[osg-users] What status of osgManipulator::Constraint?
Hi, I have discovered some problems with osgManipulator::Constraint such as methods which will never called: bool constrain(TranslateInLineCommand command) const bool constrain(TranslateInPlaneCommand command) const bool constrain(Scale1DCommand command) const bool constrain(Scale2DCommand command) const bool constrain(ScaleUniformCommand command) const Some bugs in osgManipulatro::Dragger's methods addConstraint and removeConstraint. So is osgManipulator::Constraint deprecated or it needed in submissions? Mikhail. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Virtual Planet Builder
Hi Abhishek, The VPB svn/trunk fixes this issue. As Chris says these defines were once provided but then were deprecated so we had to update our sources to handle this. Robert. On Tue, May 24, 2011 at 7:19 PM, abhishek agarwal abhishek0agar...@gmail.com wrote: Hi, i'm new @ vpb.. i was trying to install vpb0.9.10 on ubuntu10.10 when i make then it shows following errors bhishek@abhishek-T12Eg:~/VirtualPlanetBuilder$ make Scanning dependencies of target vpb [ 3%] Building CXX object src/vpb/CMakeFiles/vpb.dir/BuildLog.o [ 6%] Building CXX object src/vpb/CMakeFiles/vpb.dir/BuildOperation.o [ 9%] Building CXX object src/vpb/CMakeFiles/vpb.dir/BuildOptions.o [ 12%] Building CXX object src/vpb/CMakeFiles/vpb.dir/BuildOptionsIO.o [ 15%] Building CXX object src/vpb/CMakeFiles/vpb.dir/Commandline.o [ 18%] Building CXX object src/vpb/CMakeFiles/vpb.dir/DatabaseBuilder.o [ 21%] Building CXX object src/vpb/CMakeFiles/vpb.dir/DatabaseBuilderIO.o [ 24%] Building CXX object src/vpb/CMakeFiles/vpb.dir/DataSet.o [ 27%] Building CXX object src/vpb/CMakeFiles/vpb.dir/Date.o [ 30%] Building CXX object src/vpb/CMakeFiles/vpb.dir/Destination.o [ 33%] Building CXX object src/vpb/CMakeFiles/vpb.dir/ExtrudeVisitor.o [ 36%] Building CXX object src/vpb/CMakeFiles/vpb.dir/FileCache.o [ 39%] Building CXX object src/vpb/CMakeFiles/vpb.dir/FileDetails.o [ 42%] Building CXX object src/vpb/CMakeFiles/vpb.dir/FileUtils.o [ 45%] Building CXX object src/vpb/CMakeFiles/vpb.dir/FilePathManager.o [ 48%] Building CXX object src/vpb/CMakeFiles/vpb.dir/GeospatialDataset.o [ 51%] Building CXX object src/vpb/CMakeFiles/vpb.dir/HeightFieldMapper.o [ 54%] Building CXX object src/vpb/CMakeFiles/vpb.dir/MachinePool.o [ 57%] Building CXX object src/vpb/CMakeFiles/vpb.dir/ObjectPlacer.o [ 60%] Building CXX object src/vpb/CMakeFiles/vpb.dir/PropertyFile.o /home/abhishek/VirtualPlanetBuilder/src/vpb/PropertyFile.cpp: In constructor ‘vpb::FileProxy::FileProxy(const std::string)’: /home/abhishek/VirtualPlanetBuilder/src/vpb/PropertyFile.cpp:51: error: ‘S_IREAD’ was not declared in this scope /home/abhishek/VirtualPlanetBuilder/src/vpb/PropertyFile.cpp:51: error: ‘S_IWRITE’ was not declared in this scope make[2]: *** [src/vpb/CMakeFiles/vpb.dir/PropertyFile.o] Error 1 make[1]: *** [src/vpb/CMakeFiles/vpb.dir/all] Error 2 make: *** [all] Error 2 abhishek@abhishek-T12Eg:~/VirtualPlanetBuilder$ can you help me ? waiting for reply. Thank you! Cheers, abhishek -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39672#39672 ___ 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] What status of osgManipulator::Constraint?
Hi Mikhail, I'm not the original author of osgManipulator, and alas, the original author hasn't contributed since submitting, so it's now down the us to maintain it. I did some updates to it last year to fix some issue, but can't claim to be an expert and certainly can't off the top of my head make too much sense of your email just based on method names. I also don't know if you are referring to svn/trunk, 2.9.x or a previous stable release. I would suggest moving to svn/trunk or a recent 2.9.x dev release for discussion purposes as these contain the improvements I made. Robert. On Wed, May 25, 2011 at 7:13 AM, Mikhail I. Izmestev izmmish...@gmail.com wrote: Hi, I have discovered some problems with osgManipulator::Constraint such as methods which will never called: bool constrain(TranslateInLineCommand command) const bool constrain(TranslateInPlaneCommand command) const bool constrain(Scale1DCommand command) const bool constrain(Scale2DCommand command) const bool constrain(ScaleUniformCommand command) const Some bugs in osgManipulatro::Dragger's methods addConstraint and removeConstraint. So is osgManipulator::Constraint deprecated or it needed in submissions? Mikhail. ___ 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] What status of osgManipulator::Constraint?
