Re: [osg-users] Methods to improve large scene shadows with ViewDependentShadowMap
I finally find the reason of my second issue (the shadow disappears some time, because of the view matrix computation from the light) and already submit a patch for both problems. Now I'd like to try to work out a more comfortable shader solution for this great shadow technique and see if it could make the life better. :-) Wang Rui 2012/3/14 Wang Rui wangra...@gmail.com Hi Robert, Some comments on my last post. It may not be a projection matrix problem... I've found that in the ViewDependentShadowMap.cpp file, implementation of class ComputeLightSpaceBounds: void update(const osg::Vec3 v) { if (v.z()0.0f) { //OSG_NOTICEdiscarding(v)std::endl; return; } ... } Should it be v.z()-1.0 here as the clipping space coordinates are in the range of [-1, 1]? I changed this line and it works for me; otherwise the city on earth will be splitted in a strange way as shown in the attached snapshot. But I'm still struggling with another serious problem that the whole shadow map may disappear suddenly when I'm looking with a horizontally view from the opposite direction of the light vector. I checked the code and surprisingly found that the ComputeLightSpaceBounds returns an invalid bounding box in such case. That means the entire scene may be culled as in the light space frustum? I'm just confused now but will go on tomorrow. Any good ideas about that? :-) Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stack overflow error with derived osg classes
Hi Antony, Antony Tomarelli writes: root-addChild(t); geode-setUserData(t); You have a circular dependency there. Nodes Test an Geode point to each other. At initialization time, the initialization of one triggers the initialization of the other, and so on. This causes the stack overflow. You can avoid that dependency since any osg::Node can retrieve is parent node through getParent() or getParents() — that way, your user data field is not needed anymore. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1
Zachary Hilbun writes: Doing a search in Synaptic Package Manager it shows packages such as linpng12-dev and linpng++-dev but I have no idea if those are compatible with OSG. libpng12-dev is the package you have to install. It holds the headers that will trigger the PNG plugin enabling when compiling OSG. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Methods to improve large scene shadows with ViewDependentShadowMap
Hi Rui, Sorry about not being quicker to respond, I've been juggling other tasks. I'm about to dive in a review your changes, ideally it would be good to have the dataset and animation path that reproduces the problems, is there any chance that you could post this online? Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] get nearest point from Camera
Hi, I just want to add that i'm currently trying to read depth buffer in an osg::Image object thanks to this topic: render depth buffer to image for one time (sorry i can't post link) However, even if it doesn't work for now, i hope this will soon work. I have seen the kdtree solution to speed the polytope compute algorithm (not test yet). I also tried to store only the nearest point in polytope while I add them in the Intersections typedef (change for std::list instead of std::set in osg solution). the method i customized is void PolytopeIntersector::intersect(osgUtil::IntersectionVisitor iv, osg::Drawable* drawable) What I made gave me one of the nearest point, but not the one i'm looking for- I must didn't get something important... Now I use the original PolypeIntersector, but here is what i made. Maybe, if someone can tell me what's wrong, my problem will be solved... Custom Polytope intersector Code: typedef std::listIntersection Intersections; inline void insertIntersection(Intersection intersection) { getIntersections().push_back(intersection); } inline Intersections getIntersections() { return _parent ? _parent-_intersections : _intersections; } inline Intersection getFirstIntersection() { Intersections intersections = getIntersections(); return intersections.empty() ? Intersection() : (intersections.back()); } and intersect method: Code: ... if(hit getFirstIntersection() || !containsIntersections()) { insertIntersection(hit); } I'm sure this problem has already been solved, and i ask for clue in order to not test all possible solutions ;) Thank you for your help! Cheers, Jeremie ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46257#46257 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] multitouch-capable camera manipulators for terrain?
