Re: [osg-users] Posts with subject lines like osg-users Digest, Vol 58, Issue 29
Hi Paul, I have just had a look at the mailman admin options and can't spot a way of configuring the rejection of digest replies. I may have missed something. Do you have any idea what the other list your on uses for mail and how the rejection of digest replies was enabled? Robert. On 22 April 2012 21:32, Paul Martz pma...@skew-matrix.com wrote: Hi Robert -- It seems that posts with this kind of subject line are almost always a mistake, and the sender almost certainly intended to enter a meaningful subject line. I'm on another active email list that also offers a digest option, and I generally read it in the digest format, and more than once I have accidentally replied without setting a proper subject and felt pretty stupid afterwards. Recently, the administrator of this other list set a configuration option to automatically reject any postings with an unmodified digest subject line. The result is that the sender gets a polite rejection notice and can then re-send the message with a proper subject. This saves the poster much embarrassment, and eliminates gibberish subjects from polluting the mail list. Does the osg-users / osg-submissions email server have a similar mechanism for rejecting posts with unmodified digest subject lines? If you could enable something like this, I think most readers would be grateful. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 3.0.1 Build error
Hi Michael, I have used ITK recently so can't provide any specific guidance, it would seem like CMake has picked up on ITK and enabled the build of the dicom plugin but the libs that the plugin links to are no longer sufficient or are incorrect. It could be that the CMake find package for ITK is up to date, or the plugin can handle the new version. Run ccmake and have a look at the ITK options. Do you actually intend for the dicom plugin to built against ITK? If not just go into ccmake and remove the ITK entires so that the plugin no longers builds. Robert. On 23 April 2012 00:15, Michael Hall hal...@att.net wrote: I am getting the following error compiling OSG 3.0.1. Looks like ld cannot find -lITKIO. I have the Insight ToolKit 4.0.1 installed. Any ideas? [ 84%] Building CXX object src/osgPlugins/dicom/CMakeFiles/osgdb_dicom.dir/ReaderWriterDICOM.o /home/hallmw/OpenSceneGraph/src/osgPlugins/dicom/ReaderWriterDICOM.cpp: In member function ‘virtual osgDB::ReaderWriter::ReadResult ReaderWriterDICOM::readSingleITKImage(const string, const Options*) const’: /home/hallmw/OpenSceneGraph/src/osgPlugins/dicom/ReaderWriterDICOM.cpp:414:34: warning: variable ‘start’ set but not used [-Wunused-but-set-variable] Linking CXX shared module ../../../lib/osgPlugins-3.0.1/osgdb_dicom.so /usr/bin/ld: cannot find -lITKIO collect2: ld returned 1 exit status make[2]: *** [lib/osgPlugins-3.0.1/osgdb_dicom.so] Error 1 make[1]: *** [src/osgPlugins/dicom/CMakeFiles/osgdb_dicom.dir/all] Error 2 make: *** [all] Error 2 ___ 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] Building new website, assistance appreciated!
