Re: [osg-users] Solving forum.openscenegraph.org problems
And for a long term solution, what about moving everything to Google Groups ? It can be used as a mailing list or as a sort of forum depending on the user preferences. On Wed, Jul 31, 2013 at 5:05 AM, Wang Rui wangra...@gmail.com wrote: Hi Robert, I'm currently working on the Chinese translation of OpenGL Programming Guide 8th Edition, as well as some client projects. It's heavy work for me so sorry for not being with the community these days. Fortunately I'm going to have a few more time later and will be back for more tests and feature addtions :-) In 2008, I started a Chinese OSG forum (bbs.osgchina.org), and have been managing it until now, which has about 7 housand members and more than 50 thousand posts. My experience is simply that you can hardly satisfy everyone who has questions in the forum. In most cases, askers will only put the questions like 'why my scene is black' or 'how to implement 3DGIS software', and it is nearly impossible to give a complete answer. I will always ignore such topics or just give an one-line answer to save their time and my time at that time. :-) We had better support forums and even social networks for OSG users, especially those young men, to get in touch with each other. This will also help OSG itself to grow more quickly and get more attentions when related news are coming. Release news will also receive more feedbacks if published on forum. In fact, in my opinion, the forum should not be somewhere filled with questions and answers, but a place for sharing ideas and achievements, making friends, and looking for opportunities. We need not only moderators but also active members to publish news, feature suggestions, discussions and project galleries in the forum, to attract more people to attend and encourage them to share their ideas, too. Wang Rui 2013/7/31 Björn Blissing bjorn.bliss...@vti.se Hi Robert et al, I would love for the forum to keep working. The forum is usually my goto place to find new information about OpenSceneGraph and I actually like the format better then the e-mail lists. Although the current state of the forum makes me a bit sad for the new users. I have been contemplating volunteering to do some basic moderation, ie. proof reading the first messages that users post before getting forum approval. My main hesitation has been, as I guess for all of you, lack of time. I also tend to work with OSG related project in irregular time periods. I have actually been working with OSG on and off since 2002. (My first experience with OSG was at a presentation that Robert held in Stockholm in November 2001). I usually work with it for a month or two and then I am away from the community for a couple of months doing other projects. The forum is perfect for this on-and-off lifestyle since it doesn't clog up my e-mail folders when I am inactive as a OSG user. (Registering and unregistering from the email lists became rather tedious.) So rather then letting the forum die, I would like to volunteer as moderator. Although I probably would be a moderator that would be rather inactive during some periods. But if there are more moderators our inactive periods hopefully shouldn't overlap too much. TLDR; I hereby volunteer as a forum moderator. Best regards, Björn Blissing -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55494#55494 ___ 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 -- Serge Lages ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
HI Serge, On 31 July 2013 08:34, Serge Lages serge.la...@gmail.com wrote: And for a long term solution, what about moving everything to Google Groups ? It can be used as a mailing list or as a sort of forum depending on the user preferences. I have wondered if it wouldn't be better to go with such a route - just utlize a third party system. I haven't had much expereince with google groups. Just had a look and of course we have OpenSceneGraph Users group already that is mirroring the OSG mailing list ;-) The interface to googlegroups like better than the last time I looked at it. Perhaps we could simply experiement with getting forums users to subscribe to OpenSceneGraph Users google group and see how things go, this would be an immediate workaround. One issue I would see is how would posts from the googlegroup get posted to the osg-users mailing list as things stand. I don't know what the situation will be with catching spam/phishing etc and the need for moderators. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
Any idea who's the owner of this group ? For the spam/pishing protection, I think it provides options to moderate user subscriptions or first posts like the forums, so it'll probably need some moderators. On Wed, Jul 31, 2013 at 11:01 AM, Robert Osfield robert.osfi...@gmail.comwrote: HI Serge, On 31 July 2013 08:34, Serge Lages serge.la...@gmail.com wrote: And for a long term solution, what about moving everything to Google Groups ? It can be used as a mailing list or as a sort of forum depending on the user preferences. I have wondered if it wouldn't be better to go with such a route - just utlize a third party system. I haven't had much expereince with google groups. Just had a look and of course we have OpenSceneGraph Users group already that is mirroring the OSG mailing list ;-) The interface to googlegroups like better than the last time I looked at it. Perhaps we could simply experiement with getting forums users to subscribe to OpenSceneGraph Users google group and see how things go, this would be an immediate workaround. One issue I would see is how would posts from the googlegroup get posted to the osg-users mailing list as things stand. I don't know what the situation will be with catching spam/phishing etc and the need for moderators. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgLeap Leap Motion Integration
