Re: [osg-users] Using Vertex Attributes
There must be something I'm missing. Below is a repro of my problem. This is a modification of the osgvertexattributes sample, from the trunk. Copy/paste the following code after createSimpleTestModel: Code: class MyCallback : public osg::Drawable::ComputeBoundingBoxCallback { public: MyCallback() {} virtual osg::BoundingBox computeBound(const osg::Drawable drawable) const { osg::BoundingBox box(0, 0, 0, 1, 0, 1); return box; } }; osg::Node* createSimpleTestModelATTRIBS() { osg::Group* group = new osg::Group; osg::Geode* geode = new osg::Geode; group-addChild(geode); osg::Geometry* geometry = new osg::Geometry; geometry-setUseDisplayList(false); geode-addDrawable(geometry); osg::Vec3Array* vertices = new osg::Vec3Array; vertices-setName(in_vertex); vertices-push_back(osg::Vec3(0.0,0.0,0.0)); vertices-push_back(osg::Vec3(0.0,0.0,1.0)); vertices-push_back(osg::Vec3(1.0,0.0,0.0)); vertices-push_back(osg::Vec3(1.0,0.0,1.0)); //geometry-setVertexArray(vertices); geometry-setVertexAttribArray(6, vertices); geometry-setVertexAttribNormalize(6, false); geometry-setVertexAttribBinding(6, osg::Geometry::BIND_PER_VERTEX); geometry-setComputeBoundingBoxCallback(new MyCallback()); geometry-addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, 4)); char vertexShaderSource[] = #version 150\n in vec3 in_vertex;\n uniform mat4 osg_ModelViewProjectionMatrix;\n void main(void)\n {\n gl_Position = osg_ModelViewProjectionMatrix * vec4(in_vertex, 1.0);\n }\n; char fragmentShaderSource[] = #version 150\n out vec4 out_fragcolor;\n void main(void)\n {\n out_fragcolor = vec4(1.0, 1.0, 0.0, 1.0);\n }\n; osg::Program* program = new osg::Program; program-addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSource)); program-addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource)); program-addBindAttribLocation(std::string(in_vertex), 6); geometry-getOrCreateStateSet()-setAttribute(program); return group; } Now modify main() so that it reads: Code: bool runConvertToVertexAttributes = true; // Note: true here if (arguments.read(--simple) || arguments.read(--s)) { loadedModel = createSimpleTestModelATTRIBS(); // change the function name } // [...] if (runConvertToVertexAttributes) { // switch on the uniforms that track the modelview and projection matrices osgViewer::Viewer::Windows windows; viewer.getWindows(windows); for(osgViewer::Viewer::Windows::iterator itr = windows.begin(); itr != windows.end(); ++itr) { (*itr)-getState()-setUseModelViewAndProjectionUniforms(true); // Comment out this line (I don't think I need, so I do not use it) //(*itr)-getState()-setUseVertexAttributeAliasing(true); } } Result: nothing shows up. Expected: we should see a square. Now uncomment the setVertexArray line when building the geometry. You will see the square. Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37903#37903 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CMake issue with OpenTheads?
I just tried to regenerate my OSG build system and have come unstuck with an OpenThreads CMake issue, with the directive IF(NOT ANDROID) INCLUDE(CheckAtomicOps) ENDIF() Running CMake 2.8.4 on WinXP with VS2008 Where is the source code: C:/Projects/OSG/OpenSceneGraph/trunk/src Where to build the binaries: C:/Projects/OSG_build/trunk/bin Is it me??? I am following the http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Vi sualStudio guidance. PhilT Check for working C compiler using: Visual Studio 9 2008 Check for working C compiler using: Visual Studio 9 2008 -- works Detecting C compiler ABI info Detecting C compiler ABI info - done Check for working CXX compiler using: Visual Studio 9 2008 Check for working CXX compiler using: Visual Studio 9 2008 -- works Detecting CXX compiler ABI info Detecting CXX compiler ABI info - done CMake Error at OpenThreads/CMakeLists.txt:13 (INCLUDE): include could not find load file: CheckAtomicOps CMake Error: File C:/Projects/OSG/OpenSceneGraph/trunk/src/PlatformSpecifics/Windows/OpenThrea dsVersionInfo.rc.in does not exist. CMake Error at OpenThreads/CMakeLists.txt:42 (CONFIGURE_FILE): configure_file Problem configuring file Looking for include files CMAKE_HAVE_PTHREAD_H Looking for include files CMAKE_HAVE_PTHREAD_H - not found. Found Threads: TRUE CMake Error: File C:/Projects/OSG/OpenSceneGraph/trunk/src/packaging/pkgconfig/openthreads.pc. in does not exist. CMake Error at OpenThreads/CMakeLists.txt:119 (CONFIGURE_FILE): configure_file Problem configuring file CMake Error at osg/CMakeLists.txt:393 (SETUP_LIBRARY): Unknown CMake command SETUP_LIBRARY. CMake Warning (dev) in CMakeLists.txt: No cmake_minimum_required command is present. A line of code such as cmake_minimum_required(VERSION 2.8) should be added at the top of the file. The version specified may be lower if you wish to support older CMake versions for this project. For more information run cmake --help-policy CMP. This warning is for project developers. Use -Wno-dev to suppress it. Configuring incomplete, errors occurred! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Interest in new releases of 2.8.x?