Hi Robert, Yes, I'm talking about latest svn/trunk version. Bug in Dragger::addConstraint using = instead == void Dragger::addConstraint(Constraint* constraint) { // check to make sure constaint hasn't already been attached. for(Constraints::iterator itr = _constraints.begin(); itr != _constraints.end(); ++itr) { if (*itr = constraint) return; } _constraints.push_back(constraint); } same bug in Dragger::removeConstraint. About constrain methods of Constraint class, Dragger::dispatch can only call bool constrain(MotionCommand) const void Dragger::dispatch(MotionCommand command) { // apply any constraints for(Constraints::iterator itr = _constraints.begin(); itr != _constraints.end(); ++itr) { (*itr)-constrain(command); } // move self getParentDragger()-receive(command); for(DraggerCallbacks::iterator itr = getParentDragger()-getDraggerCallbacks().begin(); itr != getParentDragger()-getDraggerCallbacks().end(); ++itr) { (*itr)-receive(command); } } Same feature/bug with DraggerCallback::receive methods. Mikhail. 25.05.2011 10:52, Robert Osfield wrote: Hi Mikhail, I'm not the original author of osgManipulator, and alas, the original author hasn't contributed since submitting, so it's now down the us to maintain it. I did some updates to it last year to fix some issue, but can't claim to be an expert and certainly can't off the top of my head make too much sense of your email just based on method names. I also don't know if you are referring to svn/trunk, 2.9.x or a previous stable release. I would suggest moving to svn/trunk or a recent 2.9.x dev release for discussion purposes as these contain the improvements I made. Robert. On Wed, May 25, 2011 at 7:13 AM, Mikhail I. Izmestev izmmish...@gmail.com wrote: Hi, I have discovered some problems with osgManipulator::Constraint such as methods which will never called: bool constrain(TranslateInLineCommand command) const bool constrain(TranslateInPlaneCommand command) const bool constrain(Scale1DCommand command) const bool constrain(Scale2DCommand command) const bool constrain(ScaleUniformCommand command) const Some bugs in osgManipulatro::Dragger's methods addConstraint and removeConstraint. So is osgManipulator::Constraint deprecated or it needed in submissions? Mikhail. ___ 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] What status of osgManipulator::Constraint?
Hi Mikhail, Thanks for the explanation. Could you post fixes to osg-submissions so I can review them and merge the bug fixes. I'm not yet clear on the disaptch issue, is it that any sublcass from MotionCommand will be ast to MotionCommand and then handled by all the contraints as a MotionCommand rather than the subclass? If so then this is a design issue rather than a local bug. Cheers, Robert. On Wed, May 25, 2011 at 8:08 AM, Mikhail I. Izmestev izmmish...@gmail.com wrote: Hi Robert, Yes, I'm talking about latest svn/trunk version. Bug in Dragger::addConstraint using = instead == void Dragger::addConstraint(Constraint* constraint) { // check to make sure constaint hasn't already been attached. for(Constraints::iterator itr = _constraints.begin(); itr != _constraints.end(); ++itr) { if (*itr = constraint) return; } _constraints.push_back(constraint); } same bug in Dragger::removeConstraint. About constrain methods of Constraint class, Dragger::dispatch can only call bool constrain(MotionCommand) const void Dragger::dispatch(MotionCommand command) { // apply any constraints for(Constraints::iterator itr = _constraints.begin(); itr != _constraints.end(); ++itr) { (*itr)-constrain(command); } // move self getParentDragger()-receive(command); for(DraggerCallbacks::iterator itr = getParentDragger()-getDraggerCallbacks().begin(); itr != getParentDragger()-getDraggerCallbacks().end(); ++itr) { (*itr)-receive(command); } } Same feature/bug with DraggerCallback::receive methods. Mikhail. 25.05.2011 10:52, Robert Osfield wrote: Hi Mikhail, I'm not the original author of osgManipulator, and alas, the original author hasn't contributed since submitting, so it's now down the us to maintain it. I did some updates to it last year to fix some issue, but can't claim to be an expert and certainly can't off the top of my head make too much sense of your email just based on method names. I also don't know if you are referring to svn/trunk, 2.9.x or a previous stable release. I would suggest moving to svn/trunk or a recent 2.9.x dev release for discussion purposes as these contain the improvements I made. Robert. On Wed, May 25, 2011 at 7:13 AM, Mikhail I. Izmestev izmmish...@gmail.com wrote: Hi, I have discovered some problems with osgManipulator::Constraint such as methods which will never called: bool constrain(TranslateInLineCommand command) const bool constrain(TranslateInPlaneCommand command) const bool constrain(Scale1DCommand command) const bool constrain(Scale2DCommand command) const bool constrain(ScaleUniformCommand command) const Some bugs in osgManipulatro::Dragger's methods addConstraint and removeConstraint. So is osgManipulator::Constraint deprecated or it needed in submissions? Mikhail. ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What status of osgManipulator::Constraint?
