[osg-users] Vec3 as float, Vec4 as double
Hi there, I am just being curious here but does anyone know why osg::Vec4 is storing double (it is a typedef of Vec4d) while osg::Vec3 is storing float (it is a typedef of Vec3f)? Is there a logic behind it that I did not perceive or is this only for historical reasons? Thanks, Antoine. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35518#35518 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vec3 as float, Vec4 as double
Hi Antoine, I'm not sure where you might have got the idea that Vec4 uses doubles, the typedef in include/osg/Vec4 is: typedef Vec4f Vec4; And Vec4f most definitely uses floats. All of Vec2, Vec3 and Vec4 all are typedef'd to Vec2f, Vec3f and Vec4f respectively as OpenGL hardware has up till very recently only been capable of handling floats. Robert. On Tue, Jan 11, 2011 at 9:05 AM, Antoine Rennuit a.renn...@softkinetic.net wrote: Hi there, I am just being curious here but does anyone know why osg::Vec4 is storing double (it is a typedef of Vec4d) while osg::Vec3 is storing float (it is a typedef of Vec3f)? Is there a logic behind it that I did not perceive or is this only for historical reasons? Thanks, Antoine. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35518#35518 ___ 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] Vec3 as float, Quat as double
Hello Robert, Thanks for your answer. I must admit I am ashamed I made you lose your precious time with this morning. My question was stupid and was about quaternions (not Vec4) which I believe are double. Can I say quaternions are double because they are not handled by OpenGL directly and thus should take advantage of the full precision of the CPU? My apologies for the initial ill-posed question... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35520#35520 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG, physics serialization
Hello, I am considering the overall design of how physics engine should be integrated with OSG if I wanted to support complete serialization (load/save) of both OSG nodes and the physics state. With new dev versions there is serialization support for OSG and let us assume we can can somehow dump the physics engine state. I am wondering how should it all be implemented. One idea I have is, the physics world could be implemented as an OSG node so it could be serialized by osg standards as a part of a scene graph. However, I am not sure this is a good design, putting something like that into a osg node, since it hasn't got anything to do with rendering. Also, this node would have rigid bodies and collision shapes which in turn need references to other nodes (not necessariliry children) which are used as a graphics representation of physics objects in the scene graph for position/attitude updates. So it is all interconnected, and such references would need to be restored upon state load. The other solution would be to keep physics out of the scene graph... that way osg serialization support cannot be used for physics state. If physics engine had any serialization that could be used, but there would still need to be a register that knows how to connect appropriate physics bodies to OSG nodes after both states have been restored. I would appreciate any suggestions and ideas, or if anyone has experience to share regarding this topic. Thanks. Cheers, Marko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35517#35517 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] MS Kinect - official drivers available
The body tracking component is actually part of NITE [1], which is not open source, but currently PrimeSense is giving away a free licence. Christian. [1] http://www.primesense.com/?p=515 On Mon, Jan 10, 2011 at 5:27 PM, Serge Lages serge.la...@gmail.com wrote: Hi, On Mon, Jan 10, 2011 at 5:01 PM, Paul Martz pma...@skew-matrix.com wrote: On 1/10/2011 3:16 AM, Serge Lages wrote: Hi, Here are our last experiments with Kinect : http://vimeo.com/18500457 Thanks to osgBullet for the physics ! Cheers, Nice, thanks for posting that. Well done. What body tracking software are you using? Is it open source? Thanks, we are using OpenNI : http://www.openni.org/ It's open source yes, and it works pretty well. -- Serge Lages http://www.tharsis-software.com ___ 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] animated moving of a MatrixTransform
Hi, i want to move a MatrixTransform (mt) with animation. I dont want to generate an new pat or something like this under the mt. When i directly animate the mt with Code: osg::Vec3d startAnimationVec = mt-getBound().center(); osg::Vec3d endAnimationVec = startAnimationVec + osg::Vec3f(0.0f,2.0f,5.0f); osg::ref_ptrosg::AnimationPath animationPath = new osg::AnimationPath(); animationPath-setLoopMode(osg::AnimationPath::NO_LOOPING); animationPath-insert(0, startAnimationVec); animationPath-insert(1, endAnimationVec); osg::ref_ptrosg::AnimationPathCallback animationPathCB = new osg::AnimationPathCallback(animationPath.get(), 0.0, 2.0); animationPathCB-setAnimationPath(animationPath.get()); mt-setUpdateCallback(animationPathCB.get()); the movement is correct but the the other values in the mt are erased. So before the animation the Matrixd of the mt look like Code: (a,b,c,x, d,e,f,y, g,h,i,z) and afterwards Code: (1,0,0,x, 0,1,0,y, 0,0,1,z) How can i animate without losing the matrix? Thank you! Cheers, Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35507#35507 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG, physics serialization