On Tue, Jul 30, 2013 at 9:13 PM, Johannes Scholz osg-supp...@vtxtech.net wrote: I work in a Virtual Reality environment where the ball-marker-based infrared ART Tracking is still state of the art since years. It is very robust and reliable while delivering good precision, altought not on a sub-mm level. Now on the other hand its very expensive, we're talking about many 1000 Euros. The Leap costs 1-2% of that solution, so some kind of drawback might be acceptable. ButI think although the Leap is not perfect, you can make great stuff when using the Leap correctly. Finger tracking is not that reliable, but hand tracking is quite good I think. After some training I can now use the LeapManipulator to navigate through my models reliably. But it can do more... I will try to make some demos of what I have in mind in the next weeks. I am also in VR field and the main beef I have with Leap is: a) tiny workspace - every larger gesture makes you exit the workspace, losing the tracking - a very jarring event. It is a pity that they have made the device so tiny, compromising the useful working volume in the process. b) the hand orientation is sketchy at best I have tried your manipulator code and while I can translate the model just fine, I rarely succeed to reliably rotate or scale it - mainly because I always run out of the tracked workspace. So basically that leaves hand position detection +- some fingers, in a tiny workspace and typically requiring a tiring pose to use. I had much better success with something like the Razer Hydra for low cost desktop applications and when I need more space (e.g. working standing up), the Kinect. A similar device from NaturalPoint - the TrackIR - works a lot more reliably than the Leap. You don't get to wave your fingers at the screen so much, but the software is a whole lot more robust. The Leap is a solution looking for a problem, in my opinion, especially with the buggy software they have. Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
Hi Serge, On 31 July 2013 09:11, Serge Lages serge.la...@gmail.com wrote: Any idea who's the owner of this group ? For the spam/pishing protection, I think it provides options to moderate user subscriptions or first posts like the forums, so it'll probably need some moderators. Just been looking at osg-crew which is googlegroup I set up seven years ago when we had problems with the main mailing list. It hasn't been used since 2007. The interface for the manager and users is improved over how it used to be. Search seams to work effectively. There is also the ability to do mass subscriptions so potentially we could import the whole mailing list and forum over. It would look to be doable. Whether we should do it is another matter all together... I'm open to suggestions. One thing I haven't worked out yet is who set up and manages the OpenSceneGraph Users googlegroup. I've found an email address subscribed to lists.openscenegraph.org osg-users that looks likely how this google group watches the list: osg-users-garchive-59...@googlegroups.com. Could the creator/owner of googlegroups step forward? Thanks, Robert. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
Hi. If you switch to the google groups you would have to do moderator work again. Then, I wonder, what improvement do you get from it. The glue between the forum and the mailing list works well, however, might not even work for google groups. I can't see, why google groups would help here. art On 31.07.2013 11:11, Serge Lages wrote: Any idea who's the owner of this group ? For the spam/pishing protection, I think it provides options to moderate user subscriptions or first posts like the forums, so it'll probably need some moderators. On Wed, Jul 31, 2013 at 11:01 AM, Robert Osfield robert.osfi...@gmail.com mailto:robert.osfi...@gmail.com wrote: HI Serge, On 31 July 2013 08:34, Serge Lages serge.la...@gmail.com mailto:serge.la...@gmail.com wrote: And for a long term solution, what about moving everything to Google Groups ? It can be used as a mailing list or as a sort of forum depending on the user preferences. I have wondered if it wouldn't be better to go with such a route - just utlize a third party system. I haven't had much expereince with google groups. Just had a look and of course we have OpenSceneGraph Users group already that is mirroring the OSG mailing list ;-) The interface to googlegroups like better than the last time I looked at it. Perhaps we could simply experiement with getting forums users to subscribe to OpenSceneGraph Users google group and see how things go, this would be an immediate workaround. One issue I would see is how would posts from the googlegroup get posted to the osg-users mailing list as things stand. I don't know what the situation will be with catching spam/phishing etc and the need for moderators. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages ___ 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] Solving forum.openscenegraph.org problems
Hi Art, On 31 July 2013 11:04, Art arti_t...@yahoo.de wrote: If you switch to the google groups you would have to do moderator work again. Then, I wonder, what improvement do you get from it. The glue between the forum and the mailing list works well, however, might not even work for google groups. I can't see, why google groups would help here. googlegroups would replace both osg-users@lists.openscenegraph.org and forum.openscenegraph.org, users of the googlegroups can decide how they want to use google groups either via email or via the online forum style interface. We would still need to do moderation work but at least it'd be in one place, so we'd avoid the need to the admin side for both the mailing list and the forum and a small amount of overlap on the moderations side. On the mailing list side I typically only need to handle a couple of moderation items per month handling cases when users post attachments that exceed the amount listed, it's not much but effectively other moderators could help with this, I could help with moderation on the other side when need be - the advantage is pooling manpower. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgLeap Leap Motion Integration
