Re: [osg-users] Methods to improve large scene shadows with ViewDependentShadowMap

2012-03-14 Thread Wang Rui
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



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Re: [osg-users] Stack overflow error with derived osg classes

2012-03-14 Thread Alberto Luaces
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

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Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1

2012-03-14 Thread Alberto Luaces
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.

-- 
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Re: [osg-users] Methods to improve large scene shadows with ViewDependentShadowMap

2012-03-14 Thread Robert Osfield
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.
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Re: [osg-users] [3rdparty] get nearest point from Camera

2012-03-14 Thread Jeremie Kaltenmark
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 ;)

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[osg-users] multitouch-capable camera manipulators for terrain?

2012-03-14 Thread Christian Buchner
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
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Re: [osg-users] OSG within firebreath?

2012-03-14 Thread Glenn Waldron
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.

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[osg-users] moving from openscenegraph 2.8.x to 3.0

2012-03-14 Thread Mohammed Rashad
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?

-- 
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   Rashad
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[osg-users] [vpb] osgdem: set texture minfilter and magfilter to nearest?

2012-03-14 Thread Ethan Fahy
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

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Re: [osg-users] moving from openscenegraph 2.8.x to 3.0

2012-03-14 Thread Robert Osfield
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.
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Re: [osg-users] multitouch-capable camera manipulators for terrain?

2012-03-14 Thread Olaf Flebbe
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
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Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1

2012-03-14 Thread Jason Daly

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.

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[osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-14 Thread Aurelien Albert
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

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Re: [osg-users] [vpb] Multiple terrain layers and relative altitudeheightmap

2012-03-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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

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Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-14 Thread Chris Hanson
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

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[osg-users] installation problem on linux

2012-03-14 Thread Sajjadul Islam
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

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Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1

2012-03-14 Thread Zachary Hilbun
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

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Re: [osg-users] Screen Shot question

2012-03-14 Thread Thomas Lerman
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).

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Re: [osg-users] installation problem on linux

2012-03-14 Thread Alberto Luaces
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

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Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1

2012-03-14 Thread Alberto Luaces
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. 

-- 
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Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1

2012-03-14 Thread Chris Hanson

  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

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Re: [osg-users] Simuating realistic large crowds with RVO2 C++ library

2012-03-14 Thread Jason Beverage
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
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Re: [osg-users] OSG within web browsers?

2012-03-14 Thread Jason Beverage
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.

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Re: [osg-users] [osgPlugins] write to collada

2012-03-14 Thread David De Weerdt
Hi,

That fixed it. :-)

Thank you!

Cheers,
David

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Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-14 Thread Aurelien Albert
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 ?

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Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-14 Thread Chris Hanson

 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.



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-- 
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
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Re: [osg-users] How do I tell osg the name of my modelview uniform

2012-03-14 Thread John Kaniarz
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.)

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Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1

2012-03-14 Thread Zachary Hilbun
Hi,

Thanks Chris, I copied it to the correct location and now get back a non NULL 
from readImageFile.

Thank you!

Cheers,
Zachary

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Re: [osg-users] [build] problem compiling osg 3.0.0 for Android

2012-03-14 Thread Bernd Kampl

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...

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[osg-users] Slave cameras and frame buffer objects

2012-03-14 Thread Roger James
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);
}





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Re: [osg-users] Screen Shot question

2012-03-14 Thread Thomas Lerman
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.

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