Hi Robert, 25.05.2011 11:53, Robert Osfield wrote: Hi Mikhail, Thanks for the explanation. Could you post fixes to osg-submissions so I can review them and merge the bug fixes. I'm not yet clear on the disaptch issue, is it that any sublcass from MotionCommand will be ast to MotionCommand and then handled by all the contraints as a MotionCommand rather than the subclass? If so then this is a design issue rather than a local bug. For example you can take a look to RotateCylinderDragger, it create Rotate3DCommand and pass it to dispatch method. Only for that reason I believed that Constraint is deprecated. Cheers, Robert. On Wed, May 25, 2011 at 8:08 AM, Mikhail I. Izmestev izmmish...@gmail.com wrote: Hi Robert, Yes, I'm talking about latest svn/trunk version. Bug in Dragger::addConstraint using = instead == void Dragger::addConstraint(Constraint* constraint) { // check to make sure constaint hasn't already been attached. for(Constraints::iterator itr = _constraints.begin(); itr != _constraints.end(); ++itr) { if (*itr = constraint) return; } _constraints.push_back(constraint); } same bug in Dragger::removeConstraint. About constrain methods of Constraint class, Dragger::dispatch can only call bool constrain(MotionCommand) const void Dragger::dispatch(MotionCommand command) { // apply any constraints for(Constraints::iterator itr = _constraints.begin(); itr != _constraints.end(); ++itr) { (*itr)-constrain(command); } // move self getParentDragger()-receive(command); for(DraggerCallbacks::iterator itr = getParentDragger()-getDraggerCallbacks().begin(); itr != getParentDragger()-getDraggerCallbacks().end(); ++itr) { (*itr)-receive(command); } } Same feature/bug with DraggerCallback::receive methods. Mikhail. 25.05.2011 10:52, Robert Osfield wrote: Hi Mikhail, I'm not the original author of osgManipulator, and alas, the original author hasn't contributed since submitting, so it's now down the us to maintain it. I did some updates to it last year to fix some issue, but can't claim to be an expert and certainly can't off the top of my head make too much sense of your email just based on method names. I also don't know if you are referring to svn/trunk, 2.9.x or a previous stable release. I would suggest moving to svn/trunk or a recent 2.9.x dev release for discussion purposes as these contain the improvements I made. Robert. On Wed, May 25, 2011 at 7:13 AM, Mikhail I. Izmestev izmmish...@gmail.comwrote: Hi, I have discovered some problems with osgManipulator::Constraint such as methods which will never called: bool constrain(TranslateInLineCommandcommand) const bool constrain(TranslateInPlaneCommandcommand) const bool constrain(Scale1DCommandcommand) const bool constrain(Scale2DCommandcommand) const bool constrain(ScaleUniformCommandcommand) const Some bugs in osgManipulatro::Dragger's methods addConstraint and removeConstraint. So is osgManipulator::Constraint deprecated or it needed in submissions? Mikhail. ___ 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 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] What status of osgManipulator::Constraint?
Hi Mikhail, On Wed, May 25, 2011 at 9:10 AM, Mikhail I. Izmestev izmmish...@gmail.com wrote: For example you can take a look to RotateCylinderDragger, it create Rotate3DCommand and pass it to dispatch method. I'm afraid this doesn't explain what the problem is. Could you please explain the mechanics of the problem rather than just throw out various class names as I can't second guess what problems you have identified. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What status of osgManipulator::Constraint?
25.05.2011 12:29, Robert Osfield wrote: Hi Mikhail, On Wed, May 25, 2011 at 9:10 AM, Mikhail I. Izmestev izmmish...@gmail.com wrote: For example you can take a look to RotateCylinderDragger, it create Rotate3DCommand and pass it to dispatch method. I'm afraid this doesn't explain what the problem is. Could you please explain the mechanics of the problem rather than just throw out various class names as I can't second guess what problems you have identified. Robert. Ok, Constraint class have methods virtual bool constrain(MotionCommand) const virtual bool constrain(TranslateInLineCommand command) const virtual bool constrain(TranslateInPlaneCommand command) const virtual bool constrain(Scale1DCommand command) const virtual bool constrain(Scale2DCommand command) const virtual bool constrain(ScaleUniformCommand command) const And DraggerCallback class have methods virtual bool receive(const MotionCommand) virtual bool receive(const TranslateInLineCommand command) virtual bool receive(const TranslateInPlaneCommand command) virtual bool receive(const Scale1DCommand command) virtual bool receive(const Scale2DCommand command) virtual bool receive(const ScaleUniformCommand command) virtual bool receive(const Rotate3DCommand command) piece of code of RotateCylinderDragger::handle code ... osg::ref_ptrRotate3DCommand cmd = new Rotate3DCommand(); cmd-setStage(MotionCommand::MOVE); cmd-setLocalToWorldAndWorldToLocal(_startLocalToWorld,_startWorldToLocal); cmd-setRotation(rotation); // Dispatch command. dispatch(*cmd); ... /code As you can see there is used Rotate3DCommand, what we would expect from DraggerCallback attached to this Dragger, call of bool receive(const Rotate3DCommand command) or bool receive(const MotionCommand) ? Now see dispatch method void Dragger::dispatch(MotionCommand command) { // apply any constraints for(Constraints::iterator itr = _constraints.begin(); itr != _constraints.end(); ++itr) { (*itr)-constrain(command); } // move self getParentDragger()-receive(command); for(DraggerCallbacks::iterator itr = getParentDragger()-getDraggerCallbacks().begin(); itr != getParentDragger()-getDraggerCallbacks().end(); ++itr) { (*itr)-receive(command); } } and we see what would be called bool receive(const MotionCommand) Mikhail. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What status of osgManipulator::Constraint?
