Re: [osg-users] VPB and OpenStreetMap coordinates problem
Hi Simon, have you checked that there is no systematic offset in your data? Maybe your procedure is right and the data is wrong... It seems your are labeling only summits, so you could search for local maxima next to your label position to get the real summit. Adding a treshold in that search function you could use to to allow such a correction algorith only for summits, not for ridges. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40101#40101 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB and OpenStreetMap coordinates problem
Hi Torben, Thank you for your answer. On 06/06/2011 10:05 AM, Torben Dannhauer wrote: Hi Simon, have you checked that there is no systematic offset in your data? Maybe your procedure is right and the data is wrong... I'm not aware of any offsets in my geotiff data. But maybe the metadata is incorrect. I suspect that it was converted from CH1903 to WGS84 coordinates. GDAL info of a texture and a dem file: $ gdalinfo SPOT_Clip_1306.tif Driver: GTiff/GeoTIFF Files: SPOT_Clip_1306.tif Size is 4199, 2001 Coordinate System is: GEOGCS[WGS 84, DATUM[WGS_1984, SPHEROID[WGS 84,6378137,298.257223563, AUTHORITY[EPSG,7030]], AUTHORITY[EPSG,6326]], PRIMEM[Greenwich,0], UNIT[degree,0.0174532925199433], AUTHORITY[EPSG,4326]] Origin = (7.24505431000,46.25067270003) Pixel Size = (0.54049666900,-0.54049666900) Metadata: AREA_OR_POINT=Area Image Structure Metadata: INTERLEAVE=PIXEL Corner Coordinates: Upper Left ( 7.2450543, 46.2506727) Lower Left ( 7.2450543, 46.1425193) Upper Right ( 7.4720089, 46.2506727) Lower Right ( 7.4720089, 46.1425193) Center ( 7.3585316, 46.1965960) Band 1 Block=4199x128 Type=Byte, ColorInterp=Red Band 2 Block=4199x128 Type=Byte, ColorInterp=Green Band 3 Block=4199x128 Type=Byte, ColorInterp=Blue $ gdalinfo DOM_Clip_1306_1.tif Driver: GTiff/GeoTIFF Files: DOM_Clip_1306_1.tif Size is 5557, 4999 Coordinate System is: GEOGCS[WGS 84, DATUM[WGS_1984, SPHEROID[WGS 84,6378137,298.257223563, AUTHORITY[EPSG,7030]], AUTHORITY[EPSG,6326]], PRIMEM[Greenwich,0], UNIT[degree,0.0174532925199433], AUTHORITY[EPSG,4326]] Origin = (7.245041308711802,46.250657149589699) Pixel Size = (0.21630687580,-0.21630687580) Metadata: AREA_OR_POINT=Area Image Structure Metadata: INTERLEAVE=BAND Corner Coordinates: Upper Left ( 7.2450413, 46.2506571) Lower Left ( 7.2450413, 46.1425253) Upper Right ( 7.3652430, 46.2506571) Lower Right ( 7.3652430, 46.1425253) Center ( 7.3051422, 46.1965912) Band 1 Block=5557x128 Type=Int32, ColorInterp=Gray NoData Value=2147483647 It seems your are labeling only summits, so you could search for local maxima next to your label position to get the real summit. Adding a treshold in that search function you could use to to allow such a correction algorith only for summits, not for ridges. Detecting local maxima feels like a dirty hack. I would like to be able to label arbitrary POIs in the future. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40101#40101 Cheers, Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Statistics of the mailing list
Hi, Is it possible to have the statistics of growth of the mailing lists ? numbers of subscribers / timeline thank you ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB and OpenStreetMap coordinates problem
Hi Simon, of course it would be a (very) dirty hack. The VPB Terrain creation is well tested, so my first guess was the problem is the data itself. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40104#40104 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Optimizing a scenegraph
Hi, I have a Scene with a lot of containers representeds with boxes at this point. I want to put in the scene a ton of them and each container is a PAT node in my scenegraph. I just want to know wich are the best techniques to improve the frame rate in this example. Thank you! Cheers, Joan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40102#40102 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ccmake question
Hi Michael, I'm not a Cmake expert, but I know enough to not recommend the OSG's complicated CMake build system as a template for users projects. For test and emo applications that I work on separate from the OSG I put together very quick CMakeLists.txt based around the text below. CMake itself is feature rich so the below example just touches on a very small subset, for your own application it's likely you'll need to elaborate further. There is plenty of resouces on the CMake websites to help fill in the blanks. Good luck, Robert. -- Very basic CMakeLists.txt for build an application: cmake_minimum_required(VERSION 2.6) PROJECT(myapp) FIND_PACKAGE(OpenThreads) FIND_PACKAGE(osg) FIND_PACKAGE(osgDB) FIND_PACKAGE(osgViewer) FIND_PACKAGE(osgSim) FIND_PACKAGE(osgParticle) SET(SOURCES main.cpp ) INCLUDE_DIRECTORIES(${OPENTHREADS_INCLUDE_DIR} ${OSG_INCLUDE_DIR}) LINK_DIRECTORIES(${OSG_LIB_DIR}) ADD_EXECUTABLE(myapp ${SOURCES}) TARGET_LINK_LIBRARIES(myapp ${OSG_LIBRARY} ${OSGVIEWER_LIBRARY} ${OSGSIM_LIBRARY} ${OSGPARTICLE_LIBRARY} ${OSGSHADOW_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] Statistics of the mailing list