Hi all, Thank you for your feedback. I will install the template in the new server ( http://openscenegraph.com). Robert could you give me an ftp account? I need to tweak some css's and change some images, including the header-banner image with the blue marble layer. In fact we can have different banners as they load randomly. If anybody is willing to send and image it has to be 600 x 80 pixels. About beginner stuff I agree with you, it's better to split the wall of text :). I just copied the old web content. Once the template is active anybody with publisher rights will be able to change it. Joomla has modules to read directly from a feed, so, for the svn we need a post-commit** hook that publishes commit information. After that, including it in joomla is pretty straight forward. About twitter updates we have different options [1]. In my opinion is better to have an openscenegraph twitter account, and then connect it to the webblog, publish commit informations (directly from the feed) or releases automaticly. [1] https://twitter.com/about/resources/widgets Cheers. 2012/4/22 Eduardo Poyart poy...@gmail.com Hello, It looks great on an iPad, except for a minor cropping problem on the twitter panel on the right. Screenshot is attached below. Eduardo [image: image.png] On Apr 20, 2012, at 5:34 AM, Jordi Torres jtorresfa...@gmail.com wrote: Hi all, Hi had a bit of time to play with some joomla templates ( http://webkeux.com/osg/), and I decided for JA_purity template. The web is in its first stage, but speaking with robert we decided to put this in the community knowledge. This way others can chime in and say their opinion or whatever they want. There is not many information yet, but it's enough to judge the layout and colors, etc. We had to add many information, for example last svn commits, etc. I am awating for your opinion, don't be bad :). Thanks! Cheers. 2012/4/17 Chris Hanson xe...@alphapixel.com On Tue, Apr 17, 2012 at 10:27 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi All, I'm happy to add/change permissions of others, just let me know what you'd like to contribute to and what types of rights you think you'll need. I would like to be able to contribute in the future but as of this month I'm sort of swamped with other matters. You cans see from my TRAC history that I do try to keep the (old) site up to date and correct when and where I discover problems. -- 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 -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ 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 -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Jordi, the automatic content creating sounds great, so its easy to communicate new updates . currently I have no nice banner available, but I would like to provide one in some weeks or month. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47220#47220 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Posts with subject lines like osg-users Digest, Vol 58, Issue 29
On Mon, Apr 23, 2012 at 9:48 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Paul, I have just had a look at the mailman admin options and can't spot a way of configuring the rejection of digest replies. I may have missed something. Do you have any idea what the other list your on uses for mail and how the rejection of digest replies was enabled? I think Mailman cannot do this out of the box (aka there is no checkbox Reject unmodified subjects), but you can set up a rejection filter using a regexp or a keyword, I believe. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rewind the scene
Hi, Any one has the solution for this. I too has the same problem. I need to jump to some position in the animation. (My osg has animation). Can any one please help me what to do to jump to a specified position by providing the time/frame number. ... Thank you! Cheers, Koduri -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47222#47222 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Current state of GLES2
On Sun, Apr 22, 2012 at 9:11 PM, Eduardo Poyart poy...@gmail.com wrote: Hello, Just to make sure I'm not missing anything, I'd like to ask this. What is the current state of GLES2 in OSG? What should be done to enable texturing? I think it worked ok for me, using the osgvertexattributes example to run shadergen on the scenegraph. OSG's ShaderGen code generates GL2, but not GLES2 shaders. Thomas Hogarth has some more advanced shadergen code that he allowed me to use that dealt with the precision qualifier issues. I don't know Thomas' intent for incorporating his shadergen improvements into OSG core, but I would support this endeavor if he decided to. -- 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] Current state of GLES2