HI Mikhail, So the problem is the the Rotate3DCommnd is being upcast to the base class MotionCommand and then never the Constraint and DraggerCallbacks only have their constrain(MotionCommand)/recive(MotionCommand) methods called rather than the original subclass method i,e, constain(Rotate3DCommand) and recive(Rotate3DCommand)? If so then the problem looks to be one that would need tackling via a double dispatch vistor pattern solution like used in osg::Node::accept(NodeVisitor)/osg::NodeVisitor::apply(Node). I am on the right track? Robert. On Wed, May 25, 2011 at 10:09 AM, Mikhail I. Izmestev izmmish...@gmail.com wrote: 25.05.2011 12:29, Robert Osfield wrote: Hi Mikhail, On Wed, May 25, 2011 at 9:10 AM, Mikhail I. Izmestev izmmish...@gmail.com wrote: For example you can take a look to RotateCylinderDragger, it create Rotate3DCommand and pass it to dispatch method. I'm afraid this doesn't explain what the problem is. Could you please explain the mechanics of the problem rather than just throw out various class names as I can't second guess what problems you have identified. Robert. Ok, Constraint class have methods virtual bool constrain(MotionCommand) const virtual bool constrain(TranslateInLineCommand command) const virtual bool constrain(TranslateInPlaneCommand command) const virtual bool constrain(Scale1DCommand command) const virtual bool constrain(Scale2DCommand command) const virtual bool constrain(ScaleUniformCommand command) const And DraggerCallback class have methods virtual bool receive(const MotionCommand) virtual bool receive(const TranslateInLineCommand command) virtual bool receive(const TranslateInPlaneCommand command) virtual bool receive(const Scale1DCommand command) virtual bool receive(const Scale2DCommand command) virtual bool receive(const ScaleUniformCommand command) virtual bool receive(const Rotate3DCommand command) piece of code of RotateCylinderDragger::handle code ... osg::ref_ptrRotate3DCommand cmd = new Rotate3DCommand(); cmd-setStage(MotionCommand::MOVE); cmd-setLocalToWorldAndWorldToLocal(_startLocalToWorld,_startWorldToLocal); cmd-setRotation(rotation); // Dispatch command. dispatch(*cmd); ... /code As you can see there is used Rotate3DCommand, what we would expect from DraggerCallback attached to this Dragger, call of bool receive(const Rotate3DCommand command) or bool receive(const MotionCommand) ? Now see dispatch method void Dragger::dispatch(MotionCommand command) { // apply any constraints for(Constraints::iterator itr = _constraints.begin(); itr != _constraints.end(); ++itr) { (*itr)-constrain(command); } // move self getParentDragger()-receive(command); for(DraggerCallbacks::iterator itr = getParentDragger()-getDraggerCallbacks().begin(); itr != getParentDragger()-getDraggerCallbacks().end(); ++itr) { (*itr)-receive(command); } } and we see what would be called bool receive(const MotionCommand) Mikhail. ___ 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] What status of osgManipulator::Constraint?
Hi Robert, 25.05.2011 13:25, Robert Osfield wrote: HI Mikhail, So the problem is the the Rotate3DCommnd is being upcast to the base class MotionCommand and then never the Constraint and DraggerCallbacks only have their constrain(MotionCommand)/recive(MotionCommand) methods called rather than the original subclass method i,e, constain(Rotate3DCommand) and recive(Rotate3DCommand)? Yes, it is. If so then the problem looks to be one that would need tackling via a double dispatch vistor pattern solution like used in osg::Node::accept(NodeVisitor)/osg::NodeVisitor::apply(Node). I am on the right track? Yes, you are right. Mikhail. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Change oagAnimation channels properties
Hi, I'm working with morphing, and I need to add a property of intensity. I thought it as follows: Code: osgAnimation::FloatLinearChannel* channel0 = new osgAnimation::FloatLinearChannel; channel0-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::FloatKeyframe(0,0.0)); channel0-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::FloatKeyframe(0.5,intensity)); //intensity 0-1 channel0-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::FloatKeyframe(1.0,0.0)); channel0-setTargetName(); channel0-setName(0); animList[num].get()-getChannels().clear(); animList[num].get()-addChannel(channel0); animList[num].get()-computeDuration(); But if I change the channel to animation in this way, the animation stops working. Any other way to do this? Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39694#39694 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgtext::text 2lines?
Hi, i want to add a second line to a osgtext::text and tried it with \n, br and [br] but nothing will work. So I'm looking for a funktion to do this. I Add a std::string as Text to my Text an would like to place the linebreak in it. Thanks for your help Cheers, Christoph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39695#39695 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Zip plugin
Hi Robert I just checked out the latest trunk and when trying to run cmake got an error that zipArchive.h and cpp where missing from the zip plugin. I checked the folder and they were indeed missing. just a heads up Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] model placing using osgdem
Hi Mr. Glenn Do you mean to create a .earth file that loads the terrain and model files. I tried that today. But it doesn't get loaded. Also I want to know in detail how the earth file will be, if a model to be added. Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39698#39698 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Maya2OSG patches