Hi, running out of tracking volume is just a matter of correct positioning and training. I've made a small video for demonstration. http://www.youtube.com/watch?v=0wBiiKo_hys Thank you! Cheers, Johannes[/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55522#55522 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
Yes the main benefit would be to bring everybody at the same place. I think that currently the problem is that newcomers are using the forums, but most active users are still using the mailing list, and moderators should be easier to find from active users than newcomers. In my case for example, I'm OK to do some minor moderation work, but I never volunteered for the forums as it's something I'm not using and I'm not willing to. Apart from that it seems than migrating from mailman to Google Groups seems to be quite common, and by googling a bit you can find how to import all the contacts easily. On Wed, Jul 31, 2013 at 1:24 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Art, On 31 July 2013 11:04, Art arti_t...@yahoo.de wrote: If you switch to the google groups you would have to do moderator work again. Then, I wonder, what improvement do you get from it. The glue between the forum and the mailing list works well, however, might not even work for google groups. I can't see, why google groups would help here. googlegroups would replace both osg-users@lists.openscenegraph.org and forum.openscenegraph.org, users of the googlegroups can decide how they want to use google groups either via email or via the online forum style interface. We would still need to do moderation work but at least it'd be in one place, so we'd avoid the need to the admin side for both the mailing list and the forum and a small amount of overlap on the moderations side. On the mailing list side I typically only need to handle a couple of moderation items per month handling cases when users post attachments that exceed the amount listed, it's not much but effectively other moderators could help with this, I could help with moderation on the other side when need be - the advantage is pooling manpower. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
Hi Jan, On 31 July 2013 12:25, Jan Ciger jan.ci...@gmail.com wrote: I am a co-moderator on the vr-geeks mailing list that we are running on Google Groups. It works quite well, on the other hand, it requires Google login from people who want to use the Groups interface. Also it does not really have the same features as forums, so you will get people complaining about that. Moderation works OK, you can assign multiple owners and have people approve new posts. On the other hand, the more sophisticated anti-spam solutions used by the forums are not available, so it is a trade-off. What features are missing w.r.t a forum that user complain about? When you say google login, you mean they have to have a google account? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgLeap Leap Motion Integration
On Wed, Jul 31, 2013 at 1:17 PM, Johannes Scholz osg-supp...@vtxtech.net wrote: Hi, running out of tracking volume is just a matter of correct positioning and training. I've made a small video for demonstration. http://www.youtube.com/watch?v=0wBiiKo_hys Thanks for the video, it helped me to understand how to use it and it is, indeed, a bit better. You should link the video on the website for reference. I did play with it again, but I have observed some issues with it: I find it still way too fiddly for my taste - the rotations are fairly hard to do consistently. It is easy to perform a rotation, but to perform one that actually puts the object into the orientation I want (instead of some semi-random one) is hard. I didn't realize that one has to spread out the fingers and not to hold them together in order for the gesture to be detected correctly. Also, I am not sure that emulating 2D multi-touch gestures for driving an orbit manipulator/trackball is the best metaphor here - the manipulator rotates in 3 DOFs, but the two handed rotation gesture is meant to rotate around a single axis only - the normal to the plane in which the user has their hands (table or phone screen, usually). I think a direct interaction (grab the object with your hand and rotate it) would work a lot better here - kinda like a virtual data glove. That would also make it easier to stay in the workspace - keeping both hands together while doing the manipulation is not really intuitive (one is in the way of the other during the manipulation), but when you bring them apart, you lose the tracking. One hand at a time would probably work better. What do you think? Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