Hi, with the recent addition of Multitouch support for OSG 3.1 on Windows (thank you whoever committed this), I would like to ask what kind of support for Multitouch the current camera manipulators have. I think what could be very useful is an osgGA::TerrainManipulator where you can grab two points on the terrain with your fingers and then these points remain attached to your fingers, enabling pinch and zoom and rotate. With just a single finger we could to a translation. This would be equivalent to the multitouch support in terrain based games like R.U.S.E., I think. Anyway, I will soon test whatever is there with my cheap MEDION monitor which has a two-point optical recognition built in. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG within firebreath?
One more: there's also a web plugin for osgEarth (built on OSG), with ActiveX (IE) and NP (FireFox et al) plugin (windows). https://github.com/gwaldron/godzi-web-control Glenn Waldron / @glennwaldron On Tue, Mar 13, 2012 at 9:03 PM, Wang Rui wangra...@gmail.com wrote: Hi Paul, Also have a look at the source code of the coming book OpenSceneGraph 3.0 Cookbook. It has an initial implementation of integrating OSG and FireBreath under Windows. :-) https://github.com/xarray/osgRecipes The book link: http://www.packtpub.com/openscenegrap-3-for-advanced-3d-programming-using-api-cookbook/book Wang Rui 2012/3/14 Paul Griffiths gaffe...@gmail.com Thanks for the link. Don't think ill be using firebreath, seems a bit of a overkill considering its windows only. Theres next to nothing on the osg forum about osg and web browsers, which is quite surprising if not shocking! :O Anyone have any code to share for browsers internet explorer, firefox and any others on other systems other than windows? If not ill get my head down, pretty good at this sort of stuff. cheers. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46226#46226 ___ 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] moving from openscenegraph 2.8.x to 3.0
All, I found some problems moving ossimplanet from osg 2.8.5 to osg 3.0 Here are those 1. no osgGA/MatrixManipulator to where its moved? 2 .error: ‘compileGLObjects’ is not a member of ‘osgDB::DatabasePager’ Where the compileGLObjects function gone? Is it renamed or removed what code can do the equivalent job 3. class osgDB::DatabasePager’ has no member named ‘requiresCompileGLObjects’ 4. error: ‘compileAllGLObjects’ is not a member of ‘osgDB::DatabasePager’ Is this topic discussed already? -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] osgdem: set texture minfilter and magfilter to nearest?
Hello, I've played around with the --no-interpolate-imagery and --no-mip-mapping flags to see how they are affecting the texture filters but haven't found a way to set them to NEAREST. Is this possible using a flag in osgdem? Thanks, -Ethan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46262#46262 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] moving from openscenegraph 2.8.x to 3.0
HI Rashad, On 14 March 2012 13:02, Mohammed Rashad mohammedrasha...@gmail.com wrote: All, I found some problems moving ossimplanet from osg 2.8.5 to osg 3.0 Here are those 1. no osgGA/MatrixManipulator to where its moved? osgGA/MatrixManipulator became the aptly named osgGA/CameraManipulator 2 .error: ‘compileGLObjects’ is not a member of ‘osgDB::DatabasePager’ Where the compileGLObjects function gone? Is it renamed or removed what code can do the equivalent job 3. class osgDB::DatabasePager’ has no member named ‘requiresCompileGLObjects’ 4. error: ‘compileAllGLObjects’ is not a member of ‘osgDB::DatabasePager’ The compile functionality has been moved into osgUtil::IncrementalCompileOperation which is more generic and re-usable. You shouldn't need to call any of these functions DatabasePager directly in your application as they are handled for you by osgViewer so just remove them. Is this topic discussed already? Yes, but rather a long time ago now... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multitouch-capable camera manipulators for terrain?