On 3/16/2011 11:27 AM, Chris 'Xenon' Hanson wrote: On 3/16/2011 11:21 AM, Robert Osfield wrote: I'm all for an 2.8.4 release. Excellent. Was there anyone else interested in a 2.8.4 release? Is anyone else using 2.8.3 at this point or is everyone on trunk now? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Interest in new releases of 2.8.x?
Hi Chris, Was there anyone else interested in a 2.8.4 release? Is anyone else using 2.8.3 at this point or is everyone on trunk now? We're using 2.8.3, but we have no real problem waiting for an eventual 3.0 or whatever comes. Off the top of my head, there are no fixes that we absolutely need. That's why I didn't respond to your questions about 2.8.3.1 or 2.8.4... And I guess others are probably in the same position, given the underwhelming response in this thread. Sorry... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using Vertex Attributes
Hi Fred You can check if issue is somehow related to bounds calculation by using setCullingActive(false) on your node or geometry. Cheers, Sergey. 26.03.2011, 12:24, Fred Smith osgfo...@tevs.eu: There must be something I'm missing. Below is a repro of my problem. This is a modification of the osgvertexattributes sample, from the trunk. Copy/paste the following code after createSimpleTestModel: Code: class MyCallback : public osg::Drawable::ComputeBoundingBoxCallback { public: MyCallback() {} virtual osg::BoundingBox computeBound(const osg::Drawable drawable) const { osg::BoundingBox box(0, 0, 0, 1, 0, 1); return box; } }; osg::Node* createSimpleTestModelATTRIBS() { osg::Group* group = new osg::Group; osg::Geode* geode = new osg::Geode; group-addChild(geode); osg::Geometry* geometry = new osg::Geometry; geometry-setUseDisplayList(false); geode-addDrawable(geometry); osg::Vec3Array* vertices = new osg::Vec3Array; vertices-setName(in_vertex); vertices-push_back(osg::Vec3(0.0,0.0,0.0)); vertices-push_back(osg::Vec3(0.0,0.0,1.0)); vertices-push_back(osg::Vec3(1.0,0.0,0.0)); vertices-push_back(osg::Vec3(1.0,0.0,1.0)); //geometry-setVertexArray(vertices); geometry-setVertexAttribArray(6, vertices); geometry-setVertexAttribNormalize(6, false); geometry-setVertexAttribBinding(6, osg::Geometry::BIND_PER_VERTEX); geometry-setComputeBoundingBoxCallback(new MyCallback()); geometry-addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, 4)); char vertexShaderSource[] = #version 150\n in vec3 in_vertex;\n uniform mat4 osg_ModelViewProjectionMatrix;\n void main(void)\n {\n gl_Position = osg_ModelViewProjectionMatrix * vec4(in_vertex, 1.0);\n }\n; char fragmentShaderSource[] = #version 150\n out vec4 out_fragcolor;\n void main(void)\n {\n out_fragcolor = vec4(1.0, 1.0, 0.0, 1.0);\n }\n; osg::Program* program = new osg::Program; program-addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSource)); program-addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource)); program-addBindAttribLocation(std::string(in_vertex), 6); geometry-getOrCreateStateSet()-setAttribute(program); return group; } Now modify main() so that it reads: Code: bool runConvertToVertexAttributes = true; // Note: true here if (arguments.read(--simple) || arguments.read(--s)) { loadedModel = createSimpleTestModelATTRIBS(); // change the function name } // [...] if (runConvertToVertexAttributes) { // switch on the uniforms that track the modelview and projection matrices osgViewer::Viewer::Windows windows; viewer.getWindows(windows); for(osgViewer::Viewer::Windows::iterator itr = windows.begin(); itr != windows.end(); ++itr) { (*itr)-getState()-setUseModelViewAndProjectionUniforms(true); // Comment out this line (I don't think I need, so I do not use it) //(*itr)-getState()-setUseVertexAttributeAliasing(true); } } Result: nothing shows up. Expected: we should see a square. Now uncomment the setVertexArray line when building the geometry. You will see the square. Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37903#37903 ___ 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] Queer Problem: Saved .osg Model and osgViewer showing differences