Hi Guys Yes I have a GLES2 version of shader gen. At the moment it only supports a fixed hardcoded light position, which isn't great but it does support, texturing, lighting etc. I've attached it and we can look at including into core osg, but I think support for at least the initial position of one light source would be good. Also we need to either test for backward compatibility with GL2 or have two versions of ShaderGen in the core. I know Roberts long term goal is to introduce a Shader Composer system (bits and pieces already exist), but this can work as an aid to new developers until then. Let me know how you get on with it. Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47224#47224 Attachments: http://forum.openscenegraph.org//files/gles2shadergen_157.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with osgEarth::ImageOverlay::setAlpha
Hi, The bug has been found in ImageOverlay::init() method. The original code is: osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0] = osg::Vec4(1,1,1,_alpha); geometry-setColorArray( colors ); geometry-setColorBinding( osg::Geometry::BIND_OVERALL ); when change it to: osg::Vec4Array* colors = new osg::Vec4Array(4); (*colors)[0] = osg::Vec4(1,1,1,_alpha); (*colors)[1] = osg::Vec4(1,1,1,_alpha); (*colors)[2] = osg::Vec4(1,1,1,_alpha); (*colors)[3] = osg::Vec4(1,1,1,_alpha); geometry-setColorArray( colors ); geometry-setColorBinding( osg::Geometry::BIND_PER_VERTEX ); the alpha value are applied correctly. I don't know if it a bug in osg core library. ... Thank you! Cheers, Ou -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47225#47225 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rewind the scene
Hi Guys i've done this in the past, I do have a little class to handle it but it's quite a mess so I won't share the whole thing. Essentially the best thing to do is to get hold of the original animation path then split it into the sub animation you require. Then when you want to play a specific one you set it as the current for the AnimationPathCallback Here's the basic code I use to do that Code: void SplitAni::ReSampleSubAni(int subID, int from, int to) { if(subID0 || subID=(int)_splitAnis.size()) {return;} //check the original path is good if(!_originalAni) {return;} //clear the current path _splitAnis[subID]-getTimeControlPointMap().clear(); //find the number of frames in the original animation osg::AnimationPath::TimeControlPointMap timeMap = _originalAni-getTimeControlPointMap(); //seconds per rame //int totalFrames = (int)timeMap.size(); double secsPerFrame = (double)1.0f/_fps; //get start end frames as times double frameT = from*secsPerFrame; double endT = to*secsPerFrame; int newCount=0; while(frameTendT) { osg::AnimationPath::ControlPoint cp; _originalAni-getInterpolatedControlPoint(frameT, cp); //insert into the subanimation starting from time 0 _splitAnis[subID]-insert(newCount*secsPerFrame, cp); //step to nxt time frameT+=secsPerFrame; //increase new frame count newCount++; } } _splitAnis is just an array of osg::AnimationPath and _fps is the frame rate of the original animation path. Hope that helps Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47226#47226 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Current state of GLES2
Hi Thomas et. al, I won't have a chance to complete the shader composition functionality in the near term so an improved ShaderGen would be welcome. Handling items like lights, texgen and clipplanes will require some handling elsewhere other than with just the standard functionality - we'll need to have the osg::Light, osg::TexGen and osg::ClipPlane all be written as appropriate osg_* uniforms with the values being passed to OpenGL using the current modelview matrix as is done by OpenGL with the fixed function pipeline. This might require amendments to osg::State/osgUtil::RenderStage and the osg::Light, osg::TexGen and osg::ClipPlane, but it might also be possible with just amendments to state attributes if they do a little compute work prior to passing their values to OpenGL as uniforms. I would suggest finding a workable solution for lights then when this works roll it out for the other positional state. Thoughts? Robert. On 23 April 2012 15:16, Thomas Hogarth thomas.hoga...@gmail.com wrote: Yes I have a GLES2 version of shader gen. At the moment it only supports a fixed hardcoded light position, which isn't great but it does support, texturing, lighting etc. I've attached it and we can look at including into core osg, but I think support for at least the initial position of one light source would be good. Also we need to either test for backward compatibility with GL2 or have two versions of ShaderGen in the core. I know Roberts long term goal is to introduce a Shader Composer system (bits and pieces already exist), but this can work as an aid to new developers until then. Let me know how you get on with it. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Posts with subject lines like osg-users Digest, Vol 58, Issue 29