Hi, with the recent addition of Multitouch support for OSG 3.1 on Windows (thank you whoever committed this), Thanks, that was me. I would like to ask what kind of support for Multitouch the current camera manipulators have. At least there is a MultiTouchTrackballManipulator (see examples/osgmultitouch). I do not have other manipulators. Regarding the example: The gesture to reset the view is tapping with three fingers. Your Medion devices may have a problem with this. Greetings, Olaf ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1
ZacharyH wrote: You mentioned that you need the libpng development libraries installed on your system. The closest thing I have to that is ReaderWriterPNG.cpp under OpenSceneGraph-3.0.1/src/osgPlugins/png. Is that it? If not, where would I download what I need for my version of OGS? Is it documented anywhere that you have to do this if you want to do PNG? ReaderWriterPNG.cpp is the source code for the osgdb_png.so plugin. Many of the OSG plugins rely on a 3rd-party library to do their work (the PNG plugin need libpng, the JPEG plugin needs libjpeg, etc.) The 3rd party libraries are listed here: http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies Since you're on a Linux machine, your Linux distribution should have packages for most of these. Be aware, though that there are usually two packages for each library. One just lets you run programs that use the library, the other lets you develop programs to use the library. You need the development one. Usually, these packages have a -devel or -dev suffix. ZacharyH wrote: Doing a search in Synaptic Package Manager it shows packages such as linpng12-dev and linpng++-dev but I have no idea if those are compatible with OSG. That's the development package for libpng. That's the one you want. Since you're also developing for Qt, you want to make sure you have the -dev version of the Qt packages installed, too. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46266#46266 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Multiple terrain layers and relative altitude heightmap
Hi, I'm starting a new project that will use VPB databases, but I have some questions about data manipulation : (all data are re-projected to the same coordinate system before any processing) 1. I need to manage multiple terrain layers. A layer is made of elevation data and texture data. So I think to build a terrain database for each terrain layer and then add all these database in the same scene graph. This allow the user to rebuild / show / hide only selected terrain layers Is there any technical / performance problems to use multiple terrain database nodes in the same scene graph ? I know there will be some rendering artifacts because a (X;Y) point can have different altitudes (one from each terrain layer) but this is not my question, I wondering about TileID management for example. 2. Some terrain layers have elevation data relative to another one. Is there anyway to manage that using osgTerrain ? I think I can add the 2 elevation data using GDAL before database creation, but I would prefer to do that at runtime. 3. Is there any invalid elevation value management to cut holes in source elevation data and then build a database with holes inside ? (not simple shape holes as square) 4. Is there any way to build a texture only database (no elevation data) and then add / remove it (as a colorlayer on pre-loaded terrain database) at runtime ? Thank you! Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46268#46268 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Multiple terrain layers and relative altitudeheightmap
Aurelien, I don't have specific answers to your questions but have you considered using osgEarth instead of VPB? Given what you're trying to accomplish, osgEarth may be a better fit... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Aurelien Albert Sent: Wednesday, March 14, 2012 9:47 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] Multiple terrain layers and relative altitudeheightmap Hi, I'm starting a new project that will use VPB databases, but I have some questions about data manipulation : (all data are re-projected to the same coordinate system before any processing) 1. I need to manage multiple terrain layers. A layer is made of elevation data and texture data. So I think to build a terrain database for each terrain layer and then add all these database in the same scene graph. This allow the user to rebuild / show / hide only selected terrain layers Is there any technical / performance problems to use multiple terrain database nodes in the same scene graph ? I know there will be some rendering artifacts because a (X;Y) point can have different altitudes (one from each terrain layer) but this is not my question, I wondering about TileID management for example. 2. Some terrain layers have elevation data relative to another one. Is there anyway to manage that using osgTerrain ? I think I can add the 2 elevation data using GDAL before database creation, but I would prefer to do that at runtime. 3. Is there any invalid elevation value management to cut holes in source elevation data and then build a database with holes inside ? (not simple shape holes as square) 4. Is there any way to build a texture only database (no elevation data) and then add / remove it (as a colorlayer on pre-loaded terrain database) at runtime ? Thank you! Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46268#46268 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap
On Wed, Mar 14, 2012 at 9:46 AM, Aurelien Albert aurelien.alb...@alyotech.fr wrote: 1. I need to manage multiple terrain layers. A layer is made of elevation data and texture data. So I think to build a terrain database for each terrain layer and then add all these database in the same scene graph. This allow the user to rebuild / show / hide only selected terrain layers Is there any technical / performance problems to use multiple terrain database nodes in the same scene graph ? I know there will be some rendering artifacts because a (X;Y) point can have different altitudes (one from each terrain layer) but this is not my question, I wondering about TileID management for example. I've done it before without problems. 2. Some terrain layers have elevation data relative to another one. Is there anyway to manage that using osgTerrain ? I think I can add the 2 elevation data using GDAL before database creation, but I would prefer to do that at runtime. Not really. You should consider looking into osgEarth. It might have a way to do this since it builds the terrain on the fly. 3. Is there any invalid elevation value management to cut holes in source elevation data and then build a database with holes inside ? (not simple shape holes as square) I don't remember how VPB handles this anymore. I know I've done it though. 4. Is there any way to build a texture only database (no elevation data) and then add / remove it (as a colorlayer on pre-loaded terrain database) at runtime ? This is something osgEarth is MUCH better suited to doing. Thank you! Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46268#46268 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] installation problem on linux
Hi forum, I am trying to compile the osg recent stable bersion from source on linux , but getting the following error while making: Code: [ 10%] Building CXX object src/osg/CMakeFiles/osg.dir/glu/libtess/sweep.o [ 10%] Building CXX object src/osg/CMakeFiles/osg.dir/glu/libtess/dict.o [ 10%] Building CXX object src/osg/CMakeFiles/osg.dir/glu/libtess/geom.o [ 11%] Building CXX object src/osg/CMakeFiles/osg.dir/glu/libtess/tess.o make[2]: *** No rule to make target `/usr/lib/i386-linux-gnu/libGL.so', needed by `lib/libosg.so.3.0.1'. Stop. make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2 make: *** [all] Error 2 Any hint to resolve this make problem? Thank you! Cheers, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46273#46273 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1
Hi, I downloaded Chris Hanson's 3.0.1 release and copied osgdb_png.so to /usr/local/lib/osgPlugins-3.0.1/. The debug information says it is using it, but that there is still a problem: FindFileInPath() : USING /usr/local/lib/osgPlugins-3.0.1/osgdb_png.so Warning: dynamic library '/usr/local/lib/osgPlugins-3.0.1/osgdb_png.so' exists, but an error occurred while trying to open it: libpng.so.3: cannot open shared object file: No such file or directory DynamicLibrary::failed loading osgPlugins-3.0.1/osgdb_png.so Warning: Could not find plugin to read objects from file jet_fighter3-nobackgroundof.png. Thank you! Cheers, Zachary -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46274#46274 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Screen Shot question
Thank you for the information. They are getting closer to what I am looking for. I tried osgwTools. It seems to work well, but ideally I would make the call and immediately know that the image has been created. Obviously, I can read the file back in to save it to the clipboard if needed. Also, it seems that textured overlays controls are not being included in the image. This may or may not be a good thing. Of course, I have taken a quick look at osg's ScreenCaptureHandler. However, I have not quite checked out the osg examples osgautocapture, osgscreencapture, or osgposter (this one is referred to above). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46275#46275 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] installation problem on linux
Sajjadul Islam writes: Hi forum, I am trying to compile the osg recent stable bersion from source on linux , but getting the following error while making: Code: [ 10%] Building CXX object src/osg/CMakeFiles/osg.dir/glu/libtess/sweep.o [ 10%] Building CXX object src/osg/CMakeFiles/osg.dir/glu/libtess/dict.o [ 10%] Building CXX object src/osg/CMakeFiles/osg.dir/glu/libtess/geom.o [ 11%] Building CXX object src/osg/CMakeFiles/osg.dir/glu/libtess/tess.o make[2]: *** No rule to make target `/usr/lib/i386-linux-gnu/libGL.so', needed by `lib/libosg.so.3.0.1'. Stop. make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2 make: *** [all] Error 2 Any hint to resolve this make problem? Hi Sajjadul, either you don't have openGL development libraries installed or they have changed their location. Try first to remove CMakeCache.txt and rebuild. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1
Zachary Hilbun writes: libpng.so.3: cannot open shared object file: No such file or directory The plugin can't be loaded because it depends on libpng and you don't even have installed it. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1
libpng.so.3: cannot open shared object file: No such file or directory The plugin can't be loaded because it depends on libpng and you don't even have installed it. I believe this should be either in my binary build, and/or in my 3rdpart dependencies download kit. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simuating realistic large crowds with RVO2 C++ library
Christian, That's pretty amazing stuff, very interesting! Jason On Tue, Mar 13, 2012 at 12:03 PM, Christian Buchner christian.buch...@gmail.com wrote: I have just just posted this to osg-submissions. For the required 2D artwork, please contact me by E-mail once you have succeeded compiling this. It is probably a bit easier to get going on Linux than on Windows. The FindRVO2.cmake module needs more work to work on windows and accept pre-built RVO2 dependencies. Christian ___ 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 within web browsers?
