[osg-users] NodetrackerManipulator crashes on activation if no Node is tracked.
Hi, My osgGa::NodeTrackerManipulator crashes if it is activated before setTrackNode(..) is called. Do I make a mistake or is the NodeTrackerManipulator not secured against activation prior to a well defined node to track? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36539#36539 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodetrackerManipulator crashes on activation if no Node is tracked.
Hi Torben, The manipulator shouldn't crash so this will be bug due to an assumption of having a valid nodepath somewhere in the code. Do you have a stack trace for the crash? Which version of the OSG are you using? Robert. On Fri, Feb 11, 2011 at 8:28 AM, Torben Dannhauer tor...@dannhauer.info wrote: Hi, My osgGa::NodeTrackerManipulator crashes if it is activated before setTrackNode(..) is called. Do I make a mistake or is the NodeTrackerManipulator not secured against activation prior to a well defined node to track? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36539#36539 ___ 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] WindowManager lifecycle
Hi All, I'm trying to understand osgWidget library and I have a basic question. In the related examples I see an osgWidget::WindowManager instance is created on the heap but never deleted explicitly. Is the associated viewer responsible of the WindowManager deletion or should I delete it somewhere? Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36543#36543 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodetrackerManipulator crashes on activation if no Node is tracked.
Hi Robert, The stack trace is: Code: osg71-osgGAd.dll!std::_Vector_const_iteratorosg::Node *,std::allocatorosg::Node * ::operator+=(int _Off=-1) Zeile 161 + 0x60 Bytes C++ osg71-osgGAd.dll!std::_Vector_iteratorosg::Node *,std::allocatorosg::Node * ::operator+=(int _Off=-1) Zeile 376C++ osg71-osgGAd.dll!std::_Vector_iteratorosg::Node *,std::allocatorosg::Node * ::operator-=(int _Off=1) Zeile 388 C++ osg71-osgGAd.dll!std::_Vector_iteratorosg::Node *,std::allocatorosg::Node * ::operator-(int _Off=1) Zeile 393 + 0xc Bytes C++ osg71-osgGAd.dll!std::vectorosg::Node *,std::allocatorosg::Node * ::back() Zeile 800 + 0x2a Bytes C++ osg71-osgGAd.dll!osgGA::NodeTrackerManipulator::computeNodeCenterAndRotation(osg::Vec3d nodeCenter={...}, osg::Quat nodeRotation={...}) Zeile 171 + 0x12 Bytes C++ It is caused in NodeTrackerManipulator::computeNodeCenterAndRotation(..): Code: nodeCenter = osg::Vec3d(nodePath.back()-getBound().center())*localToWorld; It Crashes because nodePath is empty, so nodePath.back does not work. Where is the best place to ensure that nodepath is not empty? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36544#36544 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodetrackerManipulator crashes on activation if no Node is tracked.
