Re: [osg-users] Terrain texture brush implementation
Sorry for the late reply, away from work for some reason~ And, THANKS Jason! That's exactly what I want! Find the Geometry of terrainTile which my mouse point at, then loop change alpha of effected vertex in Geometry's ColorArray, all looks fine~~ : -) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46758#46758 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] bluiding errors GLES
Just to raise the flag, the last changeset doesn't seems to be GLES friendly /home/jizquierdo/dynamicOsg/include/osg/Uniform:416: error: 'GL_SAMPLER_1D' was not declared in this scope /home/jizquierdo/dynamicOsg/include/osg/Uniform:418: error: 'GL_SAMPLER_3D' was not declared in this scope /home/jizquierdo/dynamicOsg/include/osg/Uniform:420: error: 'GL_SAMPLER_1D_SHADOW' was not declared in this scope /home/jizquierdo/dynamicOsg/include/osg/Uniform:421: error: 'GL_SAMPLER_2D_SHADOW' was not declared in this scope Have a nice day. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgEphemeris conflict with overlayNode?
I create a line on the terrain using overlayNode, all looks fine. Then, I add a EphemerisModel to the scene to create some environment effect. After that, rotate camera is fine, but when I move camera(w a s d), the line I created moves on the terrain surface! confusing, ~ @_@ ~ scene graph is like: root /\ (line)overlayEphemerisModel | terrain I attached a viceo clip to present my problem: a overlayNode red line on terrain - rotate camera(fine) - move camera(ouch~) In the video, you can notice a blue object in center of screen, under the terrain, which comes with EphemerisModel, I don't know what it is, but it behaves the same as my red line when I change camera -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46760#46760 Attachments: http://forum.openscenegraph.org//files/videoclip_357.rar ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] OSG NVTT svn gcc 4.6.1 build bug
Hi, got errors during today compilation about abstract type to solve it need to add to struct OSGImageOutputHandler : public nvtt::OutputHandler virtual void endImage(); and void NVTTProcessor::OSGImageOutputHandler::endImage() { } ... Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46761#46761 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi David, All sorted thanks, stupid VS2008. Deleted my build and rechecked out from SVN/Cmake and it works great I will get on with some more tests... Cheers Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Callu Sent: 03 April 2012 01:53 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin I use VS 2010, Windows 7 64 bit, Nvidia 460M, Driver 296.10, osg 3.1.2 build in 32 bit and osggeometryshader work fine. As I am a little bit paranoiac with the crappy VS developpement tools : Have you restart Windows and/or VS after NVidia driver update ? Have you rebuild OSG since your last SVN update or just do a 'build' ? Are you sure to use good osg dll ? HTH David Callu 2012/4/2 Martin Naylor martinnay...@virginmedia.com Hello all, I have been just doing some testing of OSG (latest from the SVN). Whilst executing osggeomertyshaders I am getting a crash: CALL STACK: msvcp90d.dll!std::_Debug_message(const wchar_t * message=0x07fee9bb9b68, const wchar_t * file=0x07fee9bb9bb0, unsigned int line=779) Line 24 C++ osg92-osgd.dll!std::vectorint,std::allocatorint ::operator[](unsigned __int64 _Pos=0) Line 780C++ osg92-osgd.dll!osg::Program::PerContextProgram::linkProgram(osg::State state={...}) Line 784 + 0xf bytes C++ osg92-osgd.dll!osg::Program::compileGLObjects(osg::State state={...}) Line 233 C++ osg92-osgd.dll!osg::StateSet::compileGLObjects(osg::State state={...}) Line 1335 C++ osg92-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::StateSet stateset={...}) Line 114 C++ LOCALS: + end (3452816845,Bad Ptr) std::_Treestd::_Tmap_traitsunsigned int,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::lessunsigned int,std::allocatorstd::pairunsigned int const ,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,0 ::iterator + it (3452816845,Bad Ptr) std::_Treestd::_Tmap_traitsunsigned int,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::lessunsigned int,std::allocatorstd::pairunsigned int const ,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,0 ::iterator bufferIndex [0]() std::vectorint,std::allocatorint bufferIndexToUniformIndices [14757395258967641292]() std::mapint,std::vectorint,std::allocatorint ,std::lessint,std::allocatorstd::pairint const ,std::vectorint,std::allocatorint activeAtomicCounterBuffers 3435973836unsigned int uniformIndex[0]() std::vectorunsigned int,std::allocatorunsigned int + this0x02838be0 {_program=0x027f8540 _extensions={...} _glProgramHandle=4 ...} osg::Program::PerContextProgram * const Sorry for the garbage! I am using Windows VS 2008 as my compliler :) Unfortunately I have updated my Nvidia drivers to the latest a few days ago so I am unsure if it's a driver or the later openGL4.2 stuff that has been introduced in OSG just recently having review the logs of program.cpp ? Regards Martin Naylor ___ 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] [osgOcean] Problem: models are too bright, whitewashed.