Hi Guys, On 23 April 2012 10:23, Jan Ciger jan.ci...@gmail.com wrote: I think Mailman cannot do this out of the box (aka there is no checkbox Reject unmodified subjects), but you can set up a rejection filter using a regexp or a keyword, I believe. I have enough on my plate to not have to go experimenting with new filters for mailman. If anyone can come forward with exactly what I need to apply to mailman then I can do it, in the meantime I'll be getting on with merging submissions, learning/experimenting with server and website etc. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Jordi, On 23 April 2012 09:09, Jordi Torres jtorresfa...@gmail.com wrote: Thank you for your feedback. I will install the template in the new server (http://openscenegraph.com). Robert could you give me an ftp account? I need to tweak some css's and change some images, including the header-banner image with the blue marble layer. I'm still feeling my around server admin with Dreamhost, and haven't yet spotted a specific place to create a ftp account for you. I'm wondering if just creating an account for you with my Dreamhost account would be sufficient/appropriate. Suggestions? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Posts with subject lines like osg-users Digest, Vol 58, Issue 29
As Jan says, I believe it's some kind of dumb filter. I tried posting to my other list to ask how this was set up, and my post was rejected because the subject line contained both the name of the list and the word digest. Apparently that was enough to trigger the rejection filter. I re-posted with a different subject line; if I hear back from the list admin with more details, I'll post that info here. -Paul On 4/23/2012 3:23 AM, Jan Ciger wrote: On Mon, Apr 23, 2012 at 9:48 AM, Robert Osfield robert.osfi...@gmail.com mailto:robert.osfi...@gmail.com wrote: Hi Paul, I have just had a look at the mailman admin options and can't spot a way of configuring the rejection of digest replies. I may have missed something. Do you have any idea what the other list your on uses for mail and how the rejection of digest replies was enabled? I think Mailman cannot do this out of the box (aka there is no checkbox Reject unmodified subjects), but you can set up a rejection filter using a regexp or a keyword, I believe. Regards, Jan ___ 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] Building new website, assistance appreciated!
Hi Robert, The best thing seems to share an account to manage the web folder [1], and then move the web directory to the new account as is explained in the link. Sorry to bother you with more web stuff, but I need superadmin rights in joomla to install the template because I need to access to extension manager and I can't with admin rights :(. Cheers. [1]http://blog.dreamhosters.com/kbase/index.cgi?area=2951 2012/4/23 Robert Osfield robert.osfi...@gmail.com Hi Jordi, On 23 April 2012 09:09, Jordi Torres jtorresfa...@gmail.com wrote: Thank you for your feedback. I will install the template in the new server (http://openscenegraph.com). Robert could you give me an ftp account? I need to tweak some css's and change some images, including the header-banner image with the blue marble layer. I'm still feeling my around server admin with Dreamhost, and haven't yet spotted a specific place to create a ftp account for you. I'm wondering if just creating an account for you with my Dreamhost account would be sufficient/appropriate. Suggestions? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Current state of GLES2
Very clarifying, thank you. I did experiment with ShaderGen and I even patched it to generate GLES2 code. However I'm going in a different direction. My models are simple. I wrote my own shader and added it to the root node. My shader currently has a fixed light position for testing purposes. Now I want to render it with textures. If OSG would detect GLES2 and appropriately write standard-named uniforms for textures, I could just use those names in the shader. Maybe that needs to be done in State::applyModeOnTexUnit, since there is code there for fixed-function Opengl (glEnable(GL_TEXTURE_2D)). If that seems like a good direction, I'll try to do it for textures. The same thing can be done for light positions later. This way I leave ShaderGen out of the way, and it can be improved later. Eduardo On Mon, Apr 23, 2012 at 7:51 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Thomas et. al, I won't have a chance to complete the shader composition functionality in the near term so an improved ShaderGen would be welcome. Handling items like lights, texgen and clipplanes will require some handling elsewhere other than with just the standard functionality - we'll need to have the osg::Light, osg::TexGen and osg::ClipPlane all be written as appropriate osg_* uniforms with the values being passed to OpenGL using the current modelview matrix as is done by OpenGL with the fixed function pipeline. This might require amendments to osg::State/osgUtil::RenderStage and the osg::Light, osg::TexGen and osg::ClipPlane, but it might also be possible with just amendments to state attributes if they do a little compute work prior to passing their values to OpenGL as uniforms. I would suggest finding a workable solution for lights then when this works roll it out for the other positional state. Thoughts? Robert. On 23 April 2012 15:16, Thomas Hogarth thomas.hoga...