Hi Torben Mourad, I have added a check against the getNodePath() being empty() to computeNodeCenterAndRotation() method and checked it into svn/trunk. The relevant code now looks like: osg::NodePath nodePath; if (_trackNodePath.getNodePath(nodePath) !nodePath.empty()) nodeCenter = osg::Vec3d(nodePath.back()-getBound().center())*localToWorld; else nodeCenter = osg::Vec3d(0.0f,0.0f,0.0f)*localToWorld; Could you let me know how you get on? Robert. On Fri, Feb 11, 2011 at 9:04 AM, Torben Dannhauer tor...@dannhauer.info wrote: Hi Robert, The stack trace is: Code: osg71-osgGAd.dll!std::_Vector_const_iteratorosg::Node *,std::allocatorosg::Node * ::operator+=(int _Off=-1) Zeile 161 + 0x60 Bytes C++ osg71-osgGAd.dll!std::_Vector_iteratorosg::Node *,std::allocatorosg::Node * ::operator+=(int _Off=-1) Zeile 376 C++ osg71-osgGAd.dll!std::_Vector_iteratorosg::Node *,std::allocatorosg::Node * ::operator-=(int _Off=1) Zeile 388 C++ osg71-osgGAd.dll!std::_Vector_iteratorosg::Node *,std::allocatorosg::Node * ::operator-(int _Off=1) Zeile 393 + 0xc Bytes C++ osg71-osgGAd.dll!std::vectorosg::Node *,std::allocatorosg::Node * ::back() Zeile 800 + 0x2a Bytes C++ osg71-osgGAd.dll!osgGA::NodeTrackerManipulator::computeNodeCenterAndRotation(osg::Vec3d nodeCenter={...}, osg::Quat nodeRotation={...}) Zeile 171 + 0x12 Bytes C++ It is caused in NodeTrackerManipulator::computeNodeCenterAndRotation(..): Code: nodeCenter = osg::Vec3d(nodePath.back()-getBound().center())*localToWorld; It Crashes because nodePath is empty, so nodePath.back does not work. Where is the best place to ensure that nodepath is not empty? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36544#36544 ___ 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 osgShadows I can't see widgets
ok, solved! thank you!!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36549#36549 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow texture problem
In attachment osg file that doesn't work. When I activate osgShadow, I can't see texture. In osg file there's field textureUnit 0 {}. If I remove this and change, texture works. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36550#36550 PositionAttitudeTransform { name Collada visual scene group nodeMask 0x cullingActive TRUE StateSet { DataVariance STATIC rendering_hint DEFAULT_BIN renderBinMode INHERIT } referenceFrame RELATIVE position 0 0 0 attitude 0.707107 0 0 0.707107 scale 1 1 1 pivotPoint 0 0 0 num_children 1 MatrixTransform { name Strada_Dritta_01 nodeMask 0x cullingActive TRUE referenceFrame RELATIVE Matrix { 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 } num_children 1 Geode { nodeMask 0x cullingActive TRUE num_drawables 1 Geometry { DataVariance STATIC name lambert4SG StateSet { DataVariance STATIC rendering_hint DEFAULT_BIN renderBinMode INHERIT GL_CULL_FACE ON Material { ColorMode OFF ambientColor 0 0 0 1 diffuseColor 1 1 1 1 specularColor 0 0 0 1 emissionColor 0 0 0 1 shininess 0 } textureUnit 0 { } textureUnit 1 { GL_TEXTURE_2D ON Texture2D { file C:\\Documents and Settings\\All Users\\Documenti\\ARGame\\Texture_DEF\\Strada_Dritto.jpg wrap_s REPEAT wrap_t REPEAT wrap_r CLAMP min_filter LINEAR_MIPMAP_LINEAR mag_filter LINEAR maxAnisotropy 1 borderColor 0 0 0 0 borderWidth 0 useHardwareMipMapGeneration TRUE unRefImageDataAfterApply TRUE internalFormatMode USE_IMAGE_DATA_FORMAT resizeNonPowerOfTwo TRUE shadowComparison FALSE shadowCompareFunc GL_LEQUAL shadowTextureMode GL_LUMINANCE } TexEnv { mode MODULATE } } } useDisplayList TRUE useVertexBufferObjects FALSE PrimitiveSets 1 { DrawElementsUInt TRIANGLES 132 { 0 3 6 6 3 8 40 43 49 49 43 46 10 12 14 14 12 17 36 38 1 1 38 4 5 39 9 9 39 30 37 2 33 33 2 7 55 52 61 61 52 58 15 26 11 11 26 23 16 18 27 27 18 28 20 29 13 13 29 19 34 31 24 24 31 21 26 37 23 23 37 33 27 28 36 36 28 38 30 39 20 20 39 29 6 8 41 41 8 44 9 30 45 45 30 47 32 35 48 48 35 50 33 7 51 51 7 42 25 22 56 56 22 53 20 13 54 54 13 59 12 10 60 60 10 62 11 23 63 63 23 57 } } VertexArray Vec3Array 64 { 0.999613 0 0.999415 0.999613 0 0.999415 0.999613 0 0.999415 0.999613 0 -0.999398 0.999613 0 -0.999398 0.999613 0 -0.999398 0.999613 0.00739819 0.999415 0.999613 0.00739819 0.999415 0.999613 0.00739819 -0.999398 0.999613 0.00739819 -0.999398 -0.999199 0.00739819 0.999415 -0.999199 0.00739819 0.999415 -0.999199 0.00739819 -0.999398 -0.999199 0.00739819 -0.999398 -0.999199 0 0.999415 -0.999199 0 0.999415 -0.999199 0 0.999415 -0.999199 0 -0.999398 -0.999199 0 -0.999398 -0.999199 0 -0.999398 -0.807709 0.00739819 -0.999398 -0.807709 0.00739819 -0.999398 -0.807709 0.00739819 -0.999398 -0.807709 0.00739819 0.999415 -0.807709 0.00739819 0.999415 -0.807709 0.00739819 0.999415 -0.807709 0 0.999415 -0.807709 0 0.999415 -0.807709 0 -0.999398 -0.807709 0 -0.999398 0.807909 0.00739819 -0.999398 0.807909 0.00739819 -0.999398 0.807909 0.00739819 -0.999398 0.807909 0.00739819 0.999415 0.807909 0.00739819 0.999415 0.807909 0.00739819 0.999415 0.807909 0 0.999415 0.807909 0 0.999415 0.807909 0 -0.999398 0.807909 0 -0.999398 0.999613 0.0239958 0.999415 0.999613 0.0239958 0.999415 0.999613 0.0239958 0.999415 0.999613 0.0239958 -0.999398 0.999613 0.0239958 -0.999398 0.999613 0.0239958 -0.999398 0.807909 0.0239958 -0.999398 0.807909 0.0239958 -0.999398 0.807909 0.0239958 -0.999398 0.807909 0.0239958 0.999415 0.807909 0.0239958 0.999415 0.807909 0.0239958 0.999415 -0.807709 0.0239958 -0.999398 -0.807709 0.0239958 -0.999398 -0.807709 0.0239958
[osg-users] WindowManager root
Hi All, is there a root node for all widgets inserted in a WindowManager? I mean, I use a root node for 3D objects in my viewer and I would like to have the same feature for widgets. In fact in my scene manager I store a Group node to which I add all other nodes without using a viewer pointer again. I just add the group root node once to the viewer (on init) and the 3D scene is updated automatically just adding a child to that group root node. I would like the same feature for widgets without having to add every new widget to the window manager explicitly. Is that possible? I tried to find a general widget in vain. The Box must specify the BoxType so it is not a nice solution. The Window class is virtual and can not be used directly as a root instance. Any idea? Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36551#36551 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] WindowManager lifecycle
Hello Gianni, In the related examples I see an osgWidget::WindowManager instance is created on the heap but never deleted explicitly. Is the associated viewer responsible of the WindowManager deletion or should I delete it somewhere? Like most objects in OSG, the WindowManager is reference-counted. As long as its reference count falls to 0 at some point, it will be deleted. In the case of the osgWidget examples, for instance I took a look at osgwidgetwindow, the window manager is added as a child of a camera. any subclass of osg::Group manages its children in an std::vector of osg::ref_ptrs, so the window manager will be reference counted. When the camera is deleted, it will decrement the reference count of all its children, so the window manager will be deleted by cascade effect (if no other reference to it exists). So the flow is: int main(int argc, char** argv) { osgWidget::WindowManager* wm = ...; // wm's reference count is 0, see ctor of osg::Referenced // ... camera-addChild(wm); // wm's reference count becomes 1 // ... group-addChild(camera); // ... viewer.setSceneData(group); return viewer.run(); } // At this point, the viewer goes out of scope (it's on the stack) so // its destructor is called. Its destructor calls the destructor of all // member variables, including its camera and its scene data which are // stored in ref_ptrs. Since the scene (the group variable above) is // deleted, all its children have their reference count decremented, so // the WindowManager's reference count becomes 0, and it is deleted too. 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] [vpb] VPB Latest build
Hi, Thanks. I'm getting the error Error: glGenBuffers not supported by OpenGL driver Also Error: glBindBuffer/glBufferData not supported by OpenGL driver. Is it the issue. I'll try on some other graphics card. Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36553#36553 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] LineSegmentIntersector which objects are returned?