The replacement of that inline function with a macro removes the type-safety offered by C++ and makes the code more accident prone. I did the static-casts with the multiple parameters because the parameters to the function aren't necessarily always the same type. Looking into it further, a single parameter, which is manually specified when in doubt, seems to be the smartest solution, since it makes it explicit at the point of the call what precision is being used when it is ambiguous. I've attached files for an updated function which combines the best of all solutions so far: template function with a single parameter, body uses osg::absolute to simplify expression, and one explicit specification of the template parameter in calling code. Simpler and more explicit all around, I think - hopefully this will be acceptable. It build cleanly here: windows, vc9, maya 2012 x64 Ryan On Tue, May 24, 2011 at 5:20 PM, Javier Taibo javier.ta...@gmail.comwrote: Thanks for the fixes. Changes are now committed to svn trunk. About the second issue, it seems a much complicated piece of code for what it's doing. I suggest this lighter and cleaner alternative instead of a template with three different typename parameters and the huge expression with four static_cast. #define inTolerance(base, match, tolerance) ( osg::absolute((base)-(match)) tolerance ) However, this part of the code was written by Peter Particle, so I'll redirect to him both proposals. Meanwhile, can you test if it is working for you right now? Regards, On Tue, May 24, 2011 at 11:08 PM, Ryan Pavlik rpav...@iastate.edu wrote: The changes to osgpreview.cpp are for the first issue, while the changes to utility.h are for the second way of solving the second issue. Ryan On Tue, May 24, 2011 at 12:59 PM, Javier Taibo javier.ta...@gmail.com wrote: Hi Ryan, Thank you for the patches. Can you send the whole files instead of patches, please? You can zip all files together to make it easy. Thank you! Best Regards, On Tue, May 24, 2011 at 7:28 PM, Ryan Pavlik rpav...@iastate.edu wrote: Hello all, I've attached small patches to two issues I've found with Maya2OSG. One allows it to build successfully with the current 2.8 branch - there are some manipulators not available in this branch so we just disable them by checking the osg version. The other issue was ambiguity in calling inTolerance, preventing me from building successfully on VC9 x64. I solved this two different ways: take your pick of which way you prefer. I've made inTolerance a template function with a single parameter type and explicitly specified the template parameter in the one case. (fix-vc9-build) inTolerance is a template function with three parameter types, and static_casts all arguments to the type of the tolerance parameter before doing math. This one doesn't require explicit template param specification, and seems more correct to me, or at least more explicit in how it works. I personally prefer this one. (alternate-fix-build) These patches were made against the latest svn trunk of maya2osg using tortoisesvn. Ryan -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Javier Taibo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Javier Taibo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com #ifndef _ANIMATION_H_ #define _ANIMATION_H_ #include utility.h // - Maya --- #include maya/MTime.h //#include maya/MDagNode.h //#include maya/MDagPath.h #include maya/MIntArray.h #include maya/MPlugArray.h #include maya/MAnimControl.h #include maya/MDoubleArray.h #include maya/MObjectArray.h #include maya/MStringArray.h // - OSG
Re: [osg-users] osgtext::text 2lines?
On Wed, 2011-05-25 at 12:25 +0200, Christoph Gill wrote: Hi, i want to add a second line to a osgtext::text and tried it with \n, br and [br] but nothing will work. So I'm looking for a funktion to do this. I Add a std::string as Text to my Text an would like to place the linebreak in it. Thanks for your help I'm 100% sure this works. There's something else going on with your code. Can you paste a small example? Cheers, Christoph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39695#39695 ___ 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] osg Widget image transparent
thank you very much, solved! :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39703#39703 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Change osgAnimation channels properties
Ok, I've managed to do as follows: Code: template typename ChannelType, typename ContainerType void setKeyFrameValues(ChannelType* pChannel,float value, double time) { ContainerType* kfc = pChannel-getSamplerTyped()-getKeyframeContainerTyped(); if(!kfc){return;} int closestFrame = -1; double closestDiff = 9.99f; //loop all the keys for(unsigned int i=0; ikfc-size(); i++) { double diff = fabs(time - (*kfc)[i].getTime()); if( diff closestDiff){ closestFrame = i; closestDiff = diff; } } (*kfc)[closestFrame].setValue(value); ... for (unsigned int i = 0; i m_animationManager-getAnimationList()[id]-getChannels().size(); i++) { osgAnimation::Channel* pChannel = m_animationManager-getAnimationList()[id]-getChannels()[i].get(); osgAnimation::FloatLinearChannel* pFlc = dynamic_castosgAnimation::FloatLinearChannel*(pChannel); if (pFlc) { setKeyFrameValues/osgAnimation::FloatLinearChannel, osgAnimation::FloatKeyframeContainer(pFlc, intensity, time); continue; } } } But, for example, for an animation loaded from a fbx file, how can I change Vec2CubicBezierChannel channels? Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39705#39705 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Virtual Planet Builder
Hi, Thank you Chris Robert I changed S_IREAD to S_IRUSR S_IWRITE to S_IWUSR .. and it worked.. Now i'm stuck wid new problem... abhishek@abhishek-T12Eg:~$ osgdem --xx 10 --yy 10 -t ps_texture_16k.tif \ --xx 10 --yy 10 -d ps_height_16k.tif \ -l 8 -v 0.1 -o puget.ive pegout.osga osgdem: error while loading shared libraries: libvpb.so.10: cannot open shared object file: No such file or directory abhishek@abhishek-T12Eg:~$ osgdem osgdem: error while loading shared libraries: libvpb.so.10: cannot open shared object file: No such file or directory abhishek@abhishek-T12Eg:~$ can u help me?? thank you waiting for reply Thank you! Cheers, abhishek -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39708#39708 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO incosistencies between 2.8 and 2.912
Hi Dimi, I have now recreated the issue on my system using your example. I used the attached CMakeLists.txt to compile, this might help others recreate the problem as well. As for the cause of the problem I can't yet say. Unfortunately I've run out of working day so will need to come back to this tomorow. Robert. On Thu, May 19, 2011 at 2:21 PM, dimi christop dimi_chris...@yahoo.com wrote: Hi Robert, this is exactly what I did, I called dirty on the vertexArray which is passed each frame to the geometry using geom-setVertexArray(vcoords); vcoords-dirty(); The problem was that, it screws up all other attached geometry arrays like (colors, normals, texcoords) which do not change This behavior does not occur when the geometry is not specified as VBO or in 2.8. I can try to call dirty on all arrays whether they change or not, but it does not seem logical. I attach a small example which show the problem (along with the makefile). The example changes vertexArrays of a VBO geometry (a cube) at runtime using 2 different vertexArrays. You should see a pulsating colored, textured cube if it runs fine. Commenting/Uncommenting the dirty calls make, or disabling the VBO makes it clear. Dimi - Original Message From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thu, May 19, 2011 3:52:06 PM Subject: Re: [osg-users] VBO incosistencies between 2.8 and 2.912 Hi Dimi, The buffer object support in the OSG has been revamped and in theory should be robust and flexible... but like all code there is a chance for regressions so wide spread testing it neccessary. Whether in this instance there is an actual bug, or just a different behaviour I can't say as I haven't tested your code. As a quick test I would suggest calling dirty on each array your modiy. Robert. On Thu, May 19, 2011 at 1:37 PM, dimi christop dimi_chris...