For osgEarth we use Nabble. (http://forum.osgearth.org) It's works as both a mailing list and a forum. We've been using it effectively for years. Nabble does not have a separate moderator permission but we have never missed it. As you said Robert: there are perhaps only one or two moderation events a month and they're quick and easy to deal with. Just click ban user and remove posts. And we don't even restrict posting to registered used (not yet anyway). I'm happy to answer any questions about Nabble. Glenn Waldron / @glennwaldron On Wed, Jul 31, 2013 at 8:46 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Jan, On 31 July 2013 12:25, Jan Ciger jan.ci...@gmail.com wrote: I am a co-moderator on the vr-geeks mailing list that we are running on Google Groups. It works quite well, on the other hand, it requires Google login from people who want to use the Groups interface. Also it does not really have the same features as forums, so you will get people complaining about that. Moderation works OK, you can assign multiple owners and have people approve new posts. On the other hand, the more sophisticated anti-spam solutions used by the forums are not available, so it is a trade-off. What features are missing w.r.t a forum that user complain about? When you say google login, you mean they have to have a google account? 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] Solving forum.openscenegraph.org problems
What features are missing w.r.t a forum that user complain about? Usually threading (you have to write a sensible post when using Groups or e-mail instead of just hitting reply on a random post in the forum and writing Me too! bellow it), posting of images, emoticons and silly stuff like that. When you say google login, you mean they have to have a google account? As far as I know, if you want to read Google Groups without login, you can if the group is set as public. However, in order to post through the web interface, it needs a Google (Gmail) login. If you don't care about the web interface and want to post by e-mail, you can, then no Gmail login is necessary. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
Hi Glenn, On 31 July 2013 13:04, Glenn Waldron gwald...@gmail.com wrote: For osgEarth we use Nabble. (http://forum.osgearth.org) It's works as both a mailing list and a forum. We've been using it effectively for years. Nabble does not have a separate moderator permission but we have never missed it. As you said Robert: there are perhaps only one or two moderation events a month and they're quick and easy to deal with. Just click ban user and remove posts. And we don't even restrict posting to registered used (not yet anyway). I'm happy to answer any questions about Nabble. Would it possible to import histories (we have many years of support questions and discussion archived) and users into Nabble? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
Robert, On Wed, Jul 31, 2013 at 9:24 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Glenn, On 31 July 2013 13:04, Glenn Waldron gwald...@gmail.com wrote: For osgEarth we use Nabble. (http://forum.osgearth.org) It's works as both a mailing list and a forum. We've been using it effectively for years. Nabble does not have a separate moderator permission but we have never missed it. As you said Robert: there are perhaps only one or two moderation events a month and they're quick and easy to deal with. Just click ban user and remove posts. And we don't even restrict posting to registered used (not yet anyway). I'm happy to answer any questions about Nabble. Would it possible to import histories (we have many years of support questions and discussion archived) and users into Nabble? A quick check reveals that it can import mbox as well as their own XML format. http://support.nabble.com/What-formats-can-Nabble-import-td4834294.html I assume mbox is what you want. There also appears to be a way to redirect an old mailing list: http://n2.nabble.com/help/Answer.jtp?id=46 For users, there is a function to Invite subscribers but it appears you have to request activation of this feature (so they can verify you're not just a spammer). Keep in mind that I have used none of these features so I can't vouch for them personally :) Also: free Nabble is ad-supported; you will sometimes see ads in a message thread when you are using the web forum (unless you use Adblock of course). Not a big deal but worth mentioning. Glenn ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgLeap Leap Motion Integration
Hi, I find it still way too fiddly for my taste - the rotations are fairly hard to do consistently. It is easy to perform a rotation, but to perform one that actually puts the object into the orientation I want (instead of some semi-random one) is hard. I didn't realize that one has to spread out the fingers and not to hold them together in order for the gesture to be detected correctly. As we discussed before the tracking is not perfect. But what I learned quickly the detection of a hand closed or opened is quite stable. That's why I decided to do the first demo this way. At the moment I count the fingers to determine whether the hand is opened or closed. That is why you have to spread the fingers at least a bit. Before I was playing with the hands ball radius to do this, but it gave me the feeling that this algorithm is not that reliable. Also, I am not sure that emulating 2D multi-touch gestures for driving an orbit manipulator/trackball is the best metaphor here - the manipulator rotates in 3 DOFs, but the two handed rotation gesture is meant to rotate around a single axis only - the normal to the plane in which the user has their hands (table or phone screen, usually). I think a direct interaction (grab the object with your hand and rotate it) would work a lot better here - kinda like a virtual data glove. That would also make it easier to stay in the workspace - keeping both hands together while doing the manipulation is not really intuitive (one is in the way of the other during the manipulation), but when you bring them apart, you lose the tracking. One hand at a time would probably work better. True, for sure. My first thought was to do it that way. Grab the object, then move and rotate directly by the hands position and rotation. I could not realize that in the first demo, because there is no GRAB gesture available (at least I did not find it, yet) then I lost track of the hand's fingers when they are oriented perpendicularly above the Leap. Then also I felt sad about the accuracy of the hands rotation. Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55535#55535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Drawing order of views in osgViewer::CompositeViewer