Hi Robert, robertosfield wrote: Secondly the intersections you get returned return the leaf node and drawable that is intersected along with the node path from the root of the intersection traversal down to the leaf node that was intersected. you found my problem: I forgot that the demo access only the leaf node, so I can solve may problem by searching right node on nodePath. But I can't use nodePath like expected. To play a little bit with the nodePath I wanted to print all names of nodes So my first try was: Code: bool nodeFound = false; for(osgUtil::LineSegmentIntersector::Intersections::iterator hitr = intersections.begin(); hitr != intersections.end(); ++hitr) { osg::NodePath path = hitr-nodePath; for(osg::NodePath::iterator hitNodeIt = path = hitr-nodePath.begin(); hitNodeIt != path = hitr-nodePath.end(); ++hitNodeIt) { if (hitNodeIt-getName()) { nodeFound = true; std::cout hitNodeIt-getName(); } } if (nodeFound) break; } Then I got: IntelliSense: Es ist keine passende benutzerdefinierte Konvertierung von std::_Vector_const_iteratorstd::_Vector_valosg::Node *, std::allocatorosg::Node * in std::_Vector_iteratorstd::_Vector_valosg::Node *, std::allocatorosg::Node * vorhanden. So I tried this: Code: bool nodeFound = false; for(osgUtil::LineSegmentIntersector::Intersections::iterator hitr = intersections.begin(); hitr != intersections.end(); ++hitr) { for(osg::NodePath::const_iterator hitNodeIt = hitr-nodePath.begin(); hitNodeIt != hitr-nodePath.end(); ++hitNodeIt) { if (hitNodeIt-getName()) { nodeFound = true; std::cout hitNodeIt-getName(); } } if (nodeFound) break; } But this won't compile too: error C2039: 'getName': Ist kein Element von 'std::_Vector_const_iterator_Myvec' error C2839: Ungültiger Rückgabetyp 'osg::Node *const *' für überladenen Operator '-' IntelliSense: Der Ausdruck muss den Typ pointer-to-class aufweisen. Any idea? Heiko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36554#36554 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] VPB Latest build
Hi Vijeesh, I a bit surprised by these errors, is this still in the context of VPB usage? VPB shouldn't be touching glGenBuffers/glBindBuffers during execution. What drivers/hardware are you working with? Robert. On Fri, Feb 11, 2011 at 2:12 PM, Vijeesh Theningaledathil vije...@nal.res.in wrote: Hi, Thanks. I'm getting the error Error: glGenBuffers not supported by OpenGL driver Also Error: glBindBuffer/glBufferData not supported by OpenGL driver. Is it the issue. I'll try on some other graphics card. Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36553#36553 ___ 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] Line-laser based, 3D point cloud capture from camera
thats it... and interesting feedback- I see the green lasers cost significantly more. thanks all! On Wed, Feb 9, 2011 at 1:35 PM, Ted Morris ted.mor...@gmail.com wrote: Hi, I accidentally submitted the last post with a horrible subject line. So this is a repost. I seem to recall recent a post perhaps about a month ago about sofware to capture 3D objects using a laser generated line and camera. Would anyone have recollection or info on that? I'm very sorry for the 'double-post'!, Cheers, Ted Thank you! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36505#36505 ___ 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] LineSegmentIntersector which objects are returned?
