Re: [osg-users] Sharing culling results among multiple cameras
Hi, Thanks a lot for this idea ! I'll try to do something based on it. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51457#51457 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] timestamp in movie
Hi David, Am 07.12.12 09:53, schrieb DavidHornung: Currently I am playing around with example osgmovie how is it possible to get the timevalue of a video from the start of the video to now ? what about osg::ImageStream::getCurrentTime() ? May not be implemented by all movie-plugins. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] lighting of pointsprites
Hi all I implemented a particle system using pointsprites, using fixed function pipeline. Now I have the requirement that the particles must react to lighting. I tried everything, but somehow my points don't care. I know I can do my own thing by implementing a shader program, but first I wonder if there is a limitation for point sprites to not beeing able to be illuminated by default. Or maybe it is a bug in my application, but normally by setting _dstate-setMode(GL_LIGHTING, osg::StateAttribute::ON); everything is taken care of... Thank you! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51459#51459 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Why I keep getting the crash
Hi Zhou, This isn't likely to be something a 3rd party will be able to easily debug as they don't have your code, your data or a debugger to report what is going. Might I suggest you use a debugger and get a stack trace, and have a look at the contents of the data structures that are crashing. Robert. On 23 October 2012 21:54, Zhou Zhang zhzh...@kns.com wrote: Hi, I am a newbie of the OpenSceneGraph. I am trying to create a sub class which inherets from teh osgManipulator::Dragger and mimic the similar behaviour of the osgManipulator::RotateCylinderDragger. However, I always got crashes on the line computeNodePathToRoot(...) in the handle(...) function. The error hints that I forgot registering my new class somewhere. However, I checked source code of the RotateCylinderDragger and didn't find any way to do it. Below is my code snippet. It always crashes after it execute the computeNodePathToRoot and return true in the end. I am desparately waiting for some help on this issue now. Any answers will be greatly appreciated. bool ScaleRotateDragger::handle(const PointerInfo pointer, const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter aa) { // Check if the dragger node is in the nodepath. if (!pointer.contains(this)) return false; switch (ea.getEventType()) { // Pick start. case (osgGA::GUIEventAdapter::PUSH): { // Get the LocalToWorld matrix for this node and set it for the projector. osg::NodePath nodePathToRoot; computeNodePathToRoot(*this,nodePathToRoot); osg::Matrix localToWorld = osg::computeLocalToWorld(nodePathToRoot); _projector-setLocalToWorld(localToWorld); _startLocalToWorld = _projector-getLocalToWorld(); _startWorldToLocal = _projector-getWorldToLocal(); if (_projector-isPointInFront(pointer, _startLocalToWorld)) _projector-setFront(true); else _projector-setFront(false); osg::Vec3d projectedPoint; if (_projector-project(pointer, projectedPoint)) { // Generate the motion command. osg::ref_ptrRotate3DCommand cmd = new Rotate3DCommand(); cmd-setStage(MotionCommand::START); cmd-setLocalToWorldAndWorldToLocal(_startLocalToWorld,_startWorldToLocal); // Dispatch command. dispatch(*cmd); // Set color to pick color. setMaterialColor(_pickColor,*this); _prevWorldProjPt = projectedPoint * _projector-getLocalToWorld(); _prevRotation = osg::Quat(); _prevPtOnCylinder = _projector-isProjectionOnCylinder(); aa.requestRedraw(); } return true; } // Pick move. case (osgGA::GUIEventAdapter::DRAG): thx ... Thank you! Cheers, Zhou -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50741#50741 ___ 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] timestamp in movie
Thank you, i use ffmpeg, it is implemented. How to set the Video to this position? cheers, David Hi David, Am 07.12.12 09:53, schrieb DavidHornung: Currently I am playing around with example osgmovie how is it possible to get the timevalue of a video from the start of the video to now ? what about osg::ImageStream::getCurrentTime() ? May not be implemented by all movie-plugins. cheers, Stephan ___ 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] Example request: render to renderbuffer attachments of FBO of main camera.
