[osg-users] Rotation animation
Hi, I am trying to make an animation to one model. What I want is to rotate the model around its own axis and also to translate (rotation again) around another pivot point, like Earth movements. I can achieve both movements separately, but I dont know how to make both animations work at the same time. I have tried nesting animations and similar ideas, but without luck. Could somebody give me some clues to get the solution to my problem? Thank you in advance, Best regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] HELP~OSG forAndroid crashed~~~
hi,everyone here i have built OSG for Android and complie the example osgAndroidExampleGLES1.I load a earth model it runs sucessfully.But it crashed unexpected.Log as showed follow: 10-25 15:57:03.710: INFO/DEBUG(1732): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 10-25 15:57:03.710: INFO/DEBUG(1732): Build fingerprint: 'samsung/GT-P7510/GT-P7510:3.1/HMJ37/ZCKH1:user/release-keys' 10-25 15:57:03.710: INFO/DEBUG(1732): pid: 2227, tid: 2235 osg.AndroidExample 10-25 15:57:03.710: INFO/DEBUG(1732): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 10-25 15:57:03.710: INFO/DEBUG(1732): r0 0032a2a0 r1 002f9300 r2 r3 0032a2a0 10-25 15:57:03.710: INFO/DEBUG(1732): r4 00329cc0 r5 839e4f7d r6 83e47168 r7 40183f58 10-25 15:57:03.710: INFO/DEBUG(1732): r8 5ec4ab70 r9 40183f50 10 40183f3c fp fe90 10-25 15:57:03.710: INFO/DEBUG(1732): ip 83677215 sp 5ec4aa58 lr 83b7c8c3 pc cpsr 0010 10-25 15:57:03.710: INFO/DEBUG(1732): d0 3de5d93a5acfd57c d1 10-25 15:57:03.710: INFO/DEBUG(1732): d2 be5ae56481ee2cda d3 bfc55228f9fedc91 10-25 15:57:03.710: INFO/DEBUG(1732): d4 3f548882600be91f d5 3f810fdb8fcd2457 10-25 15:57:03.710: INFO/DEBUG(1732): d6 3fbb8c153257d559 d7 3fbb8c153257d559 10-25 15:57:03.710: INFO/DEBUG(1732): d8 d9 10-25 15:57:03.710: INFO/DEBUG(1732): d10 d11 10-25 15:57:03.710: INFO/DEBUG(1732): d12 d13 10-25 15:57:03.710: INFO/DEBUG(1732): d14 d15 10-25 15:57:03.710: INFO/DEBUG(1732): scr 2012 10-25 15:57:03.980: INFO/DEBUG(1732): #00 pc 10-25 15:57:03.980: INFO/DEBUG(1732): #01 pc 00b7c8c0 /data/data/osg.AndroidExample/lib/libosgNativeLib.so (_ZN3osg5Group8traverseERNS_11NodeVisitorE) 10-25 15:57:03.980: INFO/DEBUG(1732): #02 pc 00689590 /data/data/osg.AndroidExample/lib/libosgNativeLib.so (_ZN3osg11NodeVisitor8traverseERNS_4NodeE) 10-25 15:57:03.980: INFO/DEBUG(1732): #03 pc 00ae9ce8 /data/data/osg.AndroidExample/lib/libosgNativeLib.so (_ZN7osgUtil13UpdateVisitor29handle_callbacks_and_traverseERN3osg4NodeE) 10-25 15:57:03.980: INFO/DEBUG(1732): #04 pc 00ae9bd0 /data/data/osg.AndroidExample/lib/libosgNativeLib.so (_ZN7osgUtil13UpdateVisitor5applyERN3osg5GroupE) 10-25 15:57:03.980: INFO/DEBUG(1732): #05 pc 009aa686 /data/data/osg.AndroidExample/lib/libosgNativeLib.so (_ZN3osg5Group6acceptERNS_11NodeVisitorE) 10-25 15:57:03.980: INFO/DEBUG(1732): #06 pc 0088f4b6 /data/data/osg.AndroidExample/lib/libosgNativeLib.so (_ZN9osgViewer5Scene16updateSceneGraphERN3osg11NodeVisitorE) 10-25 15:57:03.980: INFO/DEBUG(1732): libc base address: aff0 10-25 15:57:03.980: INFO/DEBUG(1732): code around pc: 10-25 15:57:03.980: INFO/DEBUG(1732): 10-25 15:57:03.980: INFO/DEBUG(1732): 0010 10-25 15:57:03.980: INFO/DEBUG(1732): 0020 10-25 15:57:03.980: INFO/DEBUG(1732): 0030 10-25 15:57:03.980: INFO/DEBUG(1732): 0040 10-25 15:57:03.980: INFO/DEBUG(1732): code around lr: 10-25 15:57:03.980: INFO/DEBUG(1732): 83b7c8a0 e0129303 1c18ab03 f904f673 1c181c03 10-25 15:57:03.980: INFO/DEBUG(1732): 83b7c8b0 ebf0f6b7 681a1c03 6812326c 1c189900 10-25 15:57:03.980: INFO/DEBUG(1732): 83b7c8c0 ab034790 f6551c18 9b01fa75 1c183374 10-25 15:57:03.980: INFO/DEBUG(1732): 83b7c8d0 f9f2f655 93021c03 ab02aa03 1c191c10 10-25 15:57:03.980: INFO/DEBUG(1732): 83b7c8e0 fa50f655 2b001c03 b005d1dc 46c0bd00 10-25 15:57:03.980: INFO/DEBUG(1732): stack: 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa18 839d06a5 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa1c 5ec4aa48 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa20 83e321a8 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa24 839d0bad /data/data/osg.AndroidExample/lib/libosgNativeLib.so 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa28 8c7bf078 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa2c 0004ccdd 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa30 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa34 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa38 002fa570 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa3c 5ec4aa4c 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa40 83e321a8 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa44 5ec4aa60 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa48 5ec4aa60 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa4c 5ec4aa64 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa50 df002777 10-25 15:57:03.980: INFO/DEBUG(1732): 5ec4aa54 e3a070ad 10-25 15:57:03.980:
[osg-users] Forum not working
Hi. I get the following error when try to access the forum: phpBB : Critical Error Could not connect to the database ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] about the cull mechanism in osg
Hi Shawl, On 19 October 2012 06:52, wh_xiexing wh_xiex...@sina.com wrote: i am newbie . my question is , i have a group which contains a lot a gode. in order to speed the rendering . i don't know whether i need to write a cull callback . or do nothing and let the osg system do the culling work instead . does osg automatically traverse the group and cull the node which lay out the frustum ??? The OSG provide a full range of culling mechanism, the key one is view frustum culling. All you need to do is build a well balanced scene graph and the OSG will cull it efficiently. Building an efficient scene graph is the task you need to focus on, this topic is a huge one so I'd recommend spending some time looking through the archives on the topic and also reading the OSG books. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can we add Viewer::setSkipCloseWindowEvent to prevent Window from being closed upon receiving CLOSE_WINDOW?
HI Micahel, Are you talking about the following code in Viewer::eventTraversal() that responds to the osgGA::GUIEventAdapter::CLOSE_WINDOW event? for(itr = gw_events.begin(); itr != gw_events.end(); ++itr) { osgGA::GUIEventAdapter* event = itr-get(); switch(event-getEventType()) { case(osgGA::GUIEventAdapter::CLOSE_WINDOW): { bool wasThreading = areThreadsRunning(); if (wasThreading) stopThreading(); gw-close(); _currentContext = NULL; if (wasThreading) startThreading(); break; } default: break; } } It would be possible to make this optional, in the same way the EscapeSetsDone flag is used. Without any modifications to the OSG the way to avoid the issue would be to subclass from Viewer and override the eventTraversal() method. Robert. On 19 October 2012 13:36, michael kapelko korn...@gmail.com wrote: Hi. I've looked at the code (OSG 3.0.1) of Viewer::eventTraversal and noticed that it checks for CLOSE_WINDOW event and closes the window, so there's no way to prevent the window from closing. I've googled for window close prevention with no luck, too. Can we add something like Viewer::setSkipCloseWindowEvent to OSG? Thanks. ___ 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] copying contents of osg::Group to rendered Group
Hi Joe, I can't say what might be wrong with the implementation you are using given the details provided. In general sharing and cloning the scene graph is easy and well established - it's been supported for a decade now, so in principle trying to do what you are doing should be possible. However, what you describe is a pretty usually, perhaps I'd even say odd, thing to do with the scene graph. Could you back up a little a explain what you are trying to achieve and why, rather than the low level description of something you've implemented not doing with you expect. With this understanding perhaps others will be able to suggest how to solve the actual task you are tackling in a more appropriate way. Robert. On 19 October 2012 16:08, Joe Doob cstat...@gmail.com wrote: Hi all. I have two osg::Groups, one which is being rendered in my viewer and another which is used as a buffer that collects geodes as they are created. Periodically, I want to flush the contents of my root group and copy over all the contents in the buffer. I have tried several methods of copying the contents of the buffer group to the root group, but I never actually see the new contents appear in my view. Specifically I have tried looping over all children in the buffer and calling root-addChild on each of these. I have also tried assigning the root to a deep copy clone of the buffer. In both cases I can verify that the root contains the data in the buffer using getNumChildren(), but they never show up. Does anyone know why this would be? Or, am I just going about this the wrong way? Thanks, S -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50678#50678 ___ 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] osgFX::Registry::Proxy proxy
Hi Peterakos, On 19 October 2012 17:02, Peterakos hay...@gmail.com wrote: What osgFX::Registry::Proxy proxy(new MyEffect); does ? Couldnt find any reference anywhere. i see it is used in predefined Effects like Outline. The Proxy will be a static object that is constructed at start up that registers the effect with the osgFX::Registry. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can OSG store materials externally for an object?