Hi, Depending to the camera position, all sea models appear too bright, like whitewashed. Seems to be not a light issue or osg model material configuration, I've tried many parameters variations without luck. How I can try to fix the problem? Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46763#46763 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Frame Event Button Mask Bug?
Hi, I am working on a project which just upgraded from OSG 2.8.2 to OSG 3.0.1 and some of our code broke during the upgrade. It was assumed that we had done something wrong and I started debugging and found the following change in behavior. The following example shows the the observed behavior of our pick handler which sub-classes osgGA::GUIEventHandler and implements the handle(const osgGA::GUIEventAdapter , osgGA::GUIActionAdapter ) method. OSG 2.8.2 - Mouse press event is detected (left mouse button is pressed and not released) - Frame event is detected and the retrieved button mask (i.e. osgGA::GUIEventAdapter::getButtonMask()) does indicate the left mouse button is pressed OSG 3.0.1 - Mouse press event is detected (again left mouse button is press and not release) - Frame event is detected and the retrieved button mask does NOT indicate the left mouse button is pressed ** However, the second frame event after the mouse press event and all subsequent frame events do have button masks which indicate the left mouse button is pressed This same behavior was also observed in the OSG 3.0.1 osgkeyboardmouse example. So my question is, was the change in behavior (as described above) intended/expected or a bug? Thank you in advance, James[/b] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46765#46765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Primitive Restart
Hi Felix, Is there any reason why you can't just connect the tri strips together using a repeated indices to create a degenerate triangle that connects two strips together. This way you can put multiple tri strips into a single DrawElementUShort and avoid the heavy cost of lots of separate OpenGL calls. Using this approach just requires some post processing of the osg::Geometry rather than changes to the core OSG. The combining of tri strips this way will also perform better and use less memory. Robert. On 2 April 2012 00:25, Felix Nawothnig felix.nawoth...@googlemail.com wrote: Hey. Now comes a non-trivial one... :-) A while ago I added support for primitive restart to our internal build to stitch triangle strips - this greatly improved performance and VRAM usage for our very heavy CAD data. As primitive restart was included in GL core a while a ago I suppose this feature has a chance to be included in OSG. I havn't prepared a patch yet (mostly because I don't want to waste the time in case this isn't going to be integrated anyway), so I'll just outline what I did: - osg::DrawElements and friends got two new attributes, PrimitiveRestart (bool) and PrimitiveRestartIndex (unsigned integer) - osg::State was extended to allow setting the respective GL attributes - The osg::PrimitiveFunctor and osg::PrimitiveIndexFunctor interfaces were extended by a primitiveRestart() and setPrimitiveRestart(bool, unsigned int) method - osg::TriangleIndexFunctor was extended to implement the new functionality ... and all other PrimitiveFunctor / PrimitiveIndexFunctor implementations everywhere were extended to support primitive restart. (I also have a visitor stitching strips which are contained in seperate primitive sets but I did that outside of OSG ... if PS support is included I suspect it might be useful to have a visitor to do this in osgUtil somewhere too) So... should I prepare a patch? Cheers, Felix ___ 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] Frame Event Button Mask Bug?