Hi All, We're using a CompositeViewer for our application. The first view added is the 'main view', with the scene. We've added three more views: two each containing a widget (part of a HUD) and a third for a 'loading screen'. The two widgets draw over the main scene, which is expected, as well as the loading screen. However, I haven't been able to make the loading screen draw over _one_ of my widgets. As a work around I hide the by 'zeroing' the nodemask of it's view's camera when the 'loading screen' is displayed. Any pointers as to where to look on how I could make my 'loading screen' view draw after every other views? Thanks! -- Alexandre Vaillancourt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Three Weeks until the Openscenegraph BOF at Siggraph
Hi John et al, How did it go? Did the hangout success at the end? If it's possible it would be cool if any of the attendands could post in [1] some words about the event. Links to slides or photos (if any) would be very cool :). [1] http://www.openscenegraph.com/index.php/community/events Thank you! 2013/7/19 Robert Osfield robert.osfi...@gmail.com Hi John, I'm currently digging into Google+ seeing what is possible and how to go about doing a hangout test. Do you have a Google+ account? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Drawing order of views in osgViewer::CompositeViewer
HI Alexandre, The osg::Camera::setRenderOrder(..) is what controls which order the cameras are rendered in, so set your HUD Camera to have a higher render order number to make sure it's rendered last. If the RenderOrder values are all the same then the order will simply be the order that you assigned them in. Robert. On 31 July 2013 16:02, Alexandre Vaillancourt alexandre.vaillancourt.l...@gmail.com wrote: Hi All, We're using a CompositeViewer for our application. The first view added is the 'main view', with the scene. We've added three more views: two each containing a widget (part of a HUD) and a third for a 'loading screen'. The two widgets draw over the main scene, which is expected, as well as the loading screen. However, I haven't been able to make the loading screen draw over _one_ of my widgets. As a work around I hide the by 'zeroing' the nodemask of it's view's camera when the 'loading screen' is displayed. Any pointers as to where to look on how I could make my 'loading screen' view draw after every other views? Thanks! -- Alexandre Vaillancourt ___ 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] Solving forum.openscenegraph.org problems
Hi, I'm not a forum user, but maybe it is worth to wait to the end of the summer to see if anyone step on to moderate the forum. Despite the absence of moderators there is a good job behind and it works quite well. But at the end if forum users are not willing to collaborate... Cheers. 2013/7/31 Glenn Waldron gwald...@gmail.com Robert, On Wed, Jul 31, 2013 at 9:24 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Glenn, On 31 July 2013 13:04, Glenn Waldron gwald...@gmail.com wrote: For osgEarth we use Nabble. (http://forum.osgearth.org) It's works as both a mailing list and a forum. We've been using it effectively for years. Nabble does not have a separate moderator permission but we have never missed it. As you said Robert: there are perhaps only one or two moderation events a month and they're quick and easy to deal with. Just click ban user and remove posts. And we don't even restrict posting to registered used (not yet anyway). I'm happy to answer any questions about Nabble. Would it possible to import histories (we have many years of support questions and discussion archived) and users into Nabble? A quick check reveals that it can import mbox as well as their own XML format. http://support.nabble.com/What-formats-can-Nabble-import-td4834294.html I assume mbox is what you want. There also appears to be a way to redirect an old mailing list: http://n2.nabble.com/help/Answer.jtp?id=46 For users, there is a function to Invite subscribers but it appears you have to request activation of this feature (so they can verify you're not just a spammer). Keep in mind that I have used none of these features so I can't vouch for them personally :) Also: free Nabble is ad-supported; you will sometimes see ads in a message thread when you are using the web forum (unless you use Adblock of course). Not a big deal but worth mentioning. Glenn ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
Hi Jordi et. al, On 31 July 2013 16:26, Jordi Torres jtorresfa...@gmail.com wrote: I'm not a forum user, but maybe it is worth to wait to the end of the summer to see if anyone step on to moderate the forum. Despite the absence of moderators there is a good job behind and it works quite well. But at the end if forum users are not willing to collaborate... We have a couple of volunteers that have come forward now. All have other tasks they need to juggle that can take them away for days or weeks at time so the more volunteers the better the coverage we'll have. This should hopefully get us over the current stall in forum. I would still like to think about whether we can do better than the separate mailing list and forum that are sync'd. I'd like a system that is easy to maintain, reliable, easy to search and use for end users and conceptually straight forward so that new users coming to project can more easily get an idea of how things fit together in the project. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgLeap Leap Motion Integration