Hi Michael, On 20 October 2012 09:59, michael kapelko korn...@gmail.com wrote: Does OSG have some sort of material files that can be applied to the same mesh? So far I've looked into osgt files and they store both mesh and material inside one file. The OSG doesn't have a specific material file, and there isn't a formal material concept in the OSG. The closest equivilant is the OSG mapping to OpenGL state that is encapsulated on osg::StateSet. I guess you could write an an osg::StateSet to ascii file and read this back in using the osgDB::writeObjectFile(..) and osgDB::readObjectFile(..) functions. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projective Multi-Texturing
Hi Chirstoph, I'm surprised by you not getting any replies, guess everyone has been busy, or perhaps confused by what you are after. It sounds like to me you just need to use the OSG's standard multi-texturing support, the OSG will manage handling of OpenGL versions/extensions for you so you won't need to worry about the OpenGL backend. All modern OpenGL hardware supports multi-texturing with the fixed function pipeline and with GLSL shaders, with GLSL you have greater flexibility and range of units that you can use. How many textures do you want to assign to a single mesh? W.r.t projective texturing examples have a look the OSG's osg::TexGen (which wraps up glTexGen), osg::TexGenNode and the examples that use TexGen. ~/OpenSceneGraph/examples$ grep TexGen */* -l osgcubemap/osgcubemap.cpp osgmultitexture/osgmultitexture.cpp osgoit/osgoit.cpp osgprerendercubemap/osgprerendercubemap.cpp osgspotlight/osgspotlight.cpp osgteapot/osgteapot.cpp osgtexture1D/osgtexture1D.cpp osgtexture3D/osgtexture3D.cpp osgtexturecompression/osgtexturecompression.cpp osgvertexprogram/osgvertexprogram.cpp osgvirtualprogram/CreateAdvancedHierachy.cpp osgvirtualprogram/CreateSimpleHierachy.cpp osgvirtualprogram/osgvirtualprogram.cpp osgvolume/osgvolume.cpp Robert. On 21 October 2012 12:17, Christoph Heindl christoph.hei...@gmail.com wrote: Dear list members and OSG - Team, thank you for all the past and current efforts put into OpenSceneGraph! All of my colleagues (including myself) enjoy using your product on a daily basis. Currently, we are working on supporting texturing for product called ReconstructMe (real-time 3d reconstruction). Basically what we'd like to achieve is to use photos to texture a mesh. Our current state of development allows us to generate UV coordinates for a single triangle mesh for each photo (incorporates estimating camera position relative to mesh, determining visible triangles, etc.). What we'd like to do next is to visualize the textured mesh. Since we are all computer vision guys, we lack experience in computer graphics. Before heading in the wrong direction, I'd wanted to discuss possible ways to implement the visualization step with experts on this list. After a bit of research I stumbled upon the following approaches to multi-texturing - using ARB_multitexture extension. Seems to be limited by available hardware units. - using GPU multitexturing using separate texture units. Also limited by available texture units on hardware - using multi-pass rendering. Probably slower but not limited by hardware. Question 1: Is there a way to generically supply the textures and UV coordinate sets and let OSG choose the best rendering technique from the list above? Question 2: If not, how would I go about list item number 2 and 3? Are there any samples around? Question 3: Since each photo covers only a portion of the mesh, I guess we need to set texture coordinates for non-textured vertices to be outside of the valid UV range (e.g. -1) and set a black-transparent border color? How would one combine the textures in a such a way that either only the first valid texture is applied to the mesh for any given triangle? Thanks in advance, Christoph ___ 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] Using the notification API with multi-threading - heap corruption errors
Hi Toben, On 19 October 2012 22:56, Torben Dannhauer tor...@dannhauer.info wrote: What is the current status of this issue? Currently I'm working with openthreads and learn a lot, but as the threadstartedreported, the application crashes more or less frequently if I use the notify macro heavily. There several changes to the OSG in svn/trunk to help improve thread safety, but in the end some implementations of ostream aren't thread safe so you may need to implement your own NotifyHandler that uses a mutex to serialize the notify calls. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with picking a manipulator in a HUD
Hi Kristofer, On 19 October 2012 13:17, Kristofer Tingdahl kristofer.tingd...@dgbes.com wrote: I am trying to get a Dragger on my HUD display, but I am not able to manipulate it at all. If I add it the identical dragger to the normal scene, it works as expected. Any insight in this is appreciated as I have reached the end of trying to traverse the scene trying to gain understanding in this matter. I am just setting up Qt on my dev machine - I installed an new disk and OS but didn't pull in all extenal dependencies right away. Getting there though... Once I have Qt dev libs and headers installed I test out your example and have a look what might be going on. Without actual testing I can't say what might be amiss, I know that osgManipulator was original written for a 3D perspective window so perhaps there are assumption that don't map across. In principle I can't see a reason why using an orthographic view should prevent manipualtors from working, so if they don't this would be a bug/implementation limitation that should be addressed. As a nearly a week has passed since you posted you query, have you made any progress with understanding the issue at your end? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to copy an FBO used as RTT target ?