Hello Heiko, But this won't compile too: error C2039: 'getName': Ist kein Element von 'std::_Vector_const_iterator_Myvec' error C2839: Ungültiger Rückgabetyp 'osg::Node *const *' für überladenen Operator '-' IntelliSense: Der Ausdruck muss den Typ pointer-to-class aufweisen. Any idea? I think you just need to check the types of what you're using... hitNodeIt is an osg::NodePath::iterator. This expands to std::vectorosg::Node*::iterator (you are in Visual Studio, so you can press F12 with the cursor on osg::NodePath to see what type it really is, you'll see it's a typedef of std::vectorosg::Node* or something similar). So to be able to call getName() you need to do: (*hitNodeIt)-getName() 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] Z Buffer linearisation and DO_NOT_COMPUTE_NEAR_FAR
The algorithm I mentioned is correct but I'd forgotten to account for the fact that I was set up so that the far reported as 0 and the near as 1. My code now reads LinearDepth = 1.0 - ((2.0*near)/(far+near-(1.0-nonLinearDepth*(far-near))) I can now select/deselect DO_NOT_COMPUTE_NEAR_FAR and get similar results. It's not tested yet and I'm not sure where the discrepancies occur but I'm in the right ball park at least. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36561#36561 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] LineSegmentIntersector which objects are returned?
Hi, you are right :). I tried this myself before and saw that VS show me nevertheless an error. But didnt seen that the error message changed (I had forgot the .empty() on comparism) ;) Thank you! Cheers, Heiko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36562#36562 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Terrain paging for fast movers?
Hello OSGers! I was wondering what kind of mechanisms OSG currently has, or if there is a plugin, that would allow warping the ranges of predetermined LOD/Tiles from a Terrapage database based on the velocity of the view. So I can use the velocity vector as a bias to allow paging in terrain or higher LOD geometry that is in the path of motion sooner than would normally be done if strictly following the Terrapage Database's data (the created PagedLOD nodes in combination with the DatabasePager from the Txp reader writer). As I see it, I would have to edit the Txp reader writer to incorporate warping the range fields based on the velocity vector myself in its TXPPagedLOD, along with adding the ability to query the view's velocity from the TXPPagedLOD (Adding it to a new node visitor perhaps?). I figure I pose the question before I do anything rash... =P Thanks in advance! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] unexecpted result with SetHomePosition
Hi, my question concern setHomePosition of MatrixManipulator and subclasses. Parameters are quite explicite and in therory first one indicate position of camera, the seond parametre = target of camera ? Am i wrong... i surely forget some detail since : in practice, position and direction of camera do not corespond to the parameter given to that method . I read old topic and some source example. .. but results are sometimes so strange when changing the parameters values, that make me think i should konw some important thing or tip about this method Thank you for your help ! Cheers, vincent -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36563#36563 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] WindowManager lifecycle
Skylark wrote: camera-addChild(wm); // wm's reference count becomes 1 OK, you are right. Thanks Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36565#36565 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
I think I moved a step forward: I've built freetype lib for both armv6 and armv7, built OSG 2.9.11 (with warnings, see below), and osgviewerIPhoneExample without errors but when it starts I get the following error: *Setting up osg::Camera::FRAME_BUFFER* Program received signal: “EXC_BAD_ACCESS”. One thing I've noticed while building osgViewer is the following warning: src/osgViewer/GraphicsWindowIOS.mm:630: warning: incompatible Objective-C types assigning 'UIWindow*', expected 'GraphicsWindowIOSWindow*' The warning is related to a line in the GraphicsWindowIOS::realizeImplementation() method. Could this be related to the crash? Thanks. Alessandro On Thu, Feb 10, 2011 at 6:32 PM, Alessandro Terenzi a.tere...@gmail.comwrote: Sorry, my mistake, actually I managed to build for iOS (having added CoreGraphics framework), but the viewer is still crashing with the same error related to freetype. I'm trying to figure out the differences with the project from the git repository... Cheers. Alessandro On Thu, Feb 10, 2011 at 5:52 PM, Alessandro Terenzi a.tere...