@yahoo.com wrote: Hi, I recently upgraded my code base to 2.912 (Linux, GTX 280) , unfortunately my GPU morphing code stopped working. I use VBO, GLSL and vertex attributes to copy the changing morph shapes and do the interpolation on the GPU. After searching for the problem I found that when I declared a geometry as VBO // Disable Display lists and setup Vertex Buffer Objects geom-setUseDisplayList (false); geom-setUseVertexBufferObjects(true); osg::VertexBufferObject* df = geom-getOrCreateVertexBufferObject(); df-setUsage (GL_STREAM_DRAW); the subsequent commands during the update which changed the vertexArray had no effect and produced random triangles on the screen. geom-setVertexArray(vcoords); Because of the many morph shapes, I have many vertex arrays preallocated and pass them to the geometry based on a time. I do not copy assign to the vertex array of the geometry for speed reasons. As I said in the 2.8 version everything worked fine. When change the code to issued a dirty on the vertex arrays vcoords-dirty() the shape morphed correctly but the color, normal, texcoord arrays (which do not morph) did not show up correctly. Has anyone any idea what changed between the 2.8-2.912 versions. I was under the impression that issuing a setVertexArray command calls dirty() at least on the geometry array. Is it therefore mandatory to issue a dirty() call for all arrays (color, normal, texcoords) assigned to the geometry? Please note then when I disable the VBO usage, a single dirty() call on the vertexarray works and the other arrays show up normal. Thank you in advance Dimi ___ 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 cmake_minimum_required(VERSION 2.6) PROJECT(vbotest) SET(CMAKE_MODULE_PATH ${vbotest_SOURCE_DIR};${CMAKE_MODULE_PATH}) FIND_PACKAGE(OpenThreads) FIND_PACKAGE(osg) FIND_PACKAGE(osgDB) FIND_PACKAGE(osgViewer) SET(SOURCES osggpumorph.cpp ) INCLUDE_DIRECTORIES(${OPENTHREADS_INCLUDE_DIR} ${OSG_INCLUDE_DIR}) LINK_DIRECTORIES(${OSG_LIB_DIR}) ADD_EXECUTABLE(vbotest ${SOURCES}) TARGET_LINK_LIBRARIES(vbotest ${OSG_LIBRARY} ${OSGVIEWER_LIBRARY} ${OPENTHREADS_LIBRARY}) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Virtual Planet Builder
On 5/25/2011 10:40 AM, abhishek agarwal wrote: abhishek@abhishek-T12Eg:~$ osgdem --xx 10 --yy 10 -t ps_texture_16k.tif \ --xx 10 --yy 10 -d ps_height_16k.tif \ -l 8 -v 0.1 -o puget.ive pegout.osga osgdem: error while loading shared libraries: libvpb.so.10: cannot open shared object file: No such file or directory abhishek@abhishek-T12Eg:~$ osgdem osgdem: error while loading shared libraries: libvpb.so.10: cannot open shared object file: No such file or directory abhishek@abhishek-T12Eg:~$ It can't find the libvpb.so.10 file. You need to figure out where this file is, and where VPB is searching for it. Look into Linux's LD_LIBRARY_PATH and OSG's OSG_LIBRARY_PATH. -- 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
[osg-users] Merging multiple textures
Hi, I have a large number of 3d models(1000's), each model has dozens of textures in bmp format at 1024. I want to try to automate a process that will lower the resolution and merge the textures so I have less textures whilst maintaing the uv coords. Is this possible using OSG? I have seen mention of the Texture Atlas class, is this able to do this? Also is it able to change the texture format to jpeg or dds? ... Thank you! Cheers, karl -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39712#39712 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Merging multiple textures
On 5/25/2011 1:29 PM, karl jones wrote: Hi, I have a large number of 3d models(1000's), each model has dozens of textures in bmp format at 1024. I want to try to automate a process that will lower the resolution and merge the textures so I have less textures whilst maintaing the uv coords. Is this possible using OSG? I have seen mention of the Texture Atlas class, is this able to do this? Texture atlas merges textures as you describe. It does not explicitly change resolution. You could always use something like Photoshop's Automate tool, or countless other tools to resize the merged textures. OGL texture coordinates are normalized, so they don't care what the actual image size is. Also is it able to change the texture format to jpeg or dds? No, but you could do this during the resize process, and then do a search and replace of your model files (depending on the format) to rewrite the image file extension. -- 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] Merging multiple textures
Changing to JPG will not save you any graphics memory only some disk space, as the images have to be uncompressed when read, if you want a compressed format that can go to the card compressed use should use the DDS format You can use many programs to batch resize your textures and convert formats, I tend use ThumbsPlus, for resizing this you will not need to worry about UV's Note texture atlases/composites only work if you're not repeating the texture in any way Gordon Tomlinson System Engineering Consultant Overwatch® An Operating Unit of Textron Systems __ WARNING: Documents that can be viewed, printed or retrieved from this E-Mail may contain technical data whose export is restricted by the Arms Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not be exported, released or disclosed to non-U.S. persons (i.e. persons who are not U.S. citizens or lawful permanent residents [green card holders]) inside or outside the United States, without first obtaining an export license. Violations of these export laws are subject to severe civil, criminal and administrative penalties. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of karl jones Sent: Wednesday, May 25, 2011 3:29 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Merging multiple textures Hi, I have a large number of 3d models(1000's), each model has dozens of textures in bmp format at 1024. I want to try to automate a process that will lower the resolution and merge the textures so I have less textures whilst maintaing the uv coords. Is this possible using OSG? I have seen mention of the Texture Atlas class, is this able to do this? Also is it able to change the texture format to jpeg or dds? ... Thank you! Cheers, karl -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39712#39712 ___ 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] Merging multiple textures