Hi Aliji, On Mon, Jun 6, 2011 at 9:40 AM, Mr Alji mr.m.a...@gmail.com wrote: Hi, Is it possible to have the statistics of growth of the mailing lists ? numbers of subscribers / timeline I haven't kept a close track on numbers for the last few years, but between 2006 and 2008 I did log mailing lists traffic and numbers for comparison against other competing open source scene graphs: http://www.openscenegraph.org/projects/osg/wiki/Community/CommunityActivity It's kinda pointless keeping this up though as these projects are no longer really competitive with the OSG, and mailing lists are no longer the dominant form of support for recent open source projects so mailing lists numbers and taffic can't be used as a guage. For example with our own community the current number of subscribers to the osg-users mailing list is 2027, and the number is still on average growing but pretty slowly these days as the majority of new users are joining the forum.openscenegraph.org for support rather than the mailing list. Since the forum and osg-users are synchronized there are really two different halves to the community, so it's propbably approch would be to total the two to get a reasonable figure. We'll need Art Tev's the forum's administrator to comment on present number of subscribers. There is also non english language forums such as the chinnese forum that is huge, but I don't particpate or manage it so can't comment on numbers. A few years back I believe it's size was at least as big as the OSG's mailing list, no doubt it will have grown as well. In the end though I'm not sure what value is in a figure. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Optimizing a scenegraph
Hi Joan, On Mon, Jun 6, 2011 at 9:30 AM, Joan Navarro joannavar...@gmail.com wrote: I have a Scene with a lot of containers representeds with boxes at this point. I want to put in the scene a ton of them and each container is a PAT node in my scenegraph. I just want to know wich are the best techniques to improve the frame rate in this example. Using lots of seperate box geometries and lots of seperate PositionAttitudeTransforms will leads to a scene graph that has a bottleneck in both cull and draw as there are simply too manage seperate objects. In the case of transform nodes they are particularily expensive for the scene graph to traversal as each transform node requires the view frustum to be transformed into the subgraphs local coordinate frame - we've optimized this as much as we can but in the end a transform node will always be more expensive that just a straight node. As a rule of thumb one can typically scale to having thousands of transforms on screen at any one time without major performance difficulties in cull, but scaling to ten's of thousands will introduce a bottleneck. The osgforest example has one subgraph path that tests the peformance of transforms so have a look at this to see how things scale. Since transform are expensive if you have very large numbers of them it's an obvious one to optimize away. How to do it will depend a great deal on your hardware constraints, the amount of data, whether the data itself is a static geometry, and whether the transforms are static, and just how many objects you have in the scene, whether the geometries are identical etc. Only you can answer these questions so please dive in a bit deeper about these aspects and what peformance you are looking for, what you are getting now. Once others know a bit more information we might be able to guide you. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] DrawElementsUInt no Element of osg
Hi, I'm trying to add a simple Point to my scene based on the BasicGeometry tutorial. I get the following error: error c2039: 'DrawElementsUInt' is not an element of 'osg' Do I have to include sth special for this method or do i have to link sth? I use osg 2.8.3 with vc8 and I'm linking osgd.lib, osgUtild.lib, osgViewerd.lib, osgGAd.lib, osgDBd.lib, osgTextd.lib an I include osg/Node osg/Group osg/Geode osg/Geometry osg/Texture2D osgDB/ReadFile osgViewer/Viewer osg/PositionAttitudeTransform osgGA/TrackballManipulator Thank you! Cheers, Diana[/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40109#40109 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DrawElementsUInt no Element of osg
Hi Diana, osg::DrawElementsUInt is defined in 'OSG/include/osg/PrimitiveSet' but 'OSG/include/osg/Geometry' already include it. And you have include 'OSG/include/osg/Geometry' so this not look like to be an include error. And this is not an link error : c2039 is a definition/include error. HTH David Callu 2011/6/6 Diana Kittelmann diana.kittelm...@gmx.de Hi, I'm trying to add a simple Point to my scene based on the BasicGeometry tutorial. I get the following error: error c2039: 'DrawElementsUInt' is not an element of 'osg' Do I have to include sth special for this method or do i have to link sth? I use osg 2.8.3 with vc8 and I'm linking osgd.lib, osgUtild.lib, osgViewerd.lib, osgGAd.lib, osgDBd.lib, osgTextd.lib an I include osg/Node osg/Group osg/Geode osg/Geometry osg/Texture2D osgDB/ReadFile osgViewer/Viewer osg/PositionAttitudeTransform osgGA/TrackballManipulator Thank you! Cheers, Diana[/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40109#40109 ___ 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] Optimizing a scenegraph