Hi, Thank you for your answer. However, I am looking particularly for an example that uses renderbuffers (attached to an FBO), not textures. The problem with textures is that there are many issues with pixel formats and compatibility with OpenCL. Thank you! Cheers, Edwin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51462#51462 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] timestamp in movie
On 7 December 2012 10:40, DavidHornung horn...@googlemail.com wrote: i use ffmpeg, it is implemented. How to set the Video to this position? ImageStream::seek(double) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotating a Subnode in 3D Model
Hi, I used the PositionAttitudeTransform's setPivotPoint() function and the problem is fixed :) Onur -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51464#51464 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GLES2/Trigonometry Question
(Sorry if this shows up twice; I originally posted it Tuesday but it has not echoed back to the list. Test emails seem to work, so trying again...) Hi Jeremy -- Since you know the FOV in y (it's 45.0 degrees), you can compute the distance to fit a bounding sphere with the following code: double computeInitialDistanceFromFOVY( const osg::BoundingSphere bs, const double fovy ) { return( bs.radius() / sin( osg::DegreesToRadians( fovy * .5 ) ) ); } That code comes from the matrix utility library (osgwMx) in the osgWorks project, but equivalent code exists in osgGA to compute home positions, which you could also use as a reference. -Paul On 12/4/2012 7:47 AM, Jeremy Moles wrote: Hello everyone! I'm writing a bit of code using parts of OSG and pure OpenGLES2. This isn't exactly an OSG question, per se, but there are a lot of OpenGL experts here and this is a great resource. :) Any help is appreciated! In my particular scene, I do not maintain a matrix representing my camera; there is a global projection matrix and each Drawable maintains its own model matrix. For this reason, whether pedantically right or wrong, I say that my camera always sits at 0, 0, 0 and looks into a frustum created using the equivalent of gluPerspective(45, 1, 1, 100). What I'm looking for is the trigonometric calculation that would allow me to determine either the Z value to translate my scene or the scale to apply to my scene in order to fit the entire thing cleanly into my viewport. I have both the osg::BoundingBox and osg::BoundingSphere of my scene, but since I'm not using a camera manipulator or view matrix directly, I can't simply reference the code in CameraManipulator.cpp. Furthermore: I have this working currentls in a VERY TERRIBLE way. :) What I do is use reimplementations of gluProject and gluUnproject to caclulate screen-to-world and world-to-screen coordinates. I then use those values to figure out how much to scale my scene by, but this feels so wrong (and bound to a known window size) that I know there must be a better way. 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] [osgPlugins] 3DS max to osg problem
Have you examined the image files (.PNG or .JPG) that it exported along with the .OSG file? Are they damaged? On Fri, Dec 7, 2012 at 10:09 AM, Maia Randria veneree.randrianari...@crulrg.ulaval.ca wrote: Hi, I have a strange color change when exporting an object from 3DS Max 2013 to OSG. Could someone have idea on why I obtained that (this is the first time I see that, no problem until now with the plug-in). Thank you! Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51467#51467 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 3DS max to osg problem
Hi Maia, Are you using the latest version of the max exporter plugin? This sounds similar to an issue where texture colors would export incorrectly when gamma correction was enabled in max. The latest version of the exporter should have resolved this, but maybe it's not fully resolved. Can you try disabling gamma correction (Rendering - Gamma/LUT Setup), then exporting again? Cheers, Farshid On Fri, Dec 7, 2012 at 9:09 AM, Maia Randria veneree.randrianari...@crulrg.ulaval.ca wrote: Hi, I have a strange color change when exporting an object from 3DS Max 2013 to OSG. Could someone have idea on why I obtained that (this is the first time I see that, no problem until now with the plug-in). Thank you! Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51467#51467 ___ 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] [osgPlugins] 3DS max to osg problem