Hi Marko, I just returned from a long time rest after my book published. And I'm thinking of implementing a flexible integration of OSG and different physics engines, too, for the 3.1 releases (not coming yet). :-) My plan is to make use of update callbacks instead of creating new types of nodes. Using callbacks is noninvasive to the scene graph, and can also benefit from the serialization functionalities. It will be much better if we could thus make use of the database pager and load/unload physics attributes as node callbacks in real-time. Another idea in my mind is to use plugins to support different physics engines like ODE, Bullet, Newton, PhysX, etc. An abstract layer is required then, and physics engines will re-implement the layer in plugins with their own APIs. I'm going to start working on an initial support after the Chinese spring festival (Feb. 2 - Feb.9). Before that I'll focus on making OSG work with Flash and the new RTX format, as well as preparing for the holiday celebration and my wedding schedule. :-) Cheers, Wang Rui 2011/1/11 Marko Srebre marko.sre...@gmail.com: Hello, I am considering the overall design of how physics engine should be integrated with OSG if I wanted to support complete serialization (load/save) of both OSG nodes and the physics state. With new dev versions there is serialization support for OSG and let us assume we can can somehow dump the physics engine state. I am wondering how should it all be implemented. One idea I have is, the physics world could be implemented as an OSG node so it could be serialized by osg standards as a part of a scene graph. However, I am not sure this is a good design, putting something like that into a osg node, since it hasn't got anything to do with rendering. Also, this node would have rigid bodies and collision shapes which in turn need references to other nodes (not necessariliry children) which are used as a graphics representation of physics objects in the scene graph for position/attitude updates. So it is all interconnected, and such references would need to be restored upon state load. The other solution would be to keep physics out of the scene graph... that way osg serialization support cannot be used for physics state. If physics engine had any serialization that could be used, but there would still need to be a register that knows how to connect appropriate physics bodies to OSG nodes after both states have been restored. I would appreciate any suggestions and ideas, or if anyone has experience to share regarding this topic. Thanks. Cheers, Marko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35517#35517 ___ 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] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide
Hi Wang, I recieved your book yesterday from Amazon. I had only time to for a brief scan, but it looks very good. I understood after reading only 10 minutes how I could write my own plugin, that was amazing! Thanks for that great work, It will fill lots of my OSG knowledge gaps :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35526#35526 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide
Hi Torben, Thanks for the support. Believe it or not, I myself haven't received the book because of the distance between China and the U.K. :-) Cheers, Wang Rui 2011/1/11 Torben Dannhauer tor...@dannhauer.info: Hi Wang, I recieved your book yesterday from Amazon. I had only time to for a brief scan, but it looks very good. I understood after reading only 10 minutes how I could write my own plugin, that was amazing! Thanks for that great work, It will fill lots of my OSG knowledge gaps :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35526#35526 ___ 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] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide
Hi Wang, was it printed in U.K.? I waited for more than 3 weeks after publication - seems to be a long way from UK to Germany ;) Anyway, thanks for your great work :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35528#35528 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OT: Job Available Glasgow, Scotland