Thanks Robert for your reply, I'm new with OSG but I think the osgForest example will helps. I will try to explain a bit what I'm looking for. My graph is very simple at the moment. It represents a seaport and I need to work with the containers(leaf nodes in the graph). I want to represent in my Scene the seaport with a lot of containers (about 300.000), but now I'm working with less trying to improve the frame rate. The containers are organized in streets and each street is divided in other structures to organize it until we have the container class to work with it. Each class inherit from Group except the container (PAT). I have this structure: () Group || | | || ()...() Group | | || ()...() Group | | || ()...() Group | | || ()...() PAT (Container) Each container points to the same Geode because they are the same object (a simple box in this case) but using a translate operation. 1st doubt: Is this the best way to organize the scene graph? Am I using too much nodes? 2nd doubt: Best techniques to improve the drawing time? Back Face Culling? PagedLOD? I don't know if I have explained it well or only made it more difficult to understand. Any opinion will be helpful. Thanks! Joan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40111#40111 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.5 release imminent!
Hi, I tested the RC4 under Win7 64bit with mingw from the Qt SDK 2010.04 (Qt 4.6.3). It works fine. Thank you for your work. Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40115#40115 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.5 release imminent!
I'm testing my application under the latest svn (2.8 branch); so far it appears fine, but I'm going to be testing for a few more hours at least. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to Texture Question for Integrating Vendor's Flash Renderer
Thanks Robert for taking the time to reply. Also, I want to say thanks to you and other main developers of OSG, because I have found OSG quite easy to work with so far. I haven’t had to post to the forum thus far because of the learning environment that the forum content has provided, along with all the various code examples and tutorials available. I hope as my knowledge builds that I can provide additional useful forum and example content. Back to the post’s thread. Scaleform does convert Flash swf files to OpenGL calls. One of the other important reasons that we chose to use Scaleform was that it has a C++ code interface to Action Script (Flash programming language) so we can talk directly to the Flash content to update state information and we have significant amounts of Flash content that we can reuse in our project. Here is a bit more background on Scaleform for reference. Scaleform is a product that was recently taken over by Autodesk. It has been used in many games for rendering interactive flash screens into a 3D world, but more often for developing the game setup/information HUD. It is a third party vendor product so there is a cost involve for our project, but it has the capabilities we need. The product has SDK builds for OpenGL, Direct3D, PS2, and several other game platforms so we are able to integrate Scaleform into OSG with the OpenGL build. Scaleform also manages thread synchronization between the render thread and the thread that updates the Flash content state through its own snapshot buffer, so we can easily hook in our network interface to the simulation program that provides system state content updates. I would appreciate it if you would review my previous description on the use of the FBO camera and provide any suggestions you might have. Thanks! Glen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40117#40117 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] LNK1181 fatal error ONLY for libpng.lib
Hi, on MVS_2008_x64_sp1 , I build the OSG-2.8.9 sources. I downloaded the 3rdParty_VC9sp1_x86_x64_V5.7z from here : http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies I have an error link referencing only to libpng.lib, I believe it is a corrupted file ? please check Thank you! Mohamed -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40118#40118 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib
Do you mean 2.8.5? -Paul On 6/6/2011 8:59 AM, Mohamed Alji wrote: Hi, on MVS_2008_x64_sp1 , I build the OSG-2.8.9 sources. I downloaded the 3rdParty_VC9sp1_x86_x64_V5.7z from here : http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies I have an error link referencing only to libpng.lib, I believe it is a corrupted file ? please check Thank you! Mohamed ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] osgPPU and the stencil buffer
Thanks David! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40121#40121 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib
On 6/6/2011 8:59 AM, Mohamed Alji wrote: Hi, on MVS_2008_x64_sp1 , I build the OSG-2.8.9 sources. I downloaded the 3rdParty_VC9sp1_x86_x64_V5.7z from here : http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies You could try AlphaPixel's 2008/x64 3rdparty dependencies, also listed there, and see if the problem goes away: http://openscenegraph.alphapixel.com/osg/downloads/openscenegraph-third-party-library-downloads -- 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] No StatsHandler in osgViewer (in 2.9.14)
Hello, All the sample code that I've seen regarding usage of the StatsHandler is along the lines of: osgViewer::StatsHandler* statsHandler = new osgViewer::StatsHandler; However, in the 2.9.14 source (in the include directory), the osgViewer directory does not have a StatsHandler header. osgAnimation, however, does. Could someone please point me to an example of proper StatsHandler usage under 2.9.X? Thank you very much. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40119#40119 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] No StatsHandler in osgViewer (in 2.9.14)
