Re: [osg-users] Posts with subject lines like osg-users Digest, Vol 58, Issue 29

2012-04-23 Thread Robert Osfield
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/
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Re: [osg-users] OSG 3.0.1 Build error

2012-04-23 Thread Robert Osfield
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


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Re: [osg-users] Building new website, assistance appreciated!

2012-04-23 Thread Jordi Torres
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.


 --
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 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] Building new website, assistance appreciated!

2012-04-23 Thread Torben Dannhauer
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

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Re: [osg-users] Posts with subject lines like osg-users Digest, Vol 58, Issue 29

2012-04-23 Thread Jan Ciger
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
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Re: [osg-users] Rewind the scene

2012-04-23 Thread Koduri Lakshmi
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

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Re: [osg-users] Current state of GLES2

2012-04-23 Thread Chris Hanson
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.


-- 
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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 •
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Re: [osg-users] Current state of GLES2

2012-04-23 Thread Thomas Hogarth
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

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Re: [osg-users] Problem with osgEarth::ImageOverlay::setAlpha

2012-04-23 Thread Ou Yang
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

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Re: [osg-users] Rewind the scene

2012-04-23 Thread Thomas Hogarth
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

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Re: [osg-users] Current state of GLES2

2012-04-23 Thread Robert Osfield
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.
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Re: [osg-users] Posts with subject lines like osg-users Digest, Vol 58, Issue 29

2012-04-23 Thread Robert Osfield
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.
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-23 Thread Robert Osfield
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.
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Re: [osg-users] Posts with subject lines like osg-users Digest, Vol 58, Issue 29

2012-04-23 Thread Paul Martz

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


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Re: [osg-users] Building new website, assistance appreciated!

2012-04-23 Thread Jordi Torres
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.


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Re: [osg-users] Current state of GLES2

2012-04-23 Thread Eduardo Poyart
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.
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Re: [osg-users] Current state of GLES2

2012-04-23 Thread Preet
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.
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Re: [osg-users] Current state of GLES2

2012-04-23 Thread Chris Hanson

 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/
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Re: [osg-users] osgShadow and node masks

2012-04-23 Thread Garth D


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
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Re: [osg-users] look for the example of Skeletal animation

2012-04-23 Thread Garth D


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



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