Hi, Texture Atlas can be used for solving your task. you can learn how to use this class in Optimizer.cpp. Regards, //Phummipat On Wed, May 25, 2011 at 9:29 PM, karl jones karl...@yahoo.com wrote: Hi, I have a large number of 3d models(1000's), each model has dozens of textures in bmp format at 1024. I want to try to automate a process that will lower the resolution and merge the textures so I have less textures whilst maintaing the uv coords. Is this possible using OSG? I have seen mention of the Texture Atlas class, is this able to do this? Also is it able to change the texture format to jpeg or dds? ... Thank you! Cheers, karl -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39712#39712 ___ 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] How to make attenuation of Points?
hello robert: After reading the GL_POINT_DISTANCE_ATTENUATION docs...i tried with osg there's no GL_POINT_DISTANCE_ATTENUATION definition in GL.h only: GL_POINT_SMOOTH GL_POINT_SIZE GL_POINT_SIZE_RANGE GL_POINT_SIZE_GRANULARITY regarding to GL_POINT Is there any example about using GL_POINT_DISTANCE_ATTENUATION to active point size distance attenuation in OSG? THanks a lot ... Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39714#39714 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Merging multiple textures
Hi, Thanks guys, sounds like the Texture Atlas is just what i need. I have no repeating effects on the textures so they should be perfect, i can lower the resolution and convert after the merging. ... Thank you! Cheers, karl -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39718#39718 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO incosistencies between 2.8 and 2.912
Hi Robert thanks for looking into it. I also have spend the last days a few hours looking at the src and comparing 2.8 and 2.912, there seem to be a lot of changes in the BufferObjects and VertexBufferObjects. Especially the way the Arrays are Dirtied when setVertexArray is called. Unfortunately I got lost in the classes and indirections and could not locate anything specific. I managed to observe one strange thing however. If you dont call setVertexArray() in order to substitute a new array but take the pointer of it and copy over the new values (using a for loop for example) then a calling dirty() on this vertexArray works as expected and does not invalidate all the other arrays (texcoords, normal, color). I can send you a small example as soon as I get back to work tomorrow. Dimi - Original Message From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Wed, May 25, 2011 7:51:01 PM Subject: Re: [osg-users] VBO incosistencies between 2.8 and 2.912 Hi Dimi, I have now recreated the issue on my system using your example. I used the attached CMakeLists.txt to compile, this might help others recreate the problem as well. As for the cause of the problem I can't yet say. Unfortunately I've run out of working day so will need to come back to this tomorow. Robert. On Thu, May 19, 2011 at 2:21 PM, dimi christop dimi_chris...@yahoo.com wrote: Hi Robert, this is exactly what I did, I called dirty on the vertexArray which is passed each frame to the geometry using geom-setVertexArray(vcoords); vcoords-dirty(); The problem was that, it screws up all other attached geometry arrays like (colors, normals, texcoords) which do not change This behavior does not occur when the geometry is not specified as VBO or in 2.8. I can try to call dirty on all arrays whether they change or not, but it does not seem logical. I attach a small example which show the problem (along with the makefile). The example changes vertexArrays of a VBO geometry (a cube) at runtime using 2 different vertexArrays. You should see a pulsating colored, textured cube if it runs fine. Commenting/Uncommenting the dirty calls make, or disabling the VBO makes it clear. Dimi - Original Message From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thu, May 19, 2011 3:52:06 PM Subject: Re: [osg-users] VBO incosistencies between 2.8 and 2.912 Hi Dimi, The buffer object support in the OSG has been revamped and in theory should be robust and flexible... but like all code there is a chance for regressions so wide spread testing it neccessary. Whether in this instance there is an actual bug, or just a different behaviour I can't say as I haven't tested your code. As a quick test I would suggest calling dirty on each array your modiy. Robert. On Thu, May 19, 2011 at 1:37 PM, dimi christop dimi_chris...@yahoo.com wrote: Hi, I recently upgraded my code base to 2.912 (Linux, GTX 280) , unfortunately my GPU morphing code stopped working. I use VBO, GLSL and vertex attributes to copy the changing morph shapes and do the interpolation on the GPU. After searching for the problem I found that when I declared a geometry as VBO // Disable Display lists and setup Vertex Buffer Objects geom-setUseDisplayList (false); geom-setUseVertexBufferObjects(true); osg::VertexBufferObject* df = geom-getOrCreateVertexBufferObject(); df-setUsage (GL_STREAM_DRAW); the subsequent commands during the update which changed the vertexArray had no effect and produced random triangles on the screen. geom-setVertexArray(vcoords); Because of the many morph shapes, I have many vertex arrays preallocated and pass them to the geometry based on a time. I do not copy assign to the vertex array of the geometry for speed reasons. As I said in the 2.8 version everything worked fine. When change the code to issued a dirty on the vertex arrays vcoords-dirty() the shape morphed correctly but the color, normal, texcoord arrays (which do not morph) did not show up correctly. Has anyone any idea what changed between the 2.8-2.912 versions. I was under the impression that issuing a setVertexArray command calls dirty() at least on the geometry array. Is it therefore mandatory to issue a dirty() call for all arrays (color, normal, texcoords) assigned to the geometry? Please note then when I disable the VBO usage, a single dirty() call on the vertexarray works and the other arrays show up normal. Thank you in advance Dimi ___ 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
[osg-users] How to represent Scene Graph as a flow chart ?