On Wed, Jul 31, 2013 at 5:04 PM, Johannes Scholz osg-supp...@vtxtech.net wrote: True, for sure. My first thought was to do it that way. Grab the object, then move and rotate directly by the hands position and rotation. I could not realize that in the first demo, because there is no GRAB gesture available (at least I did not find it, yet) then I lost track of the hand's fingers when they are oriented perpendicularly above the Leap. Then also I felt sad about the accuracy of the hands rotation. I have tried again with the visualizer tool and I can get some reasonable hand rotation - if the fingers are visible. They obviously use some Kalman filter or something to keep the rotation smooth and going even if the fingers disappear for a moment. However, tracking of a closed hand (grabbed object) is hopeless - they obviously use the fingers for tracking and estimate the rest from that. What a pain :( I went through the SDK and the API seems to be designed more around simulating mouse and 2D multitouch interaction (they even let you define virtual 2D screens where you want to interact with things) than actual 3D work. If they rather made the device available as two synchronized cameras, one could do some custom development on it, at least. Like this one is stuck with their SDK :( Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Drawing order of views in osgViewer::CompositeViewer
Thank you Robert, it's working fine! -- Alexandre Vaillancourt 2013/7/31 Robert Osfield robert.osfi...@gmail.com HI Alexandre, The osg::Camera::setRenderOrder(..) is what controls which order the cameras are rendered in, so set your HUD Camera to have a higher render order number to make sure it's rendered last. If the RenderOrder values are all the same then the order will simply be the order that you assigned them in. Robert. On 31 July 2013 16:02, Alexandre Vaillancourt alexandre.vaillancourt.l...@gmail.com wrote: Hi All, We're using a CompositeViewer for our application. The first view added is the 'main view', with the scene. We've added three more views: two each containing a widget (part of a HUD) and a third for a 'loading screen'. The two widgets draw over the main scene, which is expected, as well as the loading screen. However, I haven't been able to make the loading screen draw over _one_ of my widgets. As a work around I hide the by 'zeroing' the nodemask of it's view's camera when the 'loading screen' is displayed. Any pointers as to where to look on how I could make my 'loading screen' view draw after every other views? Thanks! -- Alexandre Vaillancourt ___ 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] Solving forum.openscenegraph.org problems
Another idea could be to use a system like StackExchange. This probably does not have an option to offer support by email, though. And if there is an aim for 'growing the community', I'm not sure that it's the right path. However the 'QA' process is fantastic. -- Alexandre Vaillancourt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Finding Node Level
Hey guys thanks for the reply's, sadly this post took a while to be accepted so in the mean time, I basically made a node printer that prints the structure of my SG to the console using --- to indicate depth level. I have done it by implementing a depth tracker function in my visitor, if last_node is a parent +1 to depth elseif last_node is a child -1 to depth else do nothing -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53395#53395 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgLeap Leap Motion Integration
Jan Ciger wrote: I have tried again with the visualizer tool and I can get some reasonable hand rotation - if the fingers are visible. They obviously use some Kalman filter or something to keep the rotation smooth and going even if the fingers disappear for a moment. However, tracking of a closed hand (grabbed object) is hopeless - they obviously use the fingers for tracking and estimate the rest from that. What a pain :( I went through the SDK and the API seems to be designed more around simulating mouse and 2D multitouch interaction (they even let you define virtual 2D screens where you want to interact with things) than actual 3D work. If they rather made the device available as two synchronized cameras, one could do some custom development on it, at least. Like this one is stuck with their SDK :( They obviously had some difficulties getting the Leap out as the original release date was in December last year, it think. So one could think they will continue to improve their API now they got it released. Hopefully they will allow some access to the raw data. Until then my way for osgLeap will be to focus on what is working today. We'll see where we get.. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8#8 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