Hi Michael, All the sample code that I've seen regarding usage of the StatsHandler is along the lines of: osgViewer::StatsHandler* statsHandler = new osgViewer::StatsHandler; However, in the 2.9.14 source (in the include directory), the osgViewer directory does not have a StatsHandler header. osgAnimation, however, does. Could someone please point me to an example of proper StatsHandler usage under 2.9.X? You've got it, the only little detail missing is that the StatsHandler is declared in the osgViewer/ViewerEventHandlers header. So just include that and you'll be fine. Hope this helps, 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] No StatsHandler in osgViewer (in 2.9.14)
Thank you very much. I just discovered that as well and I can see the stats display now! However, once I load in my scene, I still see all the bars and lines and transparent rectangles, but all the text disappears. Has anyone run into this before? I thought that maybe my scene rendering disabled GL_TEXTURE_2D on its way out or something like that, which would cause the text to not draw... but I still don't have the solution. Thank you very much. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40125#40125 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] No StatsHandler in osgViewer (in 2.9.14)
Hi Michael, However, once I load in my scene, I still see all the bars and lines and transparent rectangles, but all the text disappears. Has anyone run into this before? I thought that maybe my scene rendering disabled GL_TEXTURE_2D on its way out or something like that, which would cause the text to not draw... but I still don't have the solution. I don't know, I've never seen this. Generally when text disappears I check texturing, shaders, etc. Good luck, 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] [build] LNK1181 fatal error ONLY for libpng.lib
Sorry, I mean osg-2.9.8 -Mohamed -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40127#40127 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib
Hi Alji, I built OSG trunk yesterday for x86 and x64 in debug and release, and it works well. Can you present the error message VS2008 throws? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40128#40128 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib
Solved, all i had to do is to set on cmake *png_library* to libpng15.lib, rather than the inexistant file *libpng.lib* (cmake set it by default) thank you for your responses. have a nice day ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to Texture Question for Integrating Vendor's Flash Renderer
Hi Glen, Thanks for the explanation about Scaleform. Given that it's doing OpenGL calls for you you'll need to be mindful of the effect of OSG state on Scalform and visa-versa. The issues of integration of 3rd party OpenGL codes with the OSG is something that has been disucssed a number of times on osg-users so I recommend look into these discussions. I would also recommend getting the integration working in just the main window to start with, you can use osg::Camera in scene as a render to texture camera or just a Camera that just renders directly as part of the main view so you can toggle to use of RTT camera later. Once the simple Camera usage works fine then enabling RTT by assigned a Texture as a colour attachment as set the Camera::RenderOrder to PRE_RENDER. Use of FBO's shouldn't be something you need to worry about too much - you just enable the Camera to use it if you want, as per the osgprerender example. For rendering multiple cameras on different frames you can simply have a Switch above these Camera in the scene graph and toggle them off as you need them. Alternatively you can use a NodeMask on the Camera's to switch them off. Finally a custom CullCallback attached to the parent of the Camera's would enable you to decide whether to visit its children (the Camera) or not. Switching off a RTT Camera only switches off the rendering traversal for that camera, any texture that it renders to will still be valid for any geometry that is rendered with it in the main scene. When toggling on/off cameras you'll need to careful to make sure that a RTT Camera renders to a texture before the first time it's need in the scene graph - this is an obvious requirement, but will need a little planning to make sure it all works coherently. Robert. On Mon, Jun 6, 2011 at 3:56 PM, Glen Swanger glen.swan...