Hi all, an opening is available for a C++ Software Development Engineer in Glasgow, Scotland. We develop geological subsurface visualisation and analysis software for Oil and Gas, Mining, Waste, Geo Surveys. An ideal candidate would possess C++, Qt and OpenGL skills, and have experience of developing geometrical and numerical algorithms. Inside the development team we employ a mix of backgrounds from computer science, physics, geology, and mechanical engineering. We currently develop our graphics back-end code in straight OpenGL and OpenInventor, but this year there is an opportunity to add an OpenSceneGraph binding/view to the application. This is NOT a 100% OpenSceneGraph job and a candidate would be expected to be involved in day to day application development involving C++, Qt, and mathematical/numerical geological algorithm development as part of a team of eight engineers in the development team. Other tool-kits uses are boost, cgal, gdal, csparse, fftw, lsmg, coin3d, xerces as well as most of the supporting usual suspects. We target equally both Windows and Linux systems. This job is advertised on other geology related forums and sites. See the advert on the OpenSceneGraph wiki for full details and how to apply: http://www.openscenegraph.org/projects/osg/wiki/Community/JobOffers Cheers, Colin. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide
Hi Wang, I got mine from Amazon UK yesterday :) Cheers Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui Sent: 11 January 2011 12:21 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide Hi Torben, Thanks for the support. Believe it or not, I myself haven't received the book because of the distance between China and the U.K. :-) Cheers, Wang Rui 2011/1/11 Torben Dannhauer tor...@dannhauer.info: Hi Wang, I recieved your book yesterday from Amazon. I had only time to for a brief scan, but it looks very good. I understood after reading only 10 minutes how I could write my own plugin, that was amazing! Thanks for that great work, It will fill lots of my OSG knowledge gaps :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35526#35526 ___ 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] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide
Hi Torben, I think it is printed in U.K. So does it mean that I should wait for more than one month? Good heavens! :-) Cheers, Wang Rui 2011/1/11 Torben Dannhauer tor...@dannhauer.info: Hi Wang, was it printed in U.K.? I waited for more than 3 weeks after publication - seems to be a long way from UK to Germany ;) Anyway, thanks for your great work :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35528#35528 ___ 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] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide
Hi Wang, this thread just reminded/compelled me to purchase your book -- Amazon (US) offered to deliver as soon as tomorrow (for a big fee, of course) ... I chose super saver and must therefore wait a week or so to receive it ... looking forward to filling-in some gaps! Best regards, Charles On Tue, Jan 11, 2011 at 8:07 AM, Wang Rui wangra...@gmail.com wrote: Hi Torben, I think it is printed in U.K. So does it mean that I should wait for more than one month? Good heavens! :-) Cheers, Wang Rui 2011/1/11 Torben Dannhauer tor...@dannhauer.info: Hi Wang, was it printed in U.K.? I waited for more than 3 weeks after publication - seems to be a long way from UK to Germany ;) Anyway, thanks for your great work :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35528#35528 ___ 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] animated moving of a MatrixTransform
Hi Andrew, Using the OSG's animation features isn't something I've done personally, so I can't say if this would work or not. However, what I'd do is subclass osg::AnimationPathCallback to make it handle the matrix the way you want. Whether that means saving the original matrix and restoring some or all elements at the end of the animation, or only letting it change certain values, that would be up to you. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35534#35534 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG, physics serialization
On 1/11/2011 1:53 AM, Marko Srebre wrote: Hello, I am considering the overall design of how physics engine should be integrated with OSG if I wanted to support complete serialization (load/save) of both OSG nodes and the physics state. With new dev versions there is serialization support for OSG and let us assume we can can somehow dump the physics engine state. I am wondering how should it all be implemented. One idea I have is, the physics world could be implemented as an OSG node so it could be serialized by osg standards as a part of a scene graph. However, I am not sure this is a good design, putting something like that into a osg node, since it hasn't got anything to do with rendering. Also, this node would have rigid bodies and collision shapes which in turn need references to other nodes (not necessariliry children) which are used as a graphics representation of physics objects in the scene graph for position/attitude updates. So it is all interconnected, and such references would need to be restored upon state load. The other solution would be to keep physics out of the scene graph... that way osg serialization support cannot be used for physics state. If physics engine had any serialization that could be used, but there would still need to be a register that knows how to connect appropriate physics bodies to OSG nodes after both states have been restored. I would appreciate any suggestions and ideas, or if anyone has experience to share regarding