Hi Auelien, When you say input, is it simply that you want to initialize the contents of the Camera 2's colour and depth buffers with the Camera 1's colour and depth buffers? If so then one would typically just render the quad with the Camera 1 colour and depth buffers attached as textures and use a fragment shader to set the colour and depth buffers. I guess one might be able to use an OpenGL extension to blit the contents as well, but I haven't personally done this myself. Robert. On 22 October 2012 16:52, Aurelien Albert aurelien.alb...@alyotech.fr wrote: Hi, I have a scene graph with multiple cameras as follow : Camera 1 : - clear mask : color and depth - use FBO_Camera_1_Color as color buffer attachment - use FBO_Camera_1_Depth as depth buffer attachment Camera 2 : - clear mask : none - use FBO_Camera_2_Color as color buffer attachment - use FBO_Camera_2_Depth as depth buffer attachment Now, I would like the Camera 2 : - to use FBO_Camera_1_Color as an INPUT color buffer (do not write into this buffer, write into FBO_Camera_2_Color) - to use FBO_Camera_1_Depth as an INPUT depth buffer (do not write into this buffer, write into FBO_Camera_2_Depth) So this way : - FBO_Camera_1_Color and FBO_Camera_1_Depth remains intact even after camera 2 rendering. - everywhere the camera 2 do not write data, data from camera 1 are visible The first solution would probably to copy FBOs before camera 2 rendering : - FBO_Camera_1_Color into FBO_Camera_2_Color - FBO_Camera_1_Depth into FBO_Camera_2_Depth How to do that ? Should I use another camera and a renderquad to perform the copy, or is there any OSG functionnality to copy FBO ? Even better, is there a second solution to provide an input buffer attachement to a camera ? Thank you! Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50713#50713 ___ 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] LineSegmentIntersector gives incorrect results (intersections missing)
HI Peter, I'm afraid I've not got enough time available to look into this problem right now, hopefully others can dive in. My suspicision is that due to nuermical precision issues on constructing the linesegment and/or intersecting this with the bonding volumes or meshes you aren't always getting the intersections you expect. A quick hack to test this would be to rotate the mesh slightly so nothing is axis aligned - this way the mesh won't be setting on the face of the bounding volume. If this hack does prove to address the problem then it points the need of doing interesection testing with error bars that are larger than the numberic precision errors. Robert. On 23 October 2012 09:21, Peter Bako osgfo...@tevs.eu wrote: I use the LineSegmentIntersector in my application to select planar faces. The problem is that sometimes when I click on the face facing to you (check the red Xes on the picture), I get no intersection of this face. I get only an intersection on the face which is not visible from this view - the bottom face. Then sometimes it happens, that the user wants to select a face, but an invisible face is selected instead, but he doesn't know it because he doesn't see it, even if its highlighted. i made this sample application to simulate my problem - when I click on the positions where the red crosses are, normally I should get 2 intersections - first the face where I drew the red crosses and then to bottom face which we don't see. Sometimes, I get only the second (see the debug output on the picture). I think this is a problem. Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50727#50727 ___ 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] Custom CullingVisitor
Hi Aurelien, Writing custom cull visitor is very unusual, and I think your request for using different cull visitors into two different views might be a first :-) To implement I think the only way right now would be to get the osgView::Renderer from the osg::Camera, then from this get the osgUtil::SceneView, and then assign your own CullVisitor to the SceneView. Robert. On 24 October 2012 11:02, Aurelien Albert aurelien.alb...@alyotech.fr wrote: Hi, In my application, I use a custom CullVisitor, this way : osgUtil::CullVisitor::prototype() = new MyCustomCullVisitor(); But this affects all viewers in my application. Is there anyway to explicitly set a custom CullVisitor on a specific osgViewer::Viewer ? I would like to use twos different CullVisitor for two different viewers. Thank you! Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50750#50750 ___ 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] Uniform arrays not working for me using Visual Studio 2010
Hi David, I don't personally use Windows, it must a decade now since I last used one for development... so I can't answer your question specifically. Best I can do is say in general OpenGL releated features not working across different systems is usually down to either a problem with the driver/hardware or a problem in the portability of the OpenGL being used. Something shaders might be permitted by one driver but cause a problem in an another, but the problem can be traced back to use of OpenGL (shders in particular) in ways that are at edge of the official GLSL spec. This type of problem isn't usually affected by compilers used. I recall a tweak made to the OSG to address percularities in driver implementations in the OSG-3.x era, but can't recall the specific dates, perhaps this fix might address the problems you have. Could you try out the svn/trunk or OSG-3.1.3 dev release? Robert. On 24 October 2012 16:17, David Sellin davse...