You can also take a look at the ReadyMap SDK https://github.com/gwaldron/godzi-webgl/wiki/ReadyMap-SDK which is an webgl version of osgEarth based on osgJS. Jason On Tue, Mar 13, 2012 at 2:27 PM, Jason Daly jd...@ist.ucf.edu wrote: Chris Hanson wrote: I would think the osg4web work is the best place to start as it claims: Currently the supported browsers are Firefox and IE and the OS platform is Windows XP-Vista. Nevertheless, most part of the code is OS neutral. There's also osg.js (osgjs.org), which approaches it differently, providing an OSG-like JavaScript API on top of WebGL. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46232#46232 ___ 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] [osgPlugins] write to collada
Hi, That fixed it. :-) Thank you! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46281#46281 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap
Thanks for your quick answers ! I'm considering using VPB instead of osgEarth for performance issue : we need to provide a smooth user experience at 30-60 fps on midrange hardware. And since a lot of data are static, I think VPB should give us better performance, but maybe am I wrong ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46282#46282 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap
I'm considering using VPB instead of osgEarth for performance issue : we need to provide a smooth user experience at 30-60 fps on midrange hardware. And since a lot of data are static, I think VPB should give us better performance, but maybe am I wrong ? Have you TRIED osgEarth? You can use VPB-built static terrin baselayers in osgEarth, and use osgEarth's dynamic terrain layers only where needed. You can also use osgEarth to apply dynamic imagery sources onto static VPB terrain layers. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46282#46282 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How do I tell osg the name of my modelview uniform
Thanks! That saved me a lot of cut and paste work. I've been in the c++ mindset of avoid the preprocessor for so long that stuff like that doesn't even occur to me any more. However, I'm still interested in an answer to the question. I guess at a more fundamental level, the question is, Does OpenScenegraph adapt to your shaders, or do you have to adapt your shaders to OpenScenegraph? (and if it's the first case, how do you do it.) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46284#46284 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1
Hi, Thanks Chris, I copied it to the correct location and now get back a non NULL from readImageFile. Thank you! Cheers, Zachary -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46285#46285 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] problem compiling osg 3.0.0 for Android
Jorge Izquierdo Ciges wrote: First, there is a good page in the wiki page with Cmake chain and requirements... and other stuff wich I recomend as a reading before doing anything. Could you link to it? All I found was this: www. openscenegraph. org/projects/osg/wiki/Community/OpenGL-ES Jorge Izquierdo Ciges wrote: Second: NO! caca - OPENGL_INCLUDE /home/rubn/data/android/gl/khronos_headers/GLES2 NO! caca - OPENGL_LIBRARY /home/rubn/data/android/android-ndk/platforms/android-9/arch-arm/usr/lib/libGLESv2.so NO! caca - OPENGL_egl_LIBRARY /home/rubn/data/android/android-ndk/platforms/android-9/arch-arm/usr/lib/libEGL.so How to set these paths then? I really need a little bit of guidance here... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46254#46254 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Slave cameras and frame buffer objects