this topic. Thanks. osgBullet provides some rudimentary support for this with PhysicsState.cpp/.h and CreationRecord.cpp/.h. PhysicsState stores the current physics state for bodies in motion (transform, linear velocity, etc). CreationRecord stores information needed to create a Bullet rigid body and collision shape after a restore. This pair of classes gives you the minimum information to save and recreate a single Bullet rigid body (and associated collision shape). I have used this successfully in some closed-source code to save a physics simulation in the middle of the action, exit, restart and reload, and continue with the physics simulation exactly where I left off. Yes, you still need to associate the physics data with the OSG visual representation, but generally applications need to associate a lot of data with individual scene elements, so presumably this is a problem your app has already solved. osgBullet currently doesn't have any examples that show how to do this save/restore, but contributions are welcome. FYI: osgbullet.googlecode.com -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide
I'm reading this thread and laughing because I bought the eBook version direct from the publisher, downloaded it, and was reading it in minutes. :-) -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgmovie and stereo
Hi, I have two live video streams that are set apart for left and right eye. Does anyone know if osgmovie can play them in active/passive stereo? If not, what is the best way to play two video streams in stereo? Thank you! Cheers, Vijay -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35543#35543 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Disappearing Text
Hi, with Code: osg::ref_ptrosgText::Text label = new osgText::Text(); osg::ref_ptrosg::Geode labelGeode = new osg::Geode(); labelGeode-setName(TEXT_TOP); labelGeode-addDrawable(label.get()); label-setCharacterSize(1.3); label-setFont(arial.ttf); label-setText(fileName); label-setAxisAlignment(osgText::Text::XY_PLANE); label-setDrawMode(osgText::Text::TEXT); label-setAlignment(osgText::Text::CENTER_TOP); label-setPosition( osg::Vec3(0.0f, 0.5f,6.05f) ); label-setColor(_textColorTop); shapeGroup-addChild(labelGeode.get()); i write text on a geode. But when the geode is ovelayed with a transparent geode the text disappears. Code: osg::ref_ptrosg::Material shapeMaterial = new osg::Material; //rote Einfärbung shapeMaterial-setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); shapeMaterial-setTransparency(osg::Material::FRONT_AND_BACK, 0.8f); osg::ref_ptrosg::StateSet stateSet = new osg::StateSet(); stateSet-setMode(GL_BLEND, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON ); stateSet-setAttribute(shapeMaterial.get(), osg::StateAttribute::OVERRIDE); stateSet-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); shapeGeodeRZ-setStateSet(stateSet.get()); How can i stop the text from disappearing? Thank you! Cheers, Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35545#35545 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] get OpenGL context
Hi, For use an OpenGL extension, i need some information about the video context. I search this : Display *dpy, int screen and GLXDrawable. OSG can give me this information ? Thank you! Cheers, Patrice -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35547#35547 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie and stereo
Hi Vijay, You can play videos in stereo just fine, see the osgstereoimage for an example that use side by side images for the left and right images, and then uses cull masks to rendered alternate subgraphs that pick out the appropriate portion of the image for left and right eyes. Video's are just images that are updated by a background thread so all this code will work just fine. Present3D also has support for doing stereo image and videos. Robert. On Tue, Jan 11, 2011 at 4:52 PM, Vijay Kalivarapu vijayki...@gmail.com wrote: Hi, I have two live video streams that are set apart for left and right eye. Does anyone know if osgmovie can play them in active/passive stereo? If not, what is the best way to play two video streams in stereo? Thank you! Cheers, Vijay -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35543#35543 ___ 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] get OpenGL context
Hi Patrice, For OpenGL extensions you don't need to have access to GLX, you just need to query the extensions from within the graphics thread. The OSG also has support checking for extensions, see include/osg/GLExtensions. Could it be that you are looking for a GLX extension? What extension are you thinking of using? Robert. On Tue, Jan 11, 2011 at 5:12 PM, Patrice Defond patrice.desfo...@rsacosmos.com wrote: Hi, For use an OpenGL extension, i need some information about the video context. I search this : Display *dpy, int screen and GLXDrawable. OSG can give me this information ? Thank you! Cheers, Patrice -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35547#35547 ___ 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] Using MVPW in a Resizeable Window.