Hi Farshid, I will re-install then and check this. BTW, when I launch the .exe file, I have a message No installation of 3Ds max found, though I have 3DS on my computer (2012 and 2013). Last time, I choose to install anyway and it worked. Is this a bug ? Farshid Lashkari wrote: Hi Maia, Are you using the latest version of the max exporter plugin? This sounds similar to an issue where texture colors would export incorrectly when gamma correction was enabled in max. The latest version of the exporter should have resolved this, but maybe it's not fully resolved. Can you try disabling gamma correction (Rendering - Gamma/LUT Setup), then exporting again? Cheers, Farshid On Fri, Dec 7, 2012 at 9:09 AM, Maia Randria () wrote: Hi, I have a strange color change when exporting an object from 3DS Max 2013 to OSG. Could someone have idea on why I obtained that (this is the first time I see that, no problem until now with the plug-in). Thank you! Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51467#51467 (http://forum.openscenegraph.org/viewtopic.php?p=51467#51467) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51471#51471 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Compilation error in ReaderWriterTRK.cpp
Hi, I cloned the latest OSG repo from github this afternoon, and I'm encountering the following error while compiling ReaderWriterTRK.cpp: 2..\..\..\..\src\osgPlugins\trk\ReaderWriterTRK.cpp(74) : error C2660: 'osg::swapBytes' : function does not take 1 arguments Indeed, there are four prototypes for swapBytes(), none of which takes an integer. This looks like a new plugin that was added yesterday. Thank you! Cheers, Tim O'Leary -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51472#51472 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 3DS max to osg problem
Hi Farshid, May I ask you to check if the two versions on sourceforge and on worrdviz website are the same ? When I launch the one from Worldviz website, everything is correct (I can install), but I have that message error No 3ds max installed with the one from sourceforge. Many thanks, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51473#51473 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 3DS max to osg problem
Hi Maia, Are you using 3ds Max Design? There was a fix to the install script since the last release that allowed detection for certain 3ds Max Design installations. The installer on the sourceforge page has not been rebuilt since then. I will try to make a new release soon though. Cheers, Farshid On Fri, Dec 7, 2012 at 11:58 AM, Maia Randria veneree.randrianari...@crulrg.ulaval.ca wrote: Hi Farshid, May I ask you to check if the two versions on sourceforge and on worrdviz website are the same ? When I launch the one from Worldviz website, everything is correct (I can install), but I have that message error No 3ds max installed with the one from sourceforge. Many thanks, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51473#51473 ___ 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] [osgPlugins] 3DS max to osg problem
No, I don't. I just have 3DS max. Farshid Lashkari wrote: Hi Maia, Are you using 3ds Max Design? There was a fix to the install script since the last release that allowed detection for certain 3ds Max Design installations. The installer on the sourceforge page has not been rebuilt since then. I will try to make a new release soon though. Cheers, Farshid On Fri, Dec 7, 2012 at 11:58 AM, Maia Randria () wrote: Hi Farshid, May I ask you to check if the two versions on sourceforge and on worrdviz website are the same ? When I launch the one from Worldviz website, everything is correct (I can install), but I have that message error No 3ds max installed with the one from sourceforge. Many thanks, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51473#51473 (http://forum.openscenegraph.org/viewtopic.php?p=51473#51473) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51475#51475 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 3DS max to osg problem