@student.liu.se wrote: Hi, I ported my program from mingw and Code Blocks to Visual Studio 2010 Express and found that I couldn't get uniform arrays to work. Has anyone experienced this? I'm new to Visual Studio so I might have missed something. I made a small test program that works on my old system but not on my new system: (sorry for the weird symbols and that the include dirs fell off) Code: #include osg/Group #include osgDB/ReadFile #include osgViewer/Viewer #include osgGA/TrackballManipulator int main( int argc, char **argv ) { osg::setNotifyLevel( osg::WARN ); osg::Group *root = new osg::Group; std::string url = cow.osg; osg::Node* modelNode = osgDB::readNodeFile( url ); //setup shaders osg::Shader *vertshader = new osg::Shader( osg::Shader::VERTEX ); vertshader-loadShaderSourceFromFile( uniformarray.vert ); osg::Shader *fragshader = new osg::Shader( osg::Shader::FRAGMENT ); fragshader-loadShaderSourceFromFile( uniformarray.frag ); osg::Program *shaderprog = new osg::Program(); shaderprog-addShader( vertshader ); shaderprog-addShader( fragshader ); modelNode-getOrCreateStateSet()-setAttributeAndModes( shaderprog ); // Array uniform osg::Uniform *arrayUFM = new osg::Uniform( osg::Uniform::FLOAT, array, 2 ); arrayUFM-setElement( 0, 0.5f ); arrayUFM-setElement( 1, 1.0f ); modelNode-getOrCreateStateSet()-addUniform( arrayUFM ); root-addChild( modelNode ); // Graphics Context and Traits osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 10; traits-y = 10; traits-width = 800; traits-height = 600; traits-doubleBuffer = true; const std::string version( 3.1 ); traits-glContextVersion = version; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext( traits.get() ); // Viewer osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer(); viewer-getCamera()-setGraphicsContext( gc.get() ); viewer-getCamera()-setViewport( new osg::Viewport( 0, 0, traits-width, traits-height ) ); viewer-setSceneData( root ); viewer-setCameraManipulator( new osgGA::TrackballManipulator() ); viewer-run(); return 0; } Vertex shader: Code: #version 140 uniform mat4 osg_ModelViewProjectionMatrix; in vec4 osg_Vertex; void main() { gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; }; Fragment shader using the array: Code: #version 140 uniform float array[2]; out vec4 fragData; void main() { fragData = vec4( 1.0, array[0], array[1], 1.0 ); } Old system: OSG 3.0 (revision 12753) MinGW and Code Blocks NVIDIA GEFORCE 260 WIN 7 New system OSG 3.0.1 (stable release) Visual C++ 2010 Express NVIDIA GEFORCE 680 WIN 7 Thank you! Cheers, David[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50756#50756 ___ 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] Rotation animation
Hi Hector, There several ways of achiving what you want, one could precompute all the positions and put them into an osg::AnimationPath and attach this via an osg::AnimationPathCallback to a transform above the subgraph you want to move - see the osganimation example, or write your own update callback that computes the position on the fly for each new frame. Perhaps I'd go for the callback approach. Robert. On 25 October 2012 08:22, Héctor Martínez hector.marti...@sensetrix.com wrote: Hi, I am trying to make an animation to one model. What I want is to rotate the model around its own axis and also to translate (rotation again) around another pivot point, like Earth movements. I can achieve both movements separately, but I don’t know how to make both animations work at the same time. I have tried nesting animations and similar ideas, but without luck. Could somebody give me some clues to get the solution to my problem? Thank you in advance, Best regards ___ 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 picking a manipulator in a HUD
Hi Kristofer, I have just tested your cube.cpp and see the problem with being able move the hud layer. I haven't drilled down into the code yet but I strongly suspect the issue is nesting a HUD Camera in the scene graph and how an intersection traversal will handle this case. My own inclination would be to place a HUD layer as a slave Camera in the viewer or use a CompositeViewer with a View for the 3D view and View for the HUD layer. This way the intersections can happen indepdently for each View/Camera from the top and less likely to conflict. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can we add Viewer::setSkipCloseWindowEvent to prevent Window from being closed upon receiving CLOSE_WINDOW?
Should I create the patch for the functionality? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Open Asset Import Library
Wang Rui, I research what format best to use for moving objects from Blender to OSG, and I see Assimp claiming to load Blender files directly. Since you said you wrote the plug-in already for it, I'd like to try it out. I have a follow up question: can I possibly differentiate Blender model from Blender material to have several skins for the same material in OSG? Does your plug-in do anything of the sort? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Open Asset Import Library
For the same *object. Sorry. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotation animation
Hi Robert, thank you for your answer. I was using osg::AnimationPath for individual animations, but when trying to combine both animations the behaviour is not the desired. The problem is that I want to change dynamically the pivot point of the translation animation. In other words, the rotation has to be always the same (centered in the model), and it has also to translate around a dynamic pivot point. If I do this separately, it works. But if I add both animations using addUpdateCallback, only the translation is working. I am a bit lost in the animationpath concept. Is it possible to add 2 animationpaths to the same PositionAttitudeTransform? Thank you. Best regards -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: jueves, 25 de octubre de 2012 13:06 To: OpenSceneGraph Users Subject: Re: [osg-users] Rotation animation Hi Hector, There several ways of achiving what you want, one could precompute all the positions and put them into an osg::AnimationPath and attach this via an osg::AnimationPathCallback to a transform above the subgraph you want to move - see the osganimation example, or write your own update callback that computes the position on the fly for each new frame. Perhaps I'd go for the callback approach. Robert. On 25 October 2012 08:22, Héctor Martínez hector.marti...@sensetrix.com wrote: Hi, I am trying to make an animation to one model. What I want is to rotate the model around its own axis and also to translate (rotation again) around another pivot point, like Earth movements. I can achieve both movements separately, but I dont know how to make both animations work at the same time. I have tried nesting animations and similar ideas, but without luck. Could somebody give me some clues to get the solution to my problem? Thank you in advance, Best regards ___ 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] Can we add Viewer::setSkipCloseWindowEvent to prevent Window from being closed upon receiving CLOSE_WINDOW?