Skylark wrote: Hi David, Well, I got something working for now! What I had to do was to call hudCamera-setProjectionMatrixAsOrtho2D(0, windowWidth ,0, windowHeight ); for every time I resize the OSG window. Fortunately I have a resize command for the window to do just that. I had to add the function there and someplace else that is activated when a tab is moved. Tested this out and that seemed to fix the problem so far. Hmmm, if you're using the *new* window width and height in that call to setProjectionMatrixAsOrtho2D, then you're probably doing the same thing as if you'd set the projection resize policy to something other than FIXED on your ortho camera... I would think... J-S -- __ Jean-Sebastien Guay http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Yea! You would think so (and I have the resizing policy set to default). Still, this is the only way that I was able to get it to work. Either QT is doing something weird with OSG or there might be a bug! As far as I can tell, I'm passing on all the resize events that I know of to OSG from QT! You don't recall by chance any fixes that were made after the OSG 2.8.1 release based on resizing issues? D Glenn (a.k.a David Glenn) - Moving Heaven and Earth! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=3#3 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide
Hi Paul, hihi, quite funny that all these digital natives here (including me ;) ) are buying old style books instead using the digital version as you did :) @Wang: THAT thought regarding your delivery delay I suppressed in my last post.. Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35556#35556 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using MVPW in a Resizeable Window.
Hi David, You don't recall by chance any fixes that were made after the OSG 2.8.1 release based on resizing issues? Not off the top of my head, no. It might be interesting to set a breakpoint in the resize event handler and see if it ever gets there when it should. But anyways, if you've got it working the way you want, that's fine too. :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] osglogo link failed with Xcode 3.2, osg2.8.3, MAC OSX 10.6
Hi, From a previous post regarding unresolved externals, I decided to mimic as close as possible how one of the examples were built from the openscenegraph.xcode project. In this case, I tried two methods. First, I built the Xcode project from scratch, including the various frameworks, and macro defs, etc. In the second, instead of the osglogo app, I started with the osg template. I made sure that the frameworks were referenced to the OpenSceneGraph 2.8.3 carbon 32 bit release frameworks. In Either cases, everything compiles correctly but I still get this error: snip Undefined symbols: OpenThreads::Atomic::operator--(), referenced from: osg::Referenced::unref() constin main.o ld: symbol(s) not found collect2: ld returned 1 exit status snip The generated link line, building for 32bit i386, for the 2nd template test contains the OpenThreads framework (and it is in the same dir as the other osg Frameworks), as shown below: Ld build/Development/osgapp_template_test.app/Contents/MacOS/osgapp_template_test normal i386 cd /Users/tmorris/osgapp_template_test /Developer/usr/bin/g++-4.2 -arch i386 -L/Users/tmorris/osgapp_template_test/build/Development -F/Users/tmorris/osgapp_template_test/build/Development -F/Users/tmorris/Library/Frameworks -filelist /Users/tmorris/osgapp_template_test/build/osgapp_template_test.build/Development/osgapp_template_test.build/Objects-normal/i386/osgapp_template_test.LinkFileList -framework OpenThreads -framework Carbon -framework OpenGL -framework osg -framework osgDB -framework osgFX -framework osgGA -framework osgIntrospection -framework osgManipulator -framework osgParticle -framework osgSim -framework osgTerrain -framework osgText -framework osgUtil -framework osgViewer -o /Users/tmorris/osgapp_template_test/build/Development/osgapp_template_test.app/Contents/MacOS/osgapp_template_test snip The osglogo.cpp code produces the same result, and therefore I don't repeat it. I know the frameworks and plugins built correctly because all the example and executable apps compiled and bundled successfully. Has anyone come across a similar problem like this? I've stared and plated with various linker and compile flags and I'm stumped. Thank you! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35559#35559 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide
Hi again, If a guy were to buy the old-style book is there a way to show the receipt to the publisher and get a digital copy as well? Would be nice if that were the norm for all hardcopy books. -Charles On Tue, Jan 11, 2011 at 11:36 AM, Torben Dannhauer tor...@dannhauer.infowrote: Hi Paul, hihi, quite funny that all these digital natives here (including me ;) ) are buying old style books instead using the digital version as you did :) @Wang: THAT thought regarding your delivery delay I suppressed in my last post.. Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35556#35556 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware|softw...@thelimit http://www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] HUD - force refresh
Have you tried: hudText-setUpdateCallback(0); or hudText-removeUpdateCallback(bfCb); HTH. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35523#35523 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] (no subject)
Pléase don't send me queries. -- Vivek Dwivedi, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader Update Latency?!