Do you have the 32 or 64-bit version of max installed? Are you downloading the matching installer? The one on the homepage is for 32-bit. If you are using 64-bit, then you'll need to download the 64-bit installer from the files page. On Fri, Dec 7, 2012 at 12:54 PM, Maia Randria veneree.randrianari...@crulrg.ulaval.ca wrote: No, I don't. I just have 3DS max. Farshid Lashkari wrote: Hi Maia, Are you using 3ds Max Design? There was a fix to the install script since the last release that allowed detection for certain 3ds Max Design installations. The installer on the sourceforge page has not been rebuilt since then. I will try to make a new release soon though. Cheers, Farshid On Fri, Dec 7, 2012 at 11:58 AM, Maia Randria () wrote: Hi Farshid, May I ask you to check if the two versions on sourceforge and on worrdviz website are the same ? When I launch the one from Worldviz website, everything is correct (I can install), but I have that message error No 3ds max installed with the one from sourceforge. Many thanks, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51473#51473 ( http://forum.openscenegraph.org/viewtopic.php?p=51473#51473) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org( http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51475#51475 ___ 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] GLES2/Trigonometry Question
On 12/07/2012 12:27 PM, Paul Martz wrote: (Sorry if this shows up twice; I originally posted it Tuesday but it has not echoed back to the list. Test emails seem to work, so trying again...) Hi Jeremy -- Since you know the FOV in y (it's 45.0 degrees), you can compute the distance to fit a bounding sphere with the following code: double computeInitialDistanceFromFOVY( const osg::BoundingSphere bs, const double fovy ) { return( bs.radius() / sin( osg::DegreesToRadians( fovy * .5 ) ) ); } That code comes from the matrix utility library (osgwMx) in the osgWorks project, but equivalent code exists in osgGA to compute home positions, which you could also use as a reference. -Paul Cool, thanks! Chris Hanson explained this to me off the lists, as well. It's actually REALLY simple trig, but for whatever reason I just haven't ever thought of 3D math as anything other than voodoo magic. Now, of course, it makes perfect sense, and I honestly think I've acquired a whole new perspective at solving problems in graphics mathmatically. I even went and picked myself up a trig/calc book at BN to worth through over the next few weeks. On 12/4/2012 7:47 AM, Jeremy Moles wrote: Hello everyone! I'm writing a bit of code using parts of OSG and pure OpenGLES2. This isn't exactly an OSG question, per se, but there are a lot of OpenGL experts here and this is a great resource. :) Any help is appreciated! In my particular scene, I do not maintain a matrix representing my camera; there is a global projection matrix and each Drawable maintains its own model matrix. For this reason, whether pedantically right or wrong, I say that my camera always sits at 0, 0, 0 and looks into a frustum created using the equivalent of gluPerspective(45, 1, 1, 100). What I'm looking for is the trigonometric calculation that would allow me to determine either the Z value to translate my scene or the scale to apply to my scene in order to fit the entire thing cleanly into my viewport. I have both the osg::BoundingBox and osg::BoundingSphere of my scene, but since I'm not using a camera manipulator or view matrix directly, I can't simply reference the code in CameraManipulator.cpp. Furthermore: I have this working currentls in a VERY TERRIBLE way. :) What I do is use reimplementations of gluProject and gluUnproject to caclulate screen-to-world and world-to-screen coordinates. I then use those values to figure out how much to scale my scene by, but this feels so wrong (and bound to a known window size) that I know there must be a better way. 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 3DS max to osg problem
Hi, I got it by disabling gamma correction (Rendering - Gamma/LUT Setup) with the latest installer (1.0.3 for 64 bits). Everything is OK now. Thank you very much and have a good weekend. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51478#51478 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] lighting of pointsprites
Hello Daniel, I know I can do my own thing by implementing a shader program, but first I wonder if there is a limitation for point sprites to not beeing able to be illuminated by default. Actually, the only way to get point sprites to be lit is to use a shader. Think about it, a point sprite is just a point which is expanded to a polygon in view space. So it has no normals, or at most it has a single normal which points in the wrong direction (the point's normal), duplicated for all vertices. In a shader, you can choose to make your point sprite have sphere normals, or any other shape you want. You can also use a normal map to get an even better shape. The fixed pipeline cannot do this. Fixed pipeline point sprites were designed for simple billboarded sprites. Hope this helps, J-S -- __ Jean-Sebastien Guay jean_...@videotron.ca http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org