Hi Mcahel, On 25 October 2012 12:04, michael kapelko korn...@gmail.com wrote: Should I create the patch for the functionality? The question is how one might go about the patch. One could modify ViewerBase to add g/setIgnoneCloseEvent(bool) and then read this in Viewer/CompositeViewer::eventTraversals() method, or go about it at the GraphicsWindow level by creating a window that doesn't have a close button. Is there a reason why you aren't doing the later? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotation animation
Hi Héctor, On 25 October 2012 12:34, Héctor Martínez hector.marti...@sensetrix.com wrote: thank you for your answer. I was using osg::AnimationPath for individual animations, but when trying to combine both animations the behaviour is not the desired. The problem is that I want to change dynamically the pivot point of the translation animation. In other words, the rotation has to be always the same (centered in the model), and it has also to translate around a dynamic pivot point. If I do this separately, it works. But if I add both animations using addUpdateCallback, only the translation is working. I am a bit lost in the animationpath concept. Is it possible to add 2 animationpaths to the same PositionAttitudeTransform? The AnimationPathCallback doesn't support attached two AnimationPath. One could write your callback that does this but you'd need to make sure that local and transform origins are all consistent. As I said in my previous email I'd recommend using your own custom UpdateCallback. This way you can compute the path exactly for each frame as per your requirements. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotation animation
Hi Robert, thank you again. Then it seems that the only way to concatenate animations is by creating a custom UpdateCallback, right? Do you know any example about this that could help me to develop my own callback? I have also two more questions about animation: - What is the addNestedCallback function used for? - Is it possible to have different animations attached to the same node and play only one at a time? Best regards -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: jueves, 25 de octubre de 2012 15:16 To: OpenSceneGraph Users Subject: Re: [osg-users] Rotation animation Hi Héctor, On 25 October 2012 12:34, Héctor Martínez hector.marti...@sensetrix.com wrote: thank you for your answer. I was using osg::AnimationPath for individual animations, but when trying to combine both animations the behaviour is not the desired. The problem is that I want to change dynamically the pivot point of the translation animation. In other words, the rotation has to be always the same (centered in the model), and it has also to translate around a dynamic pivot point. If I do this separately, it works. But if I add both animations using addUpdateCallback, only the translation is working. I am a bit lost in the animationpath concept. Is it possible to add 2 animationpaths to the same PositionAttitudeTransform? The AnimationPathCallback doesn't support attached two AnimationPath. One could write your callback that does this but you'd need to make sure that local and transform origins are all consistent. As I said in my previous email I'd recommend using your own custom UpdateCallback. This way you can compute the path exactly for each frame as per your requirements. Robert. ___ 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] Can we add Viewer::setSkipCloseWindowEvent to prevent Window from being closed upon receiving CLOSE_WINDOW?
Well, something like Alt-F4 is very-very intuitive, so forbidding it will increase the number of angry people :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotation animation
Hi Héctor, On 25 October 2012 13:35, Héctor Martínez hector.marti...@sensetrix.com wrote: Then it seems that the only way to concatenate animations is by creating a custom UpdateCallback, right? Do you know any example about this that could help me to develop my own callback? You can nest transform nodes and attach a seperate callback to each one, but this may well not be what you are after. concatenate animations is such an open ended term that only you really know what you are after. I have also two more questions about animation: - What is the addNestedCallback function used for? The OSG doesn't use a concept of pre and post traversal callbacks for each of the different traversal but instead uses a scheme where multiple callbacks can be nested within each other. The advantage of this approach is that it makes it much easier to manage local state in a thread safe way and to control traversal. - Is it possible to have different animations attached to the same node and play only one at a time? The AnimationPathCallback doesn't support this but there is nothing to stop you from implementing your own callback to do this, or assign different paths at different times. Again I'd encourage you to roll your sleves up and code youself a custon update callback to do the animation exactly the way you need to. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Error when visualizing normals with the pseudo normal loader
Hi, While trying to debug some odd normals in my generated surface I was using the normal pseudo loader with osgviewer to visualize the result. But I was starting to get a lot of error messages: CullVisitor::apply(Geode) detected NaN, depth=-1.#IND, center=(0 0 0), matrix={ 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN } I tried to reduce the offending dataset to discover what my mistake was, but I cannot find my error. See the attached .osg file for an example of a small part of my geometry but it still gives the NaN error in when loading it with the normal pseudo loader: osgviewer testfile.osg.normals Do any of you see the error in my geometry? Best regards Björn testfile.osg Description: testfile.osg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] HELP~OSG forAndroid crashed~~~
Hello Houhouh (sorry if that isn't your name, but you didn't provide one ...), On Thu, Oct 25, 2012 at 10:27 AM, houhouh houh...@163.com wrote: 10-25 15:57:03.710: INFO/DEBUG(1732): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr You haven't provided the ABI you have compiled for, but seeing that your device has Tegra 2 SoC, I suspect that the crash comes from the lack of support for the Neon instructions on it. These are similar to the SSE instructions on x86, unfortunately they are an optional part of the ARM specification, so not all vendors implement them. Nvidia chose not to and thus Tegra 2 doesn't have them :( (however, the newer Tegra 3 does, go figure ...) You can solve this either by switching to the v5 ABI (armeabi instead of armeabi-v7a in your Application.mk file) that doesn't use Neon or by disabling Neon instructions and recompiling OSG again. I believe this is actually documented in the Android part of the website too. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] HELP~OSG forAndroid crashed~~~