HI James, I was not aware of this difference in behavior and don't recall a change that specifically might change this, there were a number of internal changes though, perhaps one of this introduced the different behaviour. When you say you see the same behaviour with the osgkeyboardmouse example could you explain more specifically what to look for in this example, do you have to modify the sources? If so could you provide the changes. Thanks, Robert. On 3 April 2012 12:25, James Adkison jadki...@ara.com wrote: Hi, I am working on a project which just upgraded from OSG 2.8.2 to OSG 3.0.1 and some of our code broke during the upgrade. It was assumed that we had done something wrong and I started debugging and found the following change in behavior. The following example shows the the observed behavior of our pick handler which sub-classes osgGA::GUIEventHandler and implements the handle(const osgGA::GUIEventAdapter , osgGA::GUIActionAdapter ) method. OSG 2.8.2 - Mouse press event is detected (left mouse button is pressed and not released) - Frame event is detected and the retrieved button mask (i.e. osgGA::GUIEventAdapter::getButtonMask()) does indicate the left mouse button is pressed OSG 3.0.1 - Mouse press event is detected (again left mouse button is press and not release) - Frame event is detected and the retrieved button mask does NOT indicate the left mouse button is pressed ** However, the second frame event after the mouse press event and all subsequent frame events do have button masks which indicate the left mouse button is pressed This same behavior was also observed in the OSG 3.0.1 osgkeyboardmouse example. So my question is, was the change in behavior (as described above) intended/expected or a bug? Thank you in advance, James[/b] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46765#46765 ___ 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] Website, Version control and Server migration
Hi Robert I've had a quick go at creating an account on the new MediaWiki system, was very straight forward. I don't have much experience with web backends but am very interested in helping out with content and general admin of the new site. I've been meaning to create some more detailed information about IOS specific stuff and the new website is a good time to start I think. Only comments so far are that I couldn't find how to add images, I think you need to enable user uploads but I guess this creates the issue with how much do you allow to be uploaded etc. In terms of ideas for the new site I always liked the simple layout of the openframeworks site http://www.openframeworks.cc/ I especially like the feeds at the bottom with information about the latest commits etc, helps people keep up with what's going on. Although their tutorials are difficult to find. I think the main downfall of the current OpenSceneGraph site is that too many topics are presented in a single view. e.g. the Getting Started page has info about multiple platforms, instead we should break things down so it's more like -Getting Started -Linux -Windows -OSX -Android -IOS So that users are getting the information relevant to them, quicker and not posting the same old questions on the forum as much. Perhaps people should design there suggestions for how we categorise and access the content then we can compare ideas. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Website, Version control and Server migration
Hi Thomas, On 3 April 2012 14:39, Thomas Hogarth thomas.hoga...@gmail.com wrote: I've had a quick go at creating an account on the new MediaWiki system, was very straight forward. I don't have much experience with web backends but am very interested in helping out with content and general admin of the new site. Thanks for the offer. I'd very much like to be able to distribute the load and responsibility of maintaining website across a set of engineers, we'll need to wait to see who steps forward before we can divvy up various responsibilities. I've been meaning to create some more detailed information about IOS specific stuff and the new website is a good time to start I think. Excellent :-) Only comments so far are that I couldn't find how to add images, I think you need to enable user uploads but I guess this creates the issue with how much do you allow to be uploaded etc. I've just worked out how to enable uploads, and tested it out on the page you modified - I've uploaded a 2:1 whole earth image and it looks to work fine. Feel free to see if you can remove it/replace it. In terms of ideas for the new site I always liked the simple layout of the openframeworks site http://www.openframeworks.cc/ I especially like the feeds at the bottom with information about the latest commits etc, helps people keep up with what's going on. Although their tutorials are difficult to find. Thanks for the link. The openframeworks website is both quite simple but seems to have multiple places for the same thing which makes it a little more visually cluttered than it needs be. The feeds is an interesting idea - we try to kind of nurture this with the front page of the old website but it's never updated often enough to justify it. Having a github feed would ensure that there is pretty steady supply of news. I guess tracking tweets of various prominent OSG contributors/users would be useful as well. I haven't personally dabbled in twitter/facebook/google+ yet, and still don't feel too inclined to generate even more opportunities to air my inability to spell! Others are welcome to jump in a fill this void :-) I think the main downfall of the current OpenSceneGraph site is that too many topics are presented in a single view. e.g. the