: 03 April 2010 06:23 To: OpenSceneGraph Users Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required? On 4/2/2010 3:31 PM, D.J. Caldwell wrote: So, my question is: did I miss where the required versions of GDAL and Squish are specified? If so, where can I find that information? I use GDAL 1.6, but I would think that newer versions should be fine. If they're not, it should be looked into. As far as I know, libsquish is entirely optional, and not required. Thanks... D.J. -- 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 ___ 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] [forum] OSG Training This Year?
I'd be interested in having a training class as well. What I'd like to see covered are: Multi-threading issues: NodeVisitor, updateTraversal. Qt integration: Multi-threading? graphics context, Event compatibility, refresh/redraw issues projective texturing/decaling (as opposed to UV coordinate textures) Orthographic projection and its integration with picking. Polytope intersection simplifier How to get scripting (python?) CUDA integration Intro to lighting The plugin and animation architecture all about osgPPU. performance tuning. Lee - Original Message - From: Allen Saucier allen.sauc...@itt.com Date: Monday, April 12, 2010 10:14 Subject: Re: [osg-users] [forum] OSG Training This Year? To: osg-users@lists.openscenegraph.org Hi Chris, I live in Huntsville, AL. We have quite a few OSG users here and I would be willing to try to generate an interest for a class here. I am looking for the following in an introductory course: 1. introduction to understanding terrain manipulators specifically the Terrain, Node tracker and trackball manipulators; i.e. introduction to manipulating the scene camera 2. introduction to understanding billboards and how to use them 3. introduction to callbacks and how to correctly implement them for real-time simulation and dynamically changing scene graphs 4. introduction to osgEarth and how to use it to perform real-time interaction with a planet, real-time display of earth terrain using my DTED and CIB data - in fact, osgVP or osg Virtual Planets I've tried to use but am unable to get it to function on windows 5. introduction to placing objects on an earth model to produce a simulated town, city, scene with planes or other flying objects in the scene; I also need the ability to track those objects by attaching a trajectory path to the rear of those objects and have that trajectory line appear and lengthen as objects move in the scene 6. introduction lighting - how to turn on/off for nodes but especially for nodes dynamically added nodes; this should include blending effects 7. introduction to understanding osgPPU - I'm working with it now but further help would be great! 8. introduction to special effects such as making something blow- up on an earth terrain and show that explosion I must admit, OSG is so vast that it is hard to know what all I'd want to cover. But the above list is a start and I am after a good healthy introductory course to OSG. Private or public classes are fine with me. My company won't pay for it but I will if I can as it will help me to improve my career. The above list is the list of things I am currently doing in OSG and that I am struggling with to understand. I have about 4 years of experience with OSG but that is nothing compared to what I need to understand to better utilize this tool. I have just been introduced to blurring using osgPPU and, boy, has that been a nightmare! But I am finally getting something to work after 5 weeks of sweating and trial and error. Thank you Chris for your interest in my needs. Do you have any suggestions? Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26675#26675 ___ 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] Error with osgOcean-VBO Example!
Hi Kim, any progress on this? -Nick On Tue, Apr 6, 2010 at 10:09 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Kim, Just got round to looking at this stack trace and I can't find any references to osg::GLBufferObject in the 2.8.2 code. What version of OSG were you running when you got the crash? I'll see if I can reproduce it. I was running it on SVN trunk (2.9.8 right now). That would seem to indicate that the new buffer object pools are tripping up osgOcean... 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] osgIntrospection serialization
Hello, osgIntrospection namespace documentation and the osgintrospection.cpp example gives some hints about automatic serialization. Is there any more information about this? I'm interested in possibly using this to serialize some or all of the scene graph to an in memory (compressed?) structure that could then be rehydrated later. Ultimately, I want to use this for cross process synchronization. Thoughts? Am I looking in the wrong area? Could I use the osgDB in a similar way? -- Paul Gotzel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attempted to read or write protected memory. ERROR
Hi Tufan, I have similar problem in my application. As far as I understood you managed to solve the problem. Can you share with me your experience? Thank you! Cheers, Oleg -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26686#26686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG crash