Hello again, On Thu, Oct 25, 2012 at 10:27 AM, houhouh houh...@163.com wrote: In forums have a similar question ,but it didn't work. http://forum.open scenegraph.org/viewtopic.php?t=8959postdays=0postorder=aschighlight=androidstart=15 Did anyone have encountered the similar error~or anyone who can help me to solve it~~i test the apk on a samsung pad ,and build the example only for armeabi ,unused Neon extensions!Thank you ~ For me what helped to solve this was to recompile *whole OSG*, not only the example only for armeabi. Unfortunately, the NDK build system is a bit strange, really fragile and sometimes wrong versions of the libraries gets picked, so it is possible that it has linked in an incorrect library file. Also, if you were doing multiple builds with/without Neon, armeabi-v7a, etc. make sure to use a clean folder for the compilation, to avoid any stale files. Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Open Asset Import Library
Hi Michael, AssImp use a simpler scene graph to manage read data, in which one node could have a transformation matrix and multiple meshes, and multiple child nodes. Materials (including textures) are managed globally in a int, pointer map so objects could share one texture. But one mesh can only be linked to one material. I personally think Assimp will divide any object into meshes to support multiple materials if required, but I don't know Blender output would be handled in similar way in such case. Wang Rui 2012/10/25 michael kapelko korn...@gmail.com: Wang Rui, I research what format best to use for moving objects from Blender to OSG, and I see Assimp claiming to load Blender files directly. Since you said you wrote the plug-in already for it, I'd like to try it out. I have a follow up question: can I possibly differentiate Blender model from Blender material to have several skins for the same material in OSG? Does your plug-in do anything of the sort? Thanks. ___ 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] Projective Multi-Texturing
Hi Robert, On Thu, Oct 25, 2012 at 11:11 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Chirstoph, I'm surprised by you not getting any replies, guess everyone has been busy, or perhaps confused by what you are after. thanks for your reply. Actually my post seems to show up twice on this list under the same topic. I think it was my fault, as I did a resend when the first did not seem to show up. It sounds like to me you just need to use the OSG's standard multi-texturing support, the OSG will manage handling of OpenGL versions/extensions for you so you won't need to worry about the OpenGL backend. All modern OpenGL hardware supports multi-texturing with the fixed function pipeline and with GLSL shaders, with GLSL you have greater flexibility and range of units that you can use. Ok, so the fixed function pipeline does already contain an implementation for multitexturing, in contrast to the programmable pipeline via shaders, right? How many textures do you want to assign to a single mesh? I would assume that ten fotos should suffice to texture a mesh 95%. I need to deal with vertices that are textured from multiple fotos or are never textured somehow on my side. Is there a way (without splitting the mesh) to assign a default material (simple color) to all untextured vertices/triangles? I'd assume that I can assign out of range UV coordinates (-1) and set a border color. Thanks for your attention. Best, Christoph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projective Multi-Texturing
On Wed, Oct 24, 2012 at 5:30 PM, Jason Daly jd...@ist.ucf.edu wrote: On 10/24/2012 03:03 AM, Christoph Heindl wrote: Ah, yes. If you want to end up exporting the mesh, then a real-time shader might be a problem. It's not impossible, as there are formats like COLLADA that allow you to embed shaders, but from my experience, run-time systems don't often fully support those features. Ok. If you do need to export to a static format (like fbx), then I don't see a way around splitting the mesh. If your maximum photo count is 64, there's no way you can have all of the textures enabled and statically mapped at the same time (that would mean you'd need 64 sets of texture coordinates, and no graphics card supports that many vertex attributes). I think you'd need to do an initial pass to see which photos cover which vertices, then divide up the mesh accordingly. Only one (maybe two or three) textures will need to be active for each patch, which means you'd only need at most three sets of texture coordinates for each vertes. This should be exportable to one of several modern formats. Yes, you'll have some duplication of vertices along the boundaries, but this isn't really a huge problem. The vertex processing most likely isn't going to be your bottleneck here. I agree, but I think for further mesh processing duplicate vertices could be problem (decimation, ...). Maybe someone smarter than me can come up with a solution that doesn't require splitting the mesh, but I don't see one... Just one more thought. In my research I found that most modelling software support UV unwrapping (not sure if it is the right term). What I mean is that the user marks a seam on the mesh and the mesh is then unfolded along that seem into individual patches that can be mapped to the UV space. Do you know how such seams are handled by the rendering engine? It seems naturally to me that at seems one need to split the mesh and duplicate vertices. Best thanks for your help, Christoph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projective Multi-Texturing
HI Chirstoph, On 25 October 2012 17:13, Christoph Heindl christoph.hei...@gmail.com wrote: Ok, so the fixed function pipeline does already contain an implementation for multitexturing, in contrast to the programmable pipeline via shaders, right? Both fixed function and shaders support multi-texturing. The fixed function is typically more limited in the number of texture units the driver exposes, how many units each support is driver and hardware dependent. How many textures do you want to assign to a single mesh? I would assume that ten fotos should suffice to texture a mesh 95%. This might well push you over the limit supported by fixed function pipeline on your hardware so it's likely you'll need to look at using GLSL shaders. As you have a pretty straight forward usage case this won't require anything too complicated. I need to deal with vertices that are textured from multiple fotos or are never textured somehow on my side. Is there a way (without splitting the mesh) to assign a default material (simple color) to all untextured vertices/triangles? I'd assume that I can assign out of range UV coordinates (-1) and set a border color. With OpenGL the whole mesh will be textured by all textures you apply, the way to get non and textured parts for areas outside the texture coordinate range 0,0 to 1,1 is to set a alpha value of 0 for the border colour, something like (1,1,1,0) would be appropriate. However if you are using GLSL you can use test the texture coordinate prior to reading the texture and then just blend the colours as you require. It's not really me place to teach you GLSL so I have to recommend that you look at online resources for GLSL, and on the OSG side have a look at the osgshaders example and any other places where osg::Program crops up in the OSG examples or code base. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projective Multi-Texturing