Getting Started page has info about multiple platforms, instead we should break things down so it's more like -Getting Started -Linux -Windows -OSX -Android -IOS So that users are getting the information relevant to them, quicker and not posting the same old questions on the forum as much. Perhaps people should design there suggestions for how we categorise and access the content then we can compare ideas. Having a a layout guideline that works well is essential for getting the website to work well. We'll need to decide this reasonably soon as this guides how the content gets filled out. I haven't formed any opinions on the right way so am open to suggestions. I do wonder if with having a new and more powerful wiki would open the door to better community content and hopefully... documentation. I'm wondering whether we can push much of the documentation onto the wiki and then have the main website act as a place holder for downloads/gallery and as gateway to forum/mailing list/wiki. Having a wiki with it's log in user account, and potentially CMS like Joomla with it's own user accounts, and the forum and mailing list both with their own user accounts will be rather messy. So I wonder if it might be possible to have just one account on the main site and then have options for enabling wiki/forum/mailing list activation. Is this possible? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Primitive Restart
Hi Robert, as I understand it, this feature enables one to put unconnected strips in a single primitive, while degenerated triangles may add a line between the end of a strip and the next. Regards, -Fred - Mail original - De: Robert Osfield robert.osfi...@gmail.com À: OpenSceneGraph Users osg-users@lists.openscenegraph.org Envoyé: Mardi 3 Avril 2012 15:34:02 Objet: Re: [osg-users] Primitive Restart Hi Felix, Is there any reason why you can't just connect the tri strips together using a repeated indices to create a degenerate triangle that connects two strips together. This way you can put multiple tri strips into a single DrawElementUShort and avoid the heavy cost of lots of separate OpenGL calls. Using this approach just requires some post processing of the osg::Geometry rather than changes to the core OSG. The combining of tri strips this way will also perform better and use less memory. Robert. On 2 April 2012 00:25, Felix Nawothnig felix.nawoth...@googlemail.com wrote: Hey. Now comes a non-trivial one... :-) A while ago I added support for primitive restart to our internal build to stitch triangle strips - this greatly improved performance and VRAM usage for our very heavy CAD data. As primitive restart was included in GL core a while a ago I suppose this feature has a chance to be included in OSG. I havn't prepared a patch yet (mostly because I don't want to waste the time in case this isn't going to be integrated anyway), so I'll just outline what I did: - osg::DrawElements and friends got two new attributes, PrimitiveRestart (bool) and PrimitiveRestartIndex (unsigned integer) - osg::State was extended to allow setting the respective GL attributes - The osg::PrimitiveFunctor and osg::PrimitiveIndexFunctor interfaces were extended by a primitiveRestart() and setPrimitiveRestart(bool, unsigned int) method - osg::TriangleIndexFunctor was extended to implement the new functionality ... and all other PrimitiveFunctor / PrimitiveIndexFunctor implementations everywhere were extended to support primitive restart. (I also have a visitor stitching strips which are contained in seperate primitive sets but I did that outside of OSG ... if PS support is included I suspect it might be useful to have a visitor to do this in osgUtil somewhere too) So... should I prepare a patch? Cheers, Felix ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame Event Button Mask Bug?
Hi Robert, Yes, I did make minor changes to the example code. The osgkeyboardmouse changes are identical for both OSG 2.8.2 and 3.0.1 but I attached both patches anyway. Below I have listed the output from the modified example and add some comments. osgkeyboardmouse example run (2.8.2): // application execution begins frame: mask = 0 frame: mask = 0 frame: mask = 0 frame: mask = 0 // mouse pressed and continuously held down mouse pressed // first frame after mouse press event, this frame event's button mask does indicate the mouse button is pressed frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 // mouse button released mouse release // first frame does indicate the button was released frame: mask = 0 frame: mask = 0 frame: mask = 0 frame: mask = 0 osgkeyboardmouse example run (3.0.1): // application execution begins frame: mask = 0 frame: mask = 0 frame: mask = 0 frame: mask = 0 // mouse pressed and continuously held down mouse pressed // first frame after mouse press event, this frame event's button mask does NOT indicate the mouse button is pressed frame: mask = 0 // the subsequent frame events all DO indicate the mouse button is pressed frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 // mouse is released mouse released // Now similar behavior is seen as with mouse press, first frame state the mouse button is pressed frame: mask = 1 // Subsequent frames state the mouse button is not pressed frame: mask = 0 frame: mask = 0 frame: mask = 0 I hope this helps make things more clear, let me know if anything is still unclear. Thanks, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46773#46773 Attachments: http://forum.openscenegraph.org//files/osgkeyboardmouse_diff_301_513.txt http://forum.openscenegraph.org//files/osgkeyboardmouse_diff_282_108.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Primitive Restart