@gmail.comwrote: Thanks everybody, I finally managed to build fo iOS using the above instructions and the latest sources from svn. Cheers. Alessandro On Mon, Jan 31, 2011 at 1:52 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi Alessandro, Am 28.01.11 18:31, schrieb Alessandro Terenzi: but I was still getting linking errors. The linker complied because it could not find both the Cocoa and OpenGL frameworks (note: I wrote OpenGL not OpenGLES, even though I checked only the GLES1 option in CMake). So I tried to remove them from the Other Linker Flags, but I was getting other errors because of references not found by imageio (but in CMake it was set quicktime not imageio), so I also removed imageio from the linker's flags. Quicktime is not supported for IOS, please use only imageio. It's a known problem, that the xcode-project built by cmake for the SimplevieweriPhone-example is not working right out of the box. You'll have to add the CoreGraphics-framework for the imageio-plugin. After all the above steps, I managed to build the application, but it crashes while it is starting, in the console I get: Program received signal: “EXC_BAD_ACCESS”. warning: Could not open fork matching current architecture for OSO archive /Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a warning: Could not open OSO file /Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a(ftinit.o) to scan for pubtypes for objfile /Users/alex/Desktop/Build/OpenSceneGraph-2.9.11-build-iOS/bin/osgViewerIPhone.app/osgViewerIPhone ...(and many copies of this last warning)... Sorry, can't comment that much about the freetype-issue. Try the simpleviewer-app without the freetype-plugin and -lib as a first step. The last thing I tried was to start from scratch but set CMake to use imageio and not quicktime but same runtime error (this solved some linking problems described above, but of course not the runtime crash). Am I suppose to use another version of freetype? AFAIK no, it's a universal-lib (i386 + arm) and had worked in the past. cheers, Stephan ___ 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] Help with screen capture
Hi, I got my new code working by adding Code: pCamera-setGraphicsContext(pViewer-getCamera()-getGraphicsContext()); For info it also seems to work without the calls to stop and start threading. The only strange thing is a white half circle that flashes up on the screen for one frame when the capture is done. I suspect I am not doing something before I call viewer-frame that I am doing in my main loop. Maybe something to do with the far plane on the main camera. Roger -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36567#36567 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] WindowManager lifecycle
Just one more consideration. In other examples (i.e. osgwidgetlabel) the window manager is not added as child of the camera but createParentOrthoCamera() is used insted. Looking at that code the Window Manager is internally added to the returned camera. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36568#36568 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Terrain paging for fast movers?
You could probably do it by overriding the cullvisitor and accepting nodes farther out in front of your motion vector. -Original Message- From: osg-users-boun...@lists.openscenegraph.org on behalf of Duvan Cope Sent: Fri 2/11/2011 11:02 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Terrain paging for fast movers? Hello OSGers! I was wondering what kind of mechanisms OSG currently has, or if there is a plugin, that would allow warping the ranges of predetermined LOD/Tiles from a Terrapage database based on the velocity of the view. So I can use the velocity vector as a bias to allow paging in terrain or higher LOD geometry that is in the path of motion sooner than would normally be done if strictly following the Terrapage Database's data (the created PagedLOD nodes in combination with the DatabasePager from the Txp reader writer). As I see it, I would have to edit the Txp reader writer to incorporate warping the range fields based on the velocity vector myself in its TXPPagedLOD, along with adding the ability to query the view's velocity from the TXPPagedLOD (Adding it to a new node visitor perhaps?). I figure I pose the question before I do anything rash... =P Thanks in advance! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] compiler errors
Hi All, I added #include Widget/Canvas in a header file and I have a bunch of compiler errors in every other header which includes it. To solve the problem I have to include osgWidget/Canvas again in the second header file. Example: In ClassA.h I have #include osgWidget/Canvas In ClassB.h I use #include ClassA.h Compiling ClassB.h I get: 1x:\3rd_party\osg\OpenSceneGraph-2.8.3\include\osgDB/ReaderWriter(231) : error C2143: syntax error : missing '}' before 'string' 1x:\3rd_party\osg\OpenSceneGraph-2.8.3\include\osgDB/ReaderWriter(231) : error C2059: syntax error : 'string' 1x:\3rd_party\osg\OpenSceneGraph-2.8.3\include\osgDB/ReaderWriter(236) : error C2143: syntax error : missing ';' before '}' 1x:\3rd_party\osg\OpenSceneGraph-2.8.3\include\osgDB/ReaderWriter(236) : error C2238: unexpected token(s) preceding ';' 1x:\3rd_party\osg\OpenSceneGraph-2.8.3\include\osgDB/ReaderWriter(238) : error C2061: syntax error : identifier 'ReadStatus' ... If I add #include osgWidget/Canvas to ClassB.h I don't have the errors compiling ClassB. Any idea? Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36570#36570 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Intersection with a ray