@gmail.com wrote: Yes I have a GLES2 version of shader gen. At the moment it only supports a fixed hardcoded light position, which isn't great but it does support, texturing, lighting etc. I've attached it and we can look at including into core osg, but I think support for at least the initial position of one light source would be good. Also we need to either test for backward compatibility with GL2 or have two versions of ShaderGen in the core. I know Roberts long term goal is to introduce a Shader Composer system (bits and pieces already exist), but this can work as an aid to new developers until then. Let me know how you get on with it. ___ 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] Current state of GLES2
Hiya, Not to hijack this thread, but I'm also interested in porting my osg application to an OpenGL ES2 device. I'm new to OSG and OpenGL but I understand that ES2 has some pretty significant changes in how things are drawn. What sort of steps should I be taking to accomplish this? I'm not sure what level of 'continuity' OSG offers between the different OpenGL versions, and I didn't design the original application with OpenGLES in mind (no shaders, just simple geometry, transforms and materials). Based on this thread I get the feeling I shouldn't expect my application to 'just work'... so what's the right way to proceed? Does 'most' of OSG's basic functionality still work with ES2? Will I need to rewrite much of my code? I downloaded an OpenGLES2 emulator from PowerVR... I'll try to compile OSG for ES2 and see if I can get any examples working, but beyond that I really don't know how to approach this and would appreciate any advice. Regards, Preet On Mon, Apr 23, 2012 at 4:51 PM, Eduardo Poyart poy...@gmail.com wrote: Very clarifying, thank you. I did experiment with ShaderGen and I even patched it to generate GLES2 code. However I'm going in a different direction. My models are simple. I wrote my own shader and added it to the root node. My shader currently has a fixed light position for testing purposes. Now I want to render it with textures. If OSG would detect GLES2 and appropriately write standard-named uniforms for textures, I could just use those names in the shader. Maybe that needs to be done in State::applyModeOnTexUnit, since there is code there for fixed-function Opengl (glEnable(GL_TEXTURE_2D)). If that seems like a good direction, I'll try to do it for textures. The same thing can be done for light positions later. This way I leave ShaderGen out of the way, and it can be improved later. Eduardo On Mon, Apr 23, 2012 at 7:51 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Thomas et. al, I won't have a chance to complete the shader composition functionality in the near term so an improved ShaderGen would be welcome. Handling items like lights, texgen and clipplanes will require some handling elsewhere other than with just the standard functionality - we'll need to have the osg::Light, osg::TexGen and osg::ClipPlane all be written as appropriate osg_* uniforms with the values being passed to OpenGL using the current modelview matrix as is done by OpenGL with the fixed function pipeline. This might require amendments to osg::State/osgUtil::RenderStage and the osg::Light, osg::TexGen and osg::ClipPlane, but it might also be possible with just amendments to state attributes if they do a little compute work prior to passing their values to OpenGL as uniforms. I would suggest finding a workable solution for lights then when this works roll it out for the other positional state. Thoughts? Robert. On 23 April 2012 15:16, Thomas Hogarth thomas.hoga...@gmail.com wrote: Yes I have a GLES2 version of shader gen. At the moment it only supports a fixed hardcoded light position, which isn't great but it does support, texturing, lighting etc. I've attached it and we can look at including into core osg, but I think support for at least the initial position of one light source would be good. Also we need to either test for backward compatibility with GL2 or have two versions of ShaderGen in the core. I know Roberts long term goal is to introduce a Shader Composer system (bits and pieces already exist), but this can work as an aid to new developers until then. Let me know how you get on with it. ___ 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] Current state of GLES2