Appropos. Just to give an overview, why moderation of the forum often sucks. The rule, that users have to provide a reasonable real name, makes the moderation and in specific the approval of new users kind of a tedious task. I have always to write to people a short message, that they should change their name according to our rules. Then I have to wait for it to happen and only then, if everything seems fine, we as moderators, approve the user and his/her messages. To be honest, I even sometimes just not write to new users anymore, especially if their first message is of very non descriminative nature. In the back of my head, I always say, that this is kind of a nice filter of users, who do not respect the community. Unfortunately only a few newbies do put a valid realname when registering on the forum. I would say, that only around 10 percent of newbies, do that, all other, just put their usernames again there. It even became ridiculous when these new users, without proper realname, start to blame us (moderators/admins) of inproper job. I wonder, how you want solve this issue with google groups or any other alternatives. art On 31.07.2013 19:36, Alexandre Vaillancourt wrote: Another idea could be to use a system like StackExchange. This probably does not have an option to offer support by email, though. And if there is an aim for 'growing the community', I'm not sure that it's the right path. However the 'QA' process is fantastic. -- Alexandre Vaillancourt ___ 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] [forum] How to get parent node size in world coordinate
I just started using OSG. I need to know how to get size of the parent. Actually I have a flat UTM terrain and I need to put some object on that. Now I have no idea about how much the child needed to be translated and logic behind it. Probably if I can get the size of the parent in OSG world then I can calculate the child position. Generally how it is done. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53476#53476 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] geographic coordinate convert
Hi, I use osgdem to create an IVE model with mercator projection and can load the model in my OSG program. I want to realize such funciton: (1) input the WGS84 coordinate (lon, lat) of target point (2) calculate the elevation (z) of the point from the terrain file (3) draw a graphic object at the point (lon, lat, z) The problem is how to convert the WGS84 coordinate of inputted point to mercator projection which is used in my OSG program. I have used the folllowing method: Code: osg::ref_ptrosg::CoordinateSystemNode csn=new osg::CoordinateSystemNode; csn-setEllipsoidModel(new osg::EllipsoidModel); csn-addChild(terrain);//terrain is IVE model with mercator projection double o,p,q; csn-getEllipsoidModel()-convertLatLongHeightToXYZ(osg::DegreesToRadians(80.0),osg::DegreesToRadians(115.0),osg::DegreesToRadians(0.0),o,p,q); The convert value (o,p,q) is not correct. How can I realize the function? Thank you! Cheers, tianyun[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53776#53776 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] put multiple image file on one elevation model
Hi, I have an elevation model and multiple image files (jpeg format). The four vertex coordinates of each image file are recorded in a text file. So, I wonder how can I put all these image files on he surface of elevation model with their vertex coordinates. Now, I can put only one image file on the elevation model. Thank you! Cheers, tianyun -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53778#53778 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] Building osgBullet?
I could't compile osgWorks so I downloaded the latest svn version which did compile fine. But I am unable to compile osgBullet, well I am not able to generate the make files in linux with cmake. It tells me that i can't find osgWorks. This error is explained on the offical repo but I still have no clue what I have to do. Quotation from the wiki: In summary: If the dependency is in a standard location, you shouldn't need to set any variables. CMake should just find them. Set either the OSGWORKS_ROOT variable (if installed in a non-standard location) or both the OSGWORKS_BUILD_DIR and OSGWORKS_SOURCE_DIR variables (if using the dependency from a source tree). You should never have to set all three. What files do I have to adjust? I currently have it installed in /usr/ -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53794#53794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Get depth image after draw a specific node
Hi, I want to implement get z-buffer info. for only specific node. for example, there are 5 different nodes in the graph, I want to get depth information after draw node1 before other node 2~4. I tested RTT camera, but it significantly reduced FPS. I want to use only one camera. I'm testing cullcallback but still I couldn't find answer. Is there any function I can control render order (e.g. write gray image after draw a specific node)? ... Thank you! Cheers, isaac -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53818#53818 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multiple geometry models can be combined into a single geometry
Hi, A texture corresponding to a geometryI texture very much in a osg file, so there are a lot of geometry, Now, I want to talk about these geometry combined into a small amount of geometry, that is to say, a geometry to have more than one texture. I use the multi-layered texture, but the texture will affect each other. Thank you! Cheers, wang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53837#53837 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] get a depth image of a specific node
Hi, I am trying to get z buffer from the camera scene. But I want to get a depth image of a specific node, not whole scene. I tried RTT camera for depth image. It works but it reduces FPS. So I'm trying to find the way to get a image with main camera, but still I don't know how to do it. I've tested all callback functions for draw camera and cull. I've also tested 2 camera's one has a node what I want to get depth image and the other one has everything else. But with 2 cameras, I have a problem with occlusion (depth info for transparency..) If anyone knows how to handle that, please help me to figure out what's the best way to ge ta depth image of specific node. javascript:emoticon(':)') ... Thank you! Cheers, Isaac :) :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53845#53845 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