Hi, I am building a GUI where users can load individual cad models and then save out the built up object as a single osg model. I am interested in showing the user a symbolic view of the scene graph similar to a flow chart where every node that is added by the user in the main window is shown as an update in the secondary window. I guess somewhat similar to osgedit (which I tried but couldn't build as it seems it is quite out of date?) I was looking for some tips on how I can get started as I am not sure where to get started or if any of the examples show a similar functionality. Thank you Sincerely, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39720#39720 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)
Hi Luca, On Thu, May 19, 2011 at 11:59 PM, Luca Vezzadini luca.vezzad...@gmail.comwrote: That would be perfect, so go ahead with that. I just added the support for normal map details in the description string. The format is the following: Normal unit amount method flip_red flip_green swap_red_green The method field can be one of the following strings: Tangent Local XYZ Screen World Try it out and let me know if there are any issues. Cheers, Farshid ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Maya2OSG patches
It's far more readable :) Thanks for the changes. They are submitted to svn trunk. Regards, On Wed, May 25, 2011 at 4:50 PM, Ryan Pavlik rpav...@iastate.edu wrote: The replacement of that inline function with a macro removes the type-safety offered by C++ and makes the code more accident prone. I did the static-casts with the multiple parameters because the parameters to the function aren't necessarily always the same type. Looking into it further, a single parameter, which is manually specified when in doubt, seems to be the smartest solution, since it makes it explicit at the point of the call what precision is being used when it is ambiguous. I've attached files for an updated function which combines the best of all solutions so far: template function with a single parameter, body uses osg::absolute to simplify expression, and one explicit specification of the template parameter in calling code. Simpler and more explicit all around, I think - hopefully this will be acceptable. It build cleanly here: windows, vc9, maya 2012 x64 Ryan On Tue, May 24, 2011 at 5:20 PM, Javier Taibo javier.ta...@gmail.com wrote: Thanks for the fixes. Changes are now committed to svn trunk. About the second issue, it seems a much complicated piece of code for what it's doing. I suggest this lighter and cleaner alternative instead of a template with three different typename parameters and the huge expression with four static_cast. #define inTolerance(base, match, tolerance) ( osg::absolute((base)-(match)) tolerance ) However, this part of the code was written by Peter Particle, so I'll redirect to him both proposals. Meanwhile, can you test if it is working for you right now? Regards, On Tue, May 24, 2011 at 11:08 PM, Ryan Pavlik rpav...@iastate.edu wrote: The changes to osgpreview.cpp are for the first issue, while the changes to utility.h are for the second way of solving the second issue. Ryan On Tue, May 24, 2011 at 12:59 PM, Javier Taibo javier.ta...@gmail.com wrote: Hi Ryan, Thank you for the patches. Can you send the whole files instead of patches, please? You can zip all files together to make it easy. Thank you! Best Regards, On Tue, May 24, 2011 at 7:28 PM, Ryan Pavlik rpav...@iastate.edu wrote: Hello all, I've attached small patches to two issues I've found with Maya2OSG. One allows it to build successfully with the current 2.8 branch - there are some manipulators not available in this branch so we just disable them by checking the osg version. The other issue was ambiguity in calling inTolerance, preventing me from building successfully on VC9 x64. I solved this two different ways: take your pick of which way you prefer. I've made inTolerance a template function with a single parameter type and explicitly specified the template parameter in the one case. (fix-vc9-build) inTolerance is a template function with three parameter types, and static_casts all arguments to the type of the tolerance parameter before doing math. This one doesn't require explicit template param specification, and seems more correct to me, or at least more explicit in how it works. I personally prefer this one. (alternate-fix-build) These patches were made against the latest svn trunk of maya2osg using tortoisesvn. Ryan -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Javier Taibo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Javier Taibo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Javier Taibo
Re: [osg-users] 2.8.5 wrappers and osgconv
On Tue, May 24, 2011 at 1:46 PM, Paul Martz pma...@skew-matrix.com wrote: Hi Ryan -- I just wanted to alert you that the 2.8 branch now contains some changes that will likely break the wrappers: Texture2DMultisample support (you'll probably need to add support for this new StateAttribute) and some changes to osgText. If you could provide updated wrappers, that would be great. Thanks! Also, you mentioned some additional changes to osgconv. I'm still waiting on those. The only other work to be done is the 3ds backport, and I understand that's in progress, so hopefully done soon. We're vary close to a release candidate. I've updated the wrappers, and am running a test build overnight. Will get those to you soon. Ryan -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org