Hi Robert, On Thu, Oct 25, 2012 at 6:26 PM, Robert Osfield This might well push you over the limit supported by fixed function pipeline on your hardware so it's likely you'll need to look at using GLSL shaders. As you have a pretty straight forward usage case this won't require anything too complicated. Ok thanks With OpenGL the whole mesh will be textured by all textures you apply, the way to get non and textured parts for areas outside the texture coordinate range 0,0 to 1,1 is to set a alpha value of 0 for the border colour, something like (1,1,1,0) would be appropriate. However if you are using GLSL you can use test the texture coordinate prior to reading the texture and then just blend the colours as you require. This seems the way to go. Alternatively one could split (i.e duplicate vertices) the mesh at seams and generate a texture atlas (should be easy for all the fotos). This should allow me to use one texture. Multiple approaches, which one to take? ;) It's not really me place to teach you GLSL so I have to recommend that you look at online resources for GLSL, and on the OSG side have a look at the osgshaders example and any other places where osg::Program crops up in the OSG examples or code base. That's ok, I'm thankful for all the input received! Best, Christoph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projective Multi-Texturing
On 10/25/2012 12:17 PM, Christoph Heindl wrote: I think you'd need to do an initial pass to see which photos cover which vertices, then divide up the mesh accordingly. Only one (maybe two or three) textures will need to be active for each patch, which means you'd only need at most three sets of texture coordinates for each vertes. This should be exportable to one of several modern formats. Yes, you'll have some duplication of vertices along the boundaries, but this isn't really a huge problem. The vertex processing most likely isn't going to be your bottleneck here. I agree, but I think for further mesh processing duplicate vertices could be problem (decimation, ...). That's possible. If you're relying on a single mesh for your decimation process, then it could very well present difficulties. The decision will probably have to be based on what combination of techniques presents the fewest difficulties :-) Maybe someone smarter than me can come up with a solution that doesn't require splitting the mesh, but I don't see one... Just one more thought. In my research I found that most modelling software support UV unwrapping (not sure if it is the right term). What I mean is that the user marks a seam on the mesh and the mesh is then unfolded along that seem into individual patches that can be mapped to the UV space. Do you know how such seams are handled by the rendering engine? It seems naturally to me that at seems one need to split the mesh and duplicate vertices. I'm not a modeler, but I think I've seen the tool you're referring to. It's typically used to allow a digital artist to design a texture atlas for the specific mesh. The tool creates a blank texture atlas with all of the texture coordinates mapped appropriately, and then the artist simply paints the desired imagery onto that blank atlas. In your case, you've already got imagery that you're trying to map onto a mesh, so you'd have to warp your photos to fit the texture atlas. Plus, you indicated you'd be needing to blend between textures at the photo borders. With this in mind, I don't know if that tool will be more likely to help or hinder you, to be honest. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projective Multi-Texturing
I would try multipass rendering first. It is likely to be the slowest, but also probably the easiest to implement and you don't have to worry about exceeding your hardware limits. This falls into the category of just get it working and then worry about optimizing it later if necessary. Who knows -- maybe the performance will be acceptable. Glenn Waldron / @glennwaldron On Thu, Oct 25, 2012 at 1:18 PM, Christoph Heindl christoph.hei...@gmail.com wrote: Hi Robert, On Thu, Oct 25, 2012 at 6:26 PM, Robert Osfield This might well push you over the limit supported by fixed function pipeline on your hardware so it's likely you'll need to look at using GLSL shaders. As you have a pretty straight forward usage case this won't require anything too complicated. Ok thanks With OpenGL the whole mesh will be textured by all textures you apply, the way to get non and textured parts for areas outside the texture coordinate range 0,0 to 1,1 is to set a alpha value of 0 for the border colour, something like (1,1,1,0) would be appropriate. However if you are using GLSL you can use test the texture coordinate prior to reading the texture and then just blend the colours as you require. This seems the way to go. Alternatively one could split (i.e duplicate vertices) the mesh at seams and generate a texture atlas (should be easy for all the fotos). This should allow me to use one texture. Multiple approaches, which one to take? ;) It's not really me place to teach you GLSL so I have to recommend that you look at online resources for GLSL, and on the OSG side have a look at the osgshaders example and any other places where osg::Program crops up in the OSG examples or code base. That's ok, I'm thankful for all the input received! Best, Christoph ___ 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] Uniform arrays not working for me using Visual Studio 2010
Hi David, On 25/10/12 2:17, David Sellin wrote: I ported my program from mingw and Code Blocks to Visual Studio 2010 Express and found that I couldn't get uniform arrays to work. Has anyone experienced this? I'm new to Visual Studio so I might have missed something. ... Old system: OSG 3.0 (revision 12753) MinGW and Code Blocks ... New system OSG 3.0.1 (stable release) Visual C++ 2010 Express ... What's the error? Did you check that it's not the usual debug vs. release libraries issue? (I'm feeling like a parrot right now.) /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org