Hi Fred, On 3 April 2012 16:21, Frederic Bouvier fredlis...@free.fr wrote: as I understand it, this feature enables one to put unconnected strips in a single primitive, while degenerated triangles may add a line between the end of a strip and the next. You say may add a line, is this supposition or have you seen documented evidence that this can happen? Robert? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VR with OpenSceneGraph
Hi, I'm trying to implement VR application where head tracking will be used to create the 3D illusion by changing the perspective in 3D scene. The idea is very similar to the one implemented by Johny Lee in his 'Head Tracking for Desktop VR Displays' project using WiiRemote. The head tracking part works fine, I have got the 3D point corresponding to my head's position, the problem is when I move my head in horizontal or vertical direction it behaves ok, apart from the fact that objects - in my case cubes, are stretched in the z-axis. Secondly when I move my head in the z-axis in other words - closer to and further away from the screen I can see the back wall of my virtual room moves but the objects seem to be fixed and they do not change in size at all when I get closer to the screen. Below are 3 images: First one, head is in the original position. [Image: http://obrazki.elektroda.pl/6286372200_1333477477_thumb.jpg ] (http://obrazki.elektroda.pl/6286372200_1333477477.png) Second one, I moved my head right so I can see more of the left side of the room. [Image: http://obrazki.elektroda.pl/6130984900_1333477478_thumb.jpg ] (http://obrazki.elektroda.pl/6130984900_1333477478.png) Third one, I moved closer to the screen, but objects did not change their sizes but the back wall is closer now. [Image: http://obrazki.elektroda.pl/1229996500_1333477477_thumb.jpg ] (http://obrazki.elektroda.pl/1229996500_1333477477.png) I'm using the following code to render my scene: Code: ... float nearPlane = 0.0f; float farPlane = 20.0f; mOsgViewer.getCamera()-setProjectionMatrixAsFrustum( -0.5 + x, 0.5 + x, -0.5 + y, 0.5 + y, nearPlane - z, farPlane); osg::Matrixd cameraTrans; cameraTrans.makeTranslate(x, y, z); mOsgViewer.getCamera()-setViewMatrix(cameraTrans); mOsgViewer.frame(); ... I've created a widget in Qt which inherits from QGLWidget, to render my OSG scene. I added all cubes and room inside the constructor and in paintGL() I'm setting up glFrustum using the above code. I'm not using any camera manipulators. Is anyone familiar with VR displays. What should be the behaviour of a 3D scene rendered in such a way? I'm not sure if I'm doing this the right way. There are numerous projects using OpenGL and where glFrustum is set in the same way and then the head's movement is compensated with glTranslate. I will be very happy if someone could give me some hints as I think I'm doing something wrong. Thank you! Cheers, Chris Code: -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46775#46775 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG, physics serialization
Hi, has any work been done in this direction yet? I need to port an application using Nvidia PhysX (esp. particle fluids) to OSG in the next few weeks and I wonder if there is anything better than this demo (http://forum.openscenegraph.org/viewtopic.php?t=1101highlight=physx) from 2009 to base my code on Thank you! Cheers, Karan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46776#46776 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG, physics serialization
has any work been done in this direction yet? I need to port an application using Nvidia PhysX (esp. particle fluids) to OSG in the next few weeks and I wonder if there is anything better than this demo ( http://forum.openscenegraph.org/viewtopic.php?t=1101highlight=physx) from 2009 to base my code on Well, it's not PhysX, but there is osgBullet: http://code.google.com/p/osgbullet/ I don't know if it has the particle fluids capability you need though. -- 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] OSG, physics serialization
Well, it's not PhysX, but there is osgBullet: http://code.google.com/p/osgbullet/ (http://code.google.com/p/osgbullet/) I don't know if it has the particle fluids capability you need though. [/quote] Bullet doesn't have particle fluids that are integrated with rest of the engine (i.e. interactions/collisions with other geometry), which is why I need PhysX. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46778#46778 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi David, Sorry my last email was a quick test via remote desktop, doh. It still unfortuantly crashses, osgforest also crashes as well I will have a play with things, its probably something I have introduced onto my system.. My specs are much the same as yours except, I compile the x64 version, Nvidia 480gtx x2 Regards Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Callu Sent: 03 April 2012 01:53 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin I use VS 2010, Windows 7 64 bit, Nvidia 460M, Driver 296.10, osg 3.1.2 build in 32 bit and osggeometryshader work fine. As I am a little bit paranoiac with the crappy VS developpement tools : Have you restart Windows and/or VS after NVidia driver update ? Have you rebuild OSG since your last SVN update or just do a 'build' ? Are you sure to use good osg dll ? HTH David Callu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem using osgconv to write OpenFlight