Hi, I understand that people can't see the attachments and I put them in the message body. I just add some code demonstrating using OSG. That is OnCreate code: RECT rect; GetWindowRect(rect); // Set window traits and gc _traits = new osg::GraphicsContext::Traits; osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowWin32::WindowData( GetSafeHwnd() ); _traits-x = 0; _traits-y = 0; _traits-width = rect.right - rect.left; _traits-height = rect.bottom - rect.top; _traits-windowDecoration = false; _traits-doubleBuffer = true; _traits-sharedContext = 0; _traits-setInheritedWindowPixelFormat = true; _traits-inheritedWindowData = windata; try { _gc = osg::GraphicsContext::createGraphicsContext( _traits.get() ); } catch (...) { ::MessageBox(0, L... Exception, LHint, MB_OK); } _gc-setClearColor( osg::Vec4f(1.0f, 1.0f, 1.0f, 1.0f) ); _gc-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Create camera osg::ref_ptrosg::Camera camera = new osg::Camera; camera-setGraphicsContext(_gc); camera-setViewport( new osg::Viewport(_traits-x, _traits-y, _traits-width, _traits-height) ); camera-setProjectionMatrixAsPerspective( 30.0f, (double)_traits-width/(double)_traits-height, 1.0f, 1.0f ); camera-setClearMask( GL_DEPTH_BUFFER_BIT ); // Create Screen Capture Handler osgViewer::ScreenCaptureHandler::CaptureOperation* captureOperation = new CustomCaptureOperation(_saveScreenshotEvent); _scnsvr = new osgViewer::ScreenCaptureHandler(captureOperation); // Create viewer _viewer = new osgViewer::Viewer; _viewer-setThreadingModel( osgViewer::Viewer::SingleThreaded ); _viewer-setCamera( camera.get() ); _viewer-setCameraManipulator( new osgGA::TrackballManipulator ); // Set root node of the scene _root = new osg::Group; _viewer-setSceneData( _root.get() ); _viewer-realize(); // Switch off the end signal of the viewer main loop _viewer-setKeyEventSetsDone(0); // Create doolloop logo _root-addChild(createText(10, 672, 45, osg::Vec4f(0.878f, 0.832f, 0.492f, 1.0f), LogoFont, LogoText1)); _root-addChild(createText(102, 672, 45, osg::Vec4f(0.82f, 0.82f, 0.82f, 1.0f), LogoFont, LogoText2)); // Create the open/download progress text _root-addChild(createText(10, 15, 26, osg::Vec4f(0.5f, 0.5f, 0.5f, 1.0f), LogoFont, _progressTextUpdateHandler)); // Create a thread for the simulation loop _beginthread(RenderThread, 0, _viewer); That is OnLoad code: // Remove loaded models if (_root-getNumChildren()) { _root-removeChildren(NUMBER_SERVICE_NODES, _root-getNumChildren() - NUMBER_SERVICE_NODES); } // Load a new model osg::ref_ptrosg::Node node; osgDB::ReaderWriter::ReadResult rr = osgDB::Registry::instance()-readNode( fileName, osgDB::Registry::instance()-getOptions() ); if ( rr.validNode() ) { node = rr.takeNode(); } if (node.valid()) { node-setDataVariance( osg::Object::DYNAMIC ); _root-addChild( node.get() ); // Back to home position to see the whole scene _viewer-getCameraManipulator()-computeHomePosition(); _viewer-getCameraManipulator()-home( 0.0 ); } else { ::MessageBox(0, A2BSTR(Fail to open file.), LError, MB_OK); } Oleg -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26687#26687 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required?
I am running GDAL 1.7 and have noticed that the textures become flipped when I follow the Puget example. Not sure if that is GDAL causing the issue or its the same one you are having. I just download some STRM data and applied some Landsat Image as a texture and now have a crash when zooming into deep levels. Its appears if you generate a terrain with levels over 10+ it causes a crash when you zoom deep into the terrain generated with osgdem using the -l switch, I will have a look a bit later and see if I can get a crash dump out of it. Not sure if it similar to your problem or if I am asking too much out of my data and vpb? Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of D.J. Caldwell Sent: 12 April 2010 16:05 To: OpenSceneGraph Users Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required? Thanks to Chris and Martin for your replies. My apologies for my late reply. While my question is a build question, it is also a runtime question. /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] FBX plugin with FBX SDK 2011.2
Hello, Has anyone gotten the FBX plugin to build with the FBX SDK version 2011.2? If so what version of OSG are you using? http://usa.autodesk.com/adsk/servlet/pc/mform_proc Thanks. Doug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required?
Hi, Martin. In my case, it appears that the texture is not shown at all. It does not appear to be flipped or scaled, since I see no texture. Switching from GDAL 1.7.1 to 1.6.0 appeared to fix that problem; the texture appears to show correctly. I have not (yet) run across your crash problem, but that may be due to the limited use cases I have seen in our project. These all may (not) be related. Regardless, for my case, I'm certainly open to the possibility that the error lies in how I am trying to use the software, and not a bug in the software itself. However, switching versions and getting different behavior suggests to me that the fault may not entirely lie with me, unless the error is in my choice of versions. While I am certainly interested in a solution to the problem, my main concern is clearly identifying what versions of which libraries should be combined with what to get the advertised behavior. Even if the only tight coupling of versions is between VPB and OSG, it would be nice to know what versions of GDAL and Squish were used for each VPB release. FYI, it appears that I neglected to mention my build environment in the original posting: Visual Studio 2005 Professional (Service Pack 1) on 32 bit Windows XP Professional (Service Pack 3). Thanks... D.J. On Mon, Apr 12, 2010 at 2:21 PM, Martin Naylor martin.nay...@dsl.pipex.com wrote: I am running GDAL 1.7 and have noticed that the textures become flipped when I follow the Puget example. Not sure if that is GDAL causing the issue or its the same one you are having. I just download some STRM data and applied some Landsat Image as a texture and now have a crash when zooming into deep levels. Its appears if you generate a terrain with levels over 10+ it causes a crash when you zoom deep into the terrain generated with osgdem using the -l switch, I will have a look a bit later and see if I can get a crash dump out of it. Not sure if it similar to your problem or if I am asking too much out of my data and vpb? Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of D.J. Caldwell Sent: 12 April 2010 16:05 To: OpenSceneGraph Users Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required? Thanks to Chris and Martin for your replies. My apologies for my late reply. While my question is a build question, it is also a runtime question. /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] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required?