different OpenGL versions, and I didn't design the original application with OpenGLES in mind (no shaders, just simple geometry, transforms and materials). You'll need the GLES2 shadergen code. way to proceed? Does 'most' of OSG's basic functionality still work with ES2? Yes, with ShaderGen. I downloaded an OpenGLES2 emulator from PowerVR... I'll try to compile OSG for ES2 and see if I can get any examples working, but beyond that I really don't know how to approach this and would appreciate any advice. Which OS? OSG really only has ES2/EGL windowing interfaces for Xwindows -- Win32 is not implemented. -- 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] osgShadow and node masks
Hi all, A quick update on this: I had speculated that attaching things to a separate tree that was not attached to a osgShadow::ShadowedScene would avoid the problem, and I can confirm now that this is the case. I am now effectively keeping two copies of the scene tree now: one that contains things that should cast or receive shadows; and one that contains things that should do neither. I don't expect much of a performance hit, and haven't seen one. It sounds messy, but in practice it isn't too bad. I have actors that manage their own nodes/drawables, and these are the only entities that need the shadow-less text, so I just create two sets of transforms and maintain two trees for each actor, rather than one. This solves the problem as such. One school of thought is that the solution that quickly solves the problem at hand is the correct solution, but I'm not entirely convinced. ;) I am curious as to what the correct solution should be. Perhaps it is to logically separate entities into a scene with shadows and a scene without, as I have mentioned above. Or perhaps my initial approach was right, and everything that appears together *should* logically be created together under a ShadowedScene, with some objects casting, some receiving, and some abstaining. In the latter case, the questions from my last email remain- essentially, is my understanding of node masks correct, is the vanishing text expected behaviour given my choice of masks, and am I approaching things in the right way? I would love to hear the thoughts of anyone who has touched on this area, and can correct or confirm my understanding on the issue. With this input, I will have a better placed to track down the actual problem in my case. Opinions on the best approach definitely welcomed. Any input appreciated. :) Cheers, Garth On 21/04/12 16:50, Garth D wrote: Hi all, I was wondering if someone could help me out with respect to correcting my understanding of shadows and node masks. I am using OpenSceneGraph 3.0.1. I have created a scene, including a osgShadow::ShadowedScene. I have set the node mask for receiving shadows (via setReceivesShadowTraversalMask) to 1, and the mask to cast shadows (via setCastsShadowTraversalMask) to 2. I am using ShadowTexture- I have not been able to get the other techniques to work properly. I have some text (osgText::Text) that I wish to attach to an animated model, screen-facing. I neither want to cast nor receive shadows from this text. The text is attached to a osg::Geode, which is attached to a osg::MatrixTransform, which the model is also attached to, indirectly. Up the tree a little bit, the osgShadow::ShadowedScene can be found. If I leave the Geode as-is, it takes the default all-bits-set node mask, and casts a shadow. If I set it to 2, it casts a shadow. If I set it to 1, it doesn't cast one, but receives shadows from objects in the scene. If I then set the Geode node mask to 0, or 4, both of which should indicate no shadow casting or receiving (as bits zero and one are not set), the text vanishes entirely. Now, obviously it shouldn't do that. I saw similar symptoms when playing with osgEphemeris, but didn't dig into it further when I shifted away from using it. If believe that if I reparent the scene so that it lies outside of the ShadowedScene, it appears correctly. This is because I have a scene fadeout using RTT, and I reparent the scene so that it does not touch a ShadowedScene in this case, and the text appears again during the transition. I am wondering if my understanding of node masks and how they interact with osgShadow is correct. If not, if someone could indicate where and how I am using them incorrectly, it would be appreciated. I was also wondering with respect to modern-day usage, which parts of osgShadow would be considered most reliable and mature. Cheers, Garth ___ 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] look for the example of Skeletal animation
Hi, The osganimation* examples (eg. osganimationviewer, osganimationhardware) included in the source distribution may be a good place to start. Cheers, Garth On 20/04/12 21:46, 炫界 wrote: I want to learn osg Skeletal animation,but I can't find the appropriate.Is anyone has several examples? Thank you 网易Lofter,专注兴趣,分享创作! http://www.lofter.com ___ 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