@jhuapl.edu wrote: Thanks Robert for taking the time to reply. Also, I want to say thanks to you and other main developers of OSG, because I have found OSG quite easy to work with so far. I haven’t had to post to the forum thus far because of the learning environment that the forum content has provided, along with all the various code examples and tutorials available. I hope as my knowledge builds that I can provide additional useful forum and example content. Back to the post’s thread. Scaleform does convert Flash swf files to OpenGL calls. One of the other important reasons that we chose to use Scaleform was that it has a C++ code interface to Action Script (Flash programming language) so we can talk directly to the Flash content to update state information and we have significant amounts of Flash content that we can reuse in our project. Here is a bit more background on Scaleform for reference. Scaleform is a product that was recently taken over by Autodesk. It has been used in many games for rendering interactive flash screens into a 3D world, but more often for developing the game setup/information HUD. It is a third party vendor product so there is a cost involve for our project, but it has the capabilities we need. The product has SDK builds for OpenGL, Direct3D, PS2, and several other game platforms so we are able to integrate Scaleform into OSG with the OpenGL build. Scaleform also manages thread synchronization between the render thread and the thread that updates the Flash content state through its own snapshot buffer, so we can easily hook in our network interface to the simulation program that provides system state content updates. I would appreciate it if you would review my previous description on the use of the FBO camera and provide any suggestions you might have. Thanks! Glen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40117#40117 ___ 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] No StatsHandler in osgViewer (in 2.9.14)
Hi Michael, I haven't seen reports of text dispearing when enable stats. What happens when you run the osgtext example and press 's' to bring up the stats? What hardware, OS are you using? Does this issue happen in just your app? Is your text osgText based text or something custom your've done? Is you scene graph all standard OSG structures or do you have your own OpenGL codes integrated? Robert. On Mon, Jun 6, 2011 at 5:02 PM, Michael Rubin mru...@iraxef.com wrote: Thank you very much. I just discovered that as well and I can see the stats display now! However, once I load in my scene, I still see all the bars and lines and transparent rectangles, but all the text disappears. Has anyone run into this before? I thought that maybe my scene rendering disabled GL_TEXTURE_2D on its way out or something like that, which would cause the text to not draw... but I still don't have the solution. Thank you very much. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40125#40125 ___ 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] Render to Texture Question for Integrating Vendor's Flash Renderer
Robert, Just what I was looking for...Thanks! I do have a prototype working using an RTT camera which updates a texture on an object in the scene. On your suggestion about minding the state, it did take me a while to work through the interaction between OSG and Scaleform on the state since Scaleform has its own Hardware Abstraction Layer implementation, but I will review the osg-users discussions you recommend to make sure I haven't missed anything. I hadn't thought about placing multiple cameras under a Switch for selecting the correct camera each frame, Greate Advice...and for the advice for using the custom CullCallback. I will let you know how it all works out and a summary of my final solution. Thank again! Glen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40132#40132 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen
Hi, I would like to render my scene in a lower resolution than the viewport resolution, but want it stretched afterwards. When I scale the texture(s) that are attached to to the camera, e.g. half res, the render output is only half the size ( in x and y ) and placed in the lower left corner, and not stretched over the viewport. Think that with this method: unitOut - setInputTextureIndexForViewportReference( inputindex ) one can tell ppu which unit/texture is the reference scale for the output, but in my pipleine there is no viewport sized texture. Is there another way to tell unitOut to scale its resulting texture to viewport size ? Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40134#40134 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen
Hi Peter, you can manually set a viewport for the unit to render it to specific size and position on the output buffer. cheers, art ParticlePeter wrote: Hi, I would like to render my scene in a lower resolution than the viewport resolution, but want it stretched afterwards. When I scale the texture(s) that are attached to to the camera, e.g. half res, the render output is only half the size ( in x and y ) and placed in the lower left corner, and not stretched over the viewport. Think that with this method: unitOut - setInputTextureIndexForViewportReference( inputindex ) one can tell ppu which unit/texture is the reference scale for the output, but in my pipleine there is no viewport sized texture. Is there another way to tell unitOut to scale its resulting texture to viewport size ? Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40135#40135 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rendering of 3d model over the video stream
I use OSG of augmented reality and use setRenderBin() for 3D model to be above the video stream like in OSG Art but it doesn`t work) I think the problem is in large amount of textures properties and stateSet but I cann`t find documentation for them. Could you please send me some code which solve this task? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40124#40124 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.5 release imminent!