I second the StackExchange suggestion if the mailing list and forums are going to be replaced by one system. StackExchange sites are much easier to search through than relying on Google to look up things in the mailing list or forums. I think it'd cut down on repeat questions a lot (how many users here have been told by a more experienced OSG user to go back and search through the lists because the question being asked has been discussed before? I know I have!) It's also much easier to integrate code snippets and images to provide better questions and answers. There are plenty of OSG questions on StackOverflow so one can get an idea of how that kind of site would look. Regarding user registration - I never really understood the point of having your full name being a mandatory thing for the forum sign up. Is it a courtesy thing? Is it to prevent spam? Preet On Wed, Jul 31, 2013 at 1:36 PM, Alexandre Vaillancourt alexandre.vaillancourt.l...@gmail.com wrote: Another idea could be to use a system like StackExchange. This probably does not have an option to offer support by email, though. And if there is an aim for 'growing the community', I'm not sure that it's the right path. However the 'QA' process is fantastic. -- Alexandre Vaillancourt ___ 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] Textured quad displaying problem
Hi, I have a problem for displaying a textured quad. The view does not display anything, and result in a blank screen. The purpose of my application is to display video frames in the textured quad. I verified several things, as the texture's image updating, the camera view and projection matrices, the possibility of viewing a simple box instead of the textured quad, at its position. All of those operations are working, so I concluded that there is a problem with my textured quad. My code looks as follow : Code: ClientViewer::initialize() { // _renderingFrame is an osg::Image attached to the texture // it is initialized in an other method // graphics context initialization // camera initialization // _viewer initialization _texture = new osg::TextureRectangle(); _texture-setTextureSize(_renderingFrame-s(), _renderingFrame-t()); _texture-setImage(_renderingFrame); osg::ref_ptrosg::Geometry quad = osg::createTexturedQuadGeometry(osg::Vec3(), osg::Vec3(_renderingFrame-s(), 0, 0), osg::Vec3(0, 0, _renderingFrame-t()), 0, 0, 1, 1); quad-getOrCreateStateSet()-setAttributeAndModes(0, _texture.get(), osg::StateAttribute::ON); _videoSupport = new osg::Geode; _videoSupport-addDrawable(quad.get()); osg::ref_ptrPositionAttitudeTransform pat = new osg::PositionAttitudeTransform(); pat-addChild(_videoSupport); pat-setPosition(osg::Vec3(0, 0, Z)); _viewer-setSceneData(pat); _viewer-realize(); } Then the render method looks as follow : Code: ClientViewer::render() { // Initialize the image _videoFrame with the video content // protect copy with mutexes ... memcpy(_renderingFrame-data(), _videoFrame-data(), _videoFrame-getImageSizeInBytes()); _renderingFrame-dirty(); // dump _renderingFrame to verify its content ... _viewer-frame(); // Go back to the rendering loop of the thread } The images dumped from the _renderingFrame are good and follows the video content. Replacing the textured quad with a simple box, show the box in view. I suppose that there is a compatibility problem between _renderingFrame and _texture. But I cannot find the problem. My image is coded as a 24 bits RGB image in GL_UNSIGNED_BYTE. What can I test to find the problem with the texture ? Solved my problem, I made a mistake when specifying the height vector. My texture quad was seen on its profile and so was invisible :( :( Thank you! Cheers, Mike Code: -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53869#53869 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with TabBoxTrackballDragger
Hi, I know this post might look stupid to some of you but I am quite new to 3D programming. My problem is that I am trying to insert a TabBoxTrackballDragger in my scene and it doesn't work. This is what I did: osg::ref_ptrosgManipulator::TabBoxTrackballDragger _trackballDragger = new osgManipulator::TabBoxTrackballDragger; _trackballDragger-setupDefaultGeometry(); _trackballDragger-addChild(cam.get()); root-addChild(_trackballDragger.get()); and the problem is that when I press ctrl and leftclick on the object, nothing happens... Would you know why? ... Iron_Phoenix Thank you! Cheers, Amaury -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53888#53888 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Animation Path --- Animation Control keep current frame
Hi, :D I want to create some control buttons for the animationPath. I've been trying with the Time offset and time multiplier, but i can't understand how these values actually work. Now, i'm able to speed up and play backwards the animation. The problem is when i change the multiplier, the current control point jump to another part of the animation. I would like to play backwards or speed up the animation from the current control point. I found in the forum that saving the animationTime, and using it in the Offset time value work for these, but it doesn't animationTime = apcb-getAnimationTime(); apcb-setTimeMultiplier(multiplier); apcb-setTimeOffset(animationTime); Any idea how can i keep the current frame? ... Thank you very much! Cheers, Jose :D -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53891#53891 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Architecture
Hi, Please tell me if my understanding is correct?If create a Geode called 'room' and inherit a node from room called 'sofa'. So room-sofa. Then if we rotate room