Hi, I am having a peculiar problem. I am creating a geode and saving it out as a .osg file. I am also adding this to the osgViewer to see the results of creating the geode. However to my surprise, the model looks correct when I see it in my program using an instance osgviewer. As seen in this image: [Image: http://forum.openscenegraph.org/files/viewerofsamefile_177.jpg ] But I do not see the same result when I open the saved .osg file through osgviewer.exe or load it in a 3rd application later on. As seen in this image: [Image: http://forum.openscenegraph.org/files/savednodefile_919.jpg ] I have attached screen shots of both. I cannot figure out why this would happen? Hoping for some help. Thanks Sincerely, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37908#37908 Attachments: http://forum.openscenegraph.org//files/savednodefile_919.jpg http://forum.openscenegraph.org//files/viewerofsamefile_177.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Interest in new releases of 2.8.x?
On 3/26/2011 2:39 PM, Jean-Sébastien Guay wrote: We're using 2.8.3, but we have no real problem waiting for an eventual 3.0 or whatever comes. Off the top of my head, there are no fixes that we absolutely need. That's why I didn't respond to your questions about 2.8.3.1 or 2.8.4... And I guess others are probably in the same position, given the underwhelming response in this thread. Ok, that's good to know. If folks are happy with 2.8.3, good. If not, we should work on addressing the problem. Sorry... J-S -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Queer Problem: Saved .osg Model and osgViewer showing differences
Did you try disabling the osgUtil::Optimizer? export OSG_OPTIMIZER=OFF (or whatever is appropriate for your shell) -Paul On 3/26/2011 2:57 PM, Sanat Talmaki wrote: Hi, I am having a peculiar problem. I am creating a geode and saving it out as a .osg file. I am also adding this to the osgViewer to see the results of creating the geode. However to my surprise, the model looks correct when I see it in my program using an instance osgviewer. As seen in this image: [Image: http://forum.openscenegraph.org/files/viewerofsamefile_177.jpg ] But I do not see the same result when I open the saved .osg file through osgviewer.exe or load it in a 3rd application later on. As seen in this image: [Image: http://forum.openscenegraph.org/files/savednodefile_919.jpg ] I have attached screen shots of both. I cannot figure out why this would happen? Hoping for some help. Thanks Sincerely, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37908#37908 Attachments: http://forum.openscenegraph.org//files/savednodefile_919.jpg http://forum.openscenegraph.org//files/viewerofsamefile_177.jpg ___ 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] Add ancillary data file to an archive
Hello, In my application I need to create a file that consists of essentially an OSGB file plus ancillary data. I have this ancillary data in either an external binary file or an in-memory buffer. I thought I could use osg::Archive to do the archiving and to handle the OSGB data. If I can write a class that derives from osg::Object (called something like AncillaryData) and that implements the interfaces to save/load a memory buffer to an archive, I thought it could fit nicely into the osg::Archive paradigm. AncillaryData would be able to save/load data that is opaque to all of OSG and that is handled only by my application. Would it be a good way to go? Is it better to do it differently? Any pointers? Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Queer Problem: Saved .osg Model and osgViewer showing differences
Hi Paul, I set the OPTIMIZER flag to off in my environment variables in windows. But I still get the same effect. What are the other causes potentially, for this ? Thanks, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37912#37912 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Reading a Tiff out of memory?
Hopefully a quick question Under OS X it's easy to get existing images as tiff's NSImage *theImage = [NSImage imageNamed:@NSExitFullScreenTemplate]; NSData *tiffForm = [theImage TIFFRepresentation]; Where NSExitFullScreenTemplate is a standard system image that the OS manages for us. I've been exploring the osg::Image methods and there doesn't seem to be an easy way to set up an osg::Image using tiff data already residing in memory. Files easy, but I don't see the call for using something already in Ram.. Or am I missing something? Thanks for any advice. Barry Evans Reality is that which, when you stop believing in it, doesn't go away. --Philip K. Dick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org