After several hours of testing with my application, I think 2.8.5 is ready to go. I'm looking forward to its release. I will probably make rpm packages for Fedora 14 and Centos 5 soon after its release, and I'll make them available for anyone to try out. Eric On Mon, Jun 6, 2011 at 9:18 AM, Eric Sokolowsky esok@gmail.com wrote: I'm testing my application under the latest svn (2.8 branch); so far it appears fine, but I'm going to be testing for a few more hours at least. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Absolute beginner questions
Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated. 1. To start off with, then I go into the folder containing OSG and run: cmake -DBUILD_OSG_EXAMPLES=1 I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)? 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. filenamed.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals. Am I missing debug libraries or something, what gives? 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon. 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40137#40137 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Absolute beginner questions
On 6/6/2011 3:24 PM, basil huffman wrote: Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated. 1. To start off with, then I go into the folder containing OSG and run: cmake -DBUILD_OSG_EXAMPLES=1 I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)? Do you have the 3rdparty libs package? It includes some of those, and the rest aren't critical. 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. filenamed.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals. Which lib files is it looking for? 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon. There's the OSG Quickstart guide, have you seen that? 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching. Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise. -- 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] General render debugging question
Hello everyone, Simple general question. I searched the archives but didn't stumble on anything. I'm currently trying to track down a render-time application crash. What I'm wondering is how to trace from a crash in the rendergraph to the associated node(s) in the scene graph. Is there any straight forward way? Thanks for any insight ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Siggraph 2011 OpenScengraph BOF reminder
Hello, Scheduled for Wednesday, 10 August 10:00 am - 11:00 am [60 days to go] http://www.siggraph.org/s2011/for_attendees/birds-feather So, if you are going to be at Siggraph 2011 and want to show off and make OSG jump through hoops at the greatest show on earth, chime in... I'll post a reminder at the 30 day mark. John F. Richardson smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to Texture Question for Integrating Vendor's Flash Renderer
Hi Glen, Have a glimpse of the osgXI project on sourceforge.net. It has an osgFlash absolute layer and two different implementations using Scaleform and gameswf, written by one of my cooperators. It is not written in a uniform format at present so you may have to ignore many Chinese comments in the source code. :-) Cheers, Wang Rui 2011/6/7 Glen Swanger glen.swan...@jhuapl.edu: Robert, Just what I was looking for...Thanks! I do have a prototype working using an RTT camera which updates a texture on an object in the scene. On your suggestion about minding the state, it did take me a while to work through the interaction between OSG and Scaleform on the state since Scaleform has its own Hardware Abstraction Layer implementation, but I will review the osg-users discussions you recommend to make sure I haven't missed anything. I hadn't thought about placing multiple cameras under a Switch for selecting the correct camera each frame, Greate Advice...and for the advice for using the custom CullCallback. I will let you know how it all works out and a summary of my final solution. Thank again! Glen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40132#40132 ___ 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] 2.8.5 release tag
Hi all -- OSG 2.8.5 is now released. The official svn tag is: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.5 Will need to get info on the wiki about this shortly. Thanks to everyone who pitched in to help test this release! Fingers crossed, we didn't introduce too many issues with our changes. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Absolute beginner questions
Hello Basil, First piece of advice, take things one step at a time, it might seem like a lot but it's all easy once you get through it once. Also, you seem to be going at this blind. Do you know about OSG's main site? http://www.openscenegraph.org/projects/osg/ From there, you can follow the Documentation link on the right, and you can click Getting Started to get an intro with Linux/Unix-centric build instructions, or you can go to Platform Specifics and then Windows - Visual Studio to get Windows-specific build instructions. Here's the direct link: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio 1. To start off with, then I go into the folder containing OSG and run: cmake -DBUILD_OSG_EXAMPLES=1 I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)? This is the CMake command-line tool. You seem to be building for Windows (from what you say below) so I recommend you use the CMake GUI because it will give you a list of the available settings you can modify. Until you know what settings you need to modify, the GUI will be a good tool to get your bearings. Next, about those libs it says you're missing. You can get a prebuilt dependencies package for Visual Studio 2008 here: http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies This will take care of the most important dependencies (IMHO the most important are jpeg, png, gif, etc. to be able to load textures from images, and freetype to be able to load fonts to display text). But all in all, most dependencies are entirely optional. OpenAL, CURL, WxWidgets, Qt, etc fall into that category. If you want to use them, you can download binaries or build them from source, and then enter the relevant paths to includes and libraries in the CMake GUI, but until you know you need a specific dependency, you can assume you don't. 