Hi, I have a slave camera attached to my viewer. It is set to PRE_RENDER and has a RenderBuffer attached to a BufferObject attached to the depth buffer of the the camera. The main scene camera is disabled (nodeMask = 0). If I run a frame through the viewer I see the slave camera's rendering flash up in the corner of the main view. Anyone no how to get rid of this. I have tried attaching a RenderBuffer the slave camera's color buffer but I still get a flash. I have attached a code snippet below. Thank you! Cheers, Roger Code: osgViewer::Viewer::Cameras ActiveCameras; std::dequeosg::Node::NodeMask NodeMasks; pViewer-getCameras(ActiveCameras, true); osg::ref_ptrosg::Camera pCamera = new osg::Camera; if (!pCamera.valid() || !m_pFinalImage.valid()) { VTLOG(CVisualImpactCalculatorOSG::Implementation - Cannot create camera node or image\n); return -1.0f; } pCamera-setName(Visual impact calculator camera); pCamera-setClearColor(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); pCamera-setViewport(0, 0, DEFAULT_VISUAL_IMPACT_RESOLUTION, DEFAULT_VISUAL_IMPACT_RESOLUTION); pCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::FRAME_BUFFER); pCamera-setRenderOrder(osg::Camera::PRE_RENDER); pCamera-attach(osg::Camera::DEPTH_BUFFER, GL_FLOAT); // Force a renderBuffer pCamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR); pCamera-setReferenceFrame(osg::Camera::ABSOLUTE_RF); pCamera-setProjectionMatrix(m_ProjectionMatrix); pCamera-setViewMatrix(m_ViewMatrix); pCamera-setGraphicsContext(pViewer-getCamera()-getGraphicsContext()); if (!m_pIntermediateImage.valid()) { VTLOG(CVisualImpactCalculatorOSG::Implementation - Cannot create intermediate image\n); return -1.0f; } // Stop any other cameras rendering the scene for (osgViewer::Viewer::Cameras::iterator itr = ActiveCameras.begin(); itr != ActiveCameras.end(); ++itr) { NodeMasks.push_back((*itr)-getNodeMask()); (*itr)-setNodeMask(0); } // Set up the render bins for (VisualImpactContributors::iterator itr = m_VisualImpactContributors.begin(); itr != m_VisualImpactContributors.end(); itr++) (*itr)-getOrCreateStateSet()-setRenderBinDetails(VISUAL_IMPACT_BIN_NUMBER, VISUAL_IMPACT_BIN_NAME); pViewer-addSlave(pCamera.get()); osgViewer::Viewer::ThreadingModel ThreadingModel = pViewer-getThreadingModel(); if (ThreadingModel osgViewer::Viewer::CullDrawThreadPerContext) { pViewer-stopThreading(); pViewer-setThreadingModel(osgViewer::Viewer::CullDrawThreadPerContext); pViewer-startThreading(); } if (bOneOffMode) { pViewer-frame(); pViewer-removeSlave(pViewer-findSlaveIndexForCamera(pCamera.get())); if (ThreadingModel != pViewer-getThreadingModel()) { pViewer-stopThreading(); pViewer-setThreadingModel(ThreadingModel); pViewer-startThreading(); } for(osgViewer::Viewer::Cameras::iterator itr = ActiveCameras.begin(); itr != ActiveCameras.end(); ++itr) { (*itr)-setNodeMask(NodeMasks[0]); NodeMasks.pop_front(); } for (VisualImpactContributors::iterator itr = m_VisualImpactContributors.begin(); itr != m_VisualImpactContributors.end(); itr++) { osg::StateSet *pStateSet = (*itr)-getOrCreateStateSet(); pStateSet-setRenderBinMode(osg::StateSet::INHERIT_RENDERBIN_DETAILS); pStateSet-setRenderingHint(osg::StateSet::DEFAULT_BIN); } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46286#46286 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Screen Shot question
Okay, got something that seems to work well without spawning another thread, gets all that I need in the image, etc. from looking at the examples. Thank you again. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46287#46287 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org