Paul, Thanks for your reply. -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Thursday, March 29, 2012 9:42 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Problem using osgconv to write OpenFlight Hi Brad -- The client that contracted with me to develop the OpenFlight exporter specifically requested that the exporter support the same feature set as the importer. Since the importer doesn't load image files, likewise the exporter doesn't export image files. I'm not saying that's a good decision, I'm just giving you the background. :-) If you want to add this capability, you should probably use an export option to enable it, with the default being to not write the image data to files. As far as where to add this in the code, the exporter is a NodeVisitor. You should probably add a map of textures so that shared textures don't get written multiple times. -Paul On 1/20/2012 5:07 PM, Brad Colbert wrote: Hi folks, I found a work around. First, if I convert the IVE to OSG with the option osgconv -O OutputTextureFiles it will write out the .dds files. Then, I convert the IVE to FLT, which picks up those .dds files. A bit of a kludge but was wondering where I should look to make the proper changes to the OpenFlight writer to output the textures? -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert Sent: Friday, January 20, 2012 3:56 PM To: 'osg-us...@openscenegraph.org' Subject: [osg-users] Problem using osgconv to write OpenFlight Hi folks, I'm suspecting that something is wrong with my DDS plugin but thought I would ask to see if it's something more fundamental. I'm trying to convert a .ive file to an OpenFlight file. I get the (.flt) file and the texture attribute files (.attr) but no texture files (.dds). Any ideas why? Thanks, Brad P.S. OpenSceneGraph Library 3.0.1 --- Brad Colbert Renaissance Sciences Corporation (480) 374-5073 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgUtil::Tessellator not working with double precision
Hiya, I need Vec3d precision for my geometry. I spent a long time trying to figure out why tessellator wouldn't work at all on my data, until I changed all of my Vec3d's to 'Vec3' on a whim. Now it works fine... but the issue still remains. How can I use double precision with tessellator? Regards Preet ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Website, Version control and Server migration
Hi Robert I do wonder if with having a new and more powerful wiki would open the door to better community content and hopefully... documentation. I'm wondering whether we can push much of the documentation onto the wiki and then have the main website act as a place holder for downloads/gallery and as gateway to forum/mailing list/wiki. I do like the idea of a using the wiki for all tutorials and documentation, having a simpler system will make users more inclined to contribute and correct information. Then as you say, the main site can be a more polished portal for downloads, forum, release news etc. Joomla should help make this quite easy to keep updated from what I've been reading. Having a wiki with it's log in user account, and potentially CMS like Joomla with it's own user accounts, and the forum and mailing list both with their own user accounts will be rather messy. So I wonder if it might be possible to have just one account on the main site and then have options for enabling wiki/forum/mailing list activation. Is this possible? Linking of all the accounts sounds like a good feature too. I found these regarding MediaWiki, Joomla and phpBB http://www.mediawiki.org/wiki/Extension:AuthJoomla http://www.mediawiki.org/wiki/Extension:PHPBB/Users_Integration They seem to show it's doable but will probably require some work. I'll keep reading up on this stuff, and think about layouts etc. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Website, Version control and Server migration
You might also consider whther Joomla has Wiki and forum modules of its own, that could share a common registration/login system. Drupal (a Joomla competitor, also Open Source) has basic and advanced wiki and forum modules that would leverage off Drupal's own core system, rather than having to integrate external modules. I'm admin'ed PHPBB before and its not all that fun to integrate with other systems. -- 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] osgUtil::Tessellator not working with double precision
Hi, In my here,once inclued osgUtil/Tessellator , the project can't be compiling.it make some errors,some 'Key word' like [GLU] [INT]. vs2008+osg3.01+ qmake(QtCreator). At 2012-04-04 08:10:32,Preet prismatic.proj...@gmail.com wrote: Hiya, I need Vec3d precision for my geometry. I spent a long time trying to figure out why tessellator wouldn't work at all on my data, until I changed all of my Vec3d's to 'Vec3' on a whim. Now it works fine... but the issue still remains. How can I use double precision with tessellator? Regards Preet ___ 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] problem with svn (atomic counter?)
Hi Martin, interesting, I have exactly the same error! (Win7 x64, GTX480 with 296.10 Driver: OSG in 32 bit and in 64 bit has the error) My thread is http://forum.openscenegraph.org/viewtopic.php?t=10161 Please verify that your error occurs in all aplications using (and therefor compiling) shaders. If you runf your apps from console and OSG_NOTIFY_LEVEL=DEBUG, you should see the last step before shutting down the app is the shader compilation. I copied my compiled OSG onto my laptop with older Nvidia mobile graphics, there it runs fine. I thought my primary build machine ist screwed up and decided to reinstall the machine from scratch (not done yet). But now I read your error which seems to be exactly my own one, so it may by a true error. Any thoughts? Best regards, Torben ... Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46786#46786 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org