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.filenamed.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals. Am I missing debug libraries or something, what gives? If you downloaded the OSG source, you need to compile the whole OSG, not just an example. Here you're trying to compile an example without having compiled OSG itself, so of course it won't find the libraries. This is what I mean when I say to take things one step at a time. You're skipping whole steps by opening one specific example's project file. So, one step at a time. 1. Open the CMake GUI 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source tree) onto the CMake GUI window. This will fill the where is the source and where to build the binaries fields, though I recommend you change the where to build the binaries to some other directory so you don't pollute your source tree. I generally add /build_x86_vc9 or something like that to identify which platform/compiler combination I'm generating project files for. 3. Click Configure a first time. CMake will ask you whether you want to create the build directory if it doesn't yet exist, then it will ask you for which platform/compiler you want to generate. I assume you'll want to select Visual Studio 9 (2008) (x86) or something like that. 4. You'll notice the center part of the window will be full of red fields. First thing to change is to set ACTUAL_3RDPARTY_DIR to the directory where you've put the prebuilt dependencies I linked to above. Then you can click Configure again, CMake will try to find as many of the dependencies as it can by itself. 5. At this point you can change settings as you see fit. Make sure you show Advanced Settings at the top of the CMake window, otherwise some important settings may be hidden, it's an annoying quirk of CMake. If CMake didn't find some dependency you know you have, you can fill in its *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check BUILD_EXAMPLES if you want it to generate project files for all the examples. Look over the other options you have, but in the end you can just click Configure until there are no red fields anymore. I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in which you want to put your compiled binaries, again separate from your source and build trees. That way you're sure where the different things are, and you won't get files mixed up between the 3. The directory you specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when you
Re: [osg-users] Rendering of 3d model over the video stream
Hi Kataev, On Mon, Jun 6, 2011 at 4:57 PM, Kataev Victor victor1...@list.ru wrote: I use OSG of augmented reality and use setRenderBin() for 3D model to be above the video stream like in OSG Art but it doesn`t work) I think the problem is in large amount of textures properties and stateSet but I cann`t find documentation for them. Could you please send me some code which solve this task? Sorry... the OSG has plenty of examples, no need to write your application code for you. Have a look at osghud, and instead of having the HAD render after the main scene, set the RenderOrder to PRE_RENDER so it draws first, this way you can just leave the 3D scene as it is. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] General render debugging question
Hi Brad, On Mon, Jun 6, 2011 at 11:27 PM, Brad Huber br...@procerus.com wrote: I’m currently trying to track down a render-time application crash. What I’m wondering is how to trace from a crash in the rendergraph to the associated node(s) in the scene graph. Is there any straight forward way? The crash could be for any reason, it may or may not be related to the scene graph at all. Personally I use a debugger and get a strack trace to get an idea of where the crash is and then from this investigate. There is no automagic way of knowing exactly what is causing a crash, nor is there a way of automatically knowing what you are doing with the scene graph that may or may not be causing a crash. If a straight debugger doesn't give you enough clues then you could look at using a memory/thread analsyis tool like valgrind, or an OpenGL debug tool like gDEBugger. Also just observing the app when it crashes and looking to see if there is any correleations that might give you a clue. All it's just dtective work. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.5 release tag
Hi Paul, On Tue, Jun 7, 2011 at 2:14 AM, Paul Martz pma...@skew-matrix.com wrote: Hi all -- OSG 2.8.5 is now released. The official svn tag is: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.5 Will need to get info on the wiki about this shortly. Thanks to everyone who pitched in to help test this release! Fingers crossed, we didn't introduce too many issues with our changes. Congratulations on another stable release ;-) Let me know what and when you want me to update the website and blog about the release. I can do it right away but you might want binaries put together, let me know what you want me to do. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org