Hello, We are running different environments, mines all from the latest SVN builds and windows 7, VS 2008 x64... They are probably not related, I will do a separate post for that. If its any help looking in the CMake file for OSG its looking for gdal16. But VPB I am not sure I am afraid, I seem to remember reading it would work with Gdal 1.7 as well. Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of D.J. Caldwell Sent: 12 April 2010 20:10 To: OpenSceneGraph Users Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required? Hi, Martin. In my case, it appears that the texture is not shown at all. It does not appear to be flipped or scaled, since I see no texture. Switching from GDAL 1.7.1 to 1.6.0 appeared to fix that problem; the texture appears to show correctly. I have not (yet) run across your crash problem, but that may be due to the limited use cases I have seen in our project. These all may (not) be related. Regardless, for my case, I'm certainly open to the possibility that the error lies in how I am trying to use the software, and not a bug in the software itself. However, switching versions and getting different behavior suggests to me that the fault may not entirely lie with me, unless the error is in my choice of versions. While I am certainly interested in a solution to the problem, my main concern is clearly identifying what versions of which libraries should be combined with what to get the advertised behavior. Even if the only tight coupling of versions is between VPB and OSG, it would be nice to know what versions of GDAL and Squish were used for each VPB release. FYI, it appears that I neglected to mention my build environment in the original posting: Visual Studio 2005 Professional (Service Pack 1) on 32 bit Windows XP Professional (Service Pack 3). Thanks... D.J. On Mon, Apr 12, 2010 at 2:21 PM, Martin Naylor martin.nay...@dsl.pipex.com wrote: I am running GDAL 1.7 and have noticed that the textures become flipped when I follow the Puget example. Not sure if that is GDAL causing the issue or its the same one you are having. I just download some STRM data and applied some Landsat Image as a texture and now have a crash when zooming into deep levels. Its appears if you generate a terrain with levels over 10+ it causes a crash when you zoom deep into the terrain generated with osgdem using the -l switch, I will have a look a bit later and see if I can get a crash dump out of it. Not sure if it similar to your problem or if I am asking too much out of my data and vpb? Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of D.J. Caldwell Sent: 12 April 2010 16:05 To: OpenSceneGraph Users Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required? Thanks to Chris and Martin for your replies. My apologies for my late reply. While my question is a build question, it is also a runtime question. /osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera Manipulator initial camera pos/orientation
Hi, I need to set an initial viewpoint of my camera manipulators with respect to the local coordinate system of the object. What is the best way to go about that? Thanks! T -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26694#26694 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Solaris build errors
From a client trying to build 2.9.7 on Solaris 10, 64-bit: OpenSceneGraph/src/osg/GL2Extensions.cpp, line 2161: Error: Cannot assign unsigned char* to std::string without std::string::operator=(const std::string );. OpenSceneGraph/src/osg/GL2Extensions.cpp, line 2178: Error: Cannot assign unsigned char* to std::string without std::string::operator=(const std::string );. OpenSceneGraph/src/osg/GL2Extensions.cpp, line 2197: Error: Formal argument name of type const unsigned char* in call to osg::GL2Extensions::glGetAttribLocation(unsigned, const unsigned char*) const is being passed const char*. OpenSceneGraph/src/osg/GL2Extensions.cpp, line 2220: Error: Formal argument name of type const unsigned char* in call to osg::GL2Extensions::glGetFragDataLocation(unsigned, const unsigned char*) const is being passed const char*. This is apparently a known problem in Solaris' OpenGL, as shown by the Qt patch cited below: http://qt.gitorious.org/~nordellj/qt/qt-chloride/commit/6b628fb9754629cc8cdd5718edec296b02ab3b0e?diffmode=sidebyside I'm afraid a specific cast is probably the only way to fix it (which is what the Qt folks did). I don't think there's any way to disable compiling of this code through CMake configuration. I can try to make a fix for this, but I'm not at the Solaris box myself, and I wanted to check with the opinions of the rest of the group first. Anyone else experienced this? -- 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