Hi, I know this is old, but I was wondering what your solution was? I need to do a similar task. ... Thank you! Cheers, Geoff -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36571#36571 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] WindowManager root
On Fri, 2011-02-11 at 12:03 +0100, Gianni Ambrosio wrote: Hi All, is there a root node for all widgets inserted in a WindowManager? I mean, I use a root node for 3D objects in my viewer and I would like to have the same feature for widgets. In fact in my scene manager I store a Group node to which I add all other nodes without using a viewer pointer again. I just add the group root node once to the viewer (on init) and the 3D scene is updated automatically just adding a child to that group root node. I would like the same feature for widgets without having to add every new widget to the window manager explicitly. Is that possible? I tried to find a general widget in vain. The Box must specify the BoxType so it is not a nice solution. The Window class is virtual and can not be used directly as a root instance. Any idea? This isn't possible in the current version of osgWidget. There is a pretty significant distinction between Drawables and Nodes. I'm curious why you want this? There might be a better way to get the results you're seeking w/ existing codestuffs. Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36551#36551 ___ 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] WindowManager lifecycle
On Fri, 2011-02-11 at 18:36 +0100, Gianni Ambrosio wrote: Just one more consideration. In other examples (i.e. osgwidgetlabel) the window manager is not added as child of the camera but createParentOrthoCamera() is used insted. Looking at that code the Window Manager is internally added to the returned camera. It's add as a child to an orthographic camera, which is in turn added to the viewer's default camera. That is pretty standard for 2D HUD. :) Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36568#36568 ___ 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 paging for fast movers?
Hi Duvan, One could use a ReadFileCallback to modify PagedLOD attaching custom CullCallback as they are loaded and have this CullCallback provide that overrides the default PagedLOD::traverse() method and provide a different range that is used for the LOD tests. However, this is all rather convoluted, perhaps just using multiple paging threads and/or tweak rate at which new subgraphs are merged by disabling the pre compile. Please note that pre-compile is currently off by default in recent versions of the OSG, but older versions it was on by default. Robert. On Fri, Feb 11, 2011 at 4:02 PM, Duvan Cope duc...@gmail.com wrote: Hello OSGers! I was wondering what kind of mechanisms OSG currently has, or if there is a plugin, that would allow warping the ranges of predetermined LOD/Tiles from a Terrapage database based on the velocity of the view. So I can use the velocity vector as a bias to allow paging in terrain or higher LOD geometry that is in the path of motion sooner than would normally be done if strictly following the Terrapage Database's data (the created PagedLOD nodes in combination with the DatabasePager from the Txp reader writer). As I see it, I would have to edit the Txp reader writer to incorporate warping the range fields based on the velocity vector myself in its TXPPagedLOD, along with adding the ability to query the view's velocity from the TXPPagedLOD (Adding it to a new node visitor perhaps?). I figure I pose the question before I do anything rash... =P Thanks in advance! ___ 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] Website unreachable
Why is this happening?? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36402#36402 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Porting GraphicsWindowWin32 and PixelBufferWin32 from WGL to EGL
I'd like to port GraphicsWindowWin32 and PixelBufferWin32 to work on EGL as well as WGL. I'd use the PVRVFrame EGL libraries as the target for the port. There's a pending mini-milestone for this at the bottom of the OpenGL-ES support page on the wiki (wiki/Community/OpenGL-ES) but this is pretty old information. I don't want to reinvent the wheel if this has already been done by someone else. Does anyone know the status of this? Thanks, - Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36575#36575 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org