Robert Osfield robert.osfi...@... writes: Hi Thorsten, By default the OSG computes the near/far planes on the fly during the cull traversal on every single frame. You can disable this. Alternatively you could just use the gl_ProjectionMatrix directly on the GPU to get the near/far planes - this is how I'd do it, far more flexible and never needs any additional uniforms or callbacks. Robert. On Wed, Dec 1, 2010 at 6:15 PM, Thorsten Roth thorsten.r...@... wrote: Hi, I currently have a problem with a shader update callback I do not understand. I have a vertex and fragment shader which calculate linear depth in [0,1] for me, also respecting dynamic clipping planes. To achieve this, I pass zNear and zFar as uniform parameters to the shader. To have them updated, I have the following callback methods (zFar is looking accordingly): class UpdateShaderZNear: public osg::Uniform::Callback { public: virtual void operator()(osg::Uniform* uniform, osg::NodeVisitor* nv) { double x, zNear; viewer-getCamera()-getProjectionMatrixAsPerspective(x,x,zNear,x); uniform-set((float)zFar); } }; Now when I move my camera towards and away from the object, it seems like the shader update is one frame (or so) too late, as I get values that do not correspond to the [0,1]-normalization and the problem disappears as soon as the camera stops. Is there any reason for that/does anyone have an idea what I'm doing wrong? If more information or code is necessary, just tell me -Thorsten ___ osg-users mailing list osg-us...@... http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Hi Robert, I encounter a similar latency problem when I try to update a uniform using camera's view matrix in the uniform's callback. Since this uniform is needed to compute only once per frame, I decide to compute it on CPU before it's submitted to GPU. It seems that when the uniform's callback is called, the camera has not been updated yet, right? Currently I solve this problem by updating the uniform in a PreDrawCallback of the camera. But is this a graceful way to achieve it? Thanks in advance. Guo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] depth and stencil buffers in multi-pass rtt
Hi, On 10/01/11 18:09, Brian R Hill wrote: jp, thanks for responding. i haven't tried this before so my initial concern was that this was the correct approach. i'm assuming from your response that it should work but that i'm missing some detail. i'll start digging deeper to see if i can figure out what i'm doing wrong. I think it should work :) clear masks rtt camera 1 is color, depth, stencil rtt camera 2 is color only projections both cameras have the same projection depth range not doing anything with depth range A problem can occur where OSG auto computes the depth range (near/far) for your 2 cameras and it differs. Then it obviously does not make sense to reuse the depth buffer, because the depth range would not match. See this thread: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/63891 It's not RTT but also uses multiple cameras. jp i'll look through the renderstage code. brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. -osg-users-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org From: J.P. Delportjpdelp...@csir.co.za Sent by: osg-users-boun...@lists.openscenegraph.org Date: 01/10/2011 02:05AM Subject: Re: [osg-users] depth and stencil buffers in multi-pass rtt Hi, what is your clearmask set to for the 2nd camera? Are the projections the same for the 2 cameras? How about depth range? Only other thing I can recommend is have a look at osgUtil/RenderStage.cpp and check for search for depthAttached. You'll find the code and osg bitmasks you can set for controlling depth/stencil for FBO. jp On 10/01/11 01:02, Brian ... wrote: folks, i'm trying to create 2 render to texture cameras that share the same depth and stencil buffer. i want to render color, depth, and stencil values with the first rtt camera and then use the resulting depth and stencil with the second rtt camera. this is what i'm doing: create color texture1 create depth texture create stencil texture create rtt camera 1 attach color texture 1 attach depth texture attach stencil texture create color texture2 create rtt camera 2 attach color texture 2 attach depth texture attach stencil texture here's the scene graph root rtt camera 1 scene group 1 rtt camera 2 scene group 2 the color, depth, and stencil textures look ok coming out of camera 1, but the depth and stencil textures after camera 2 are blank (all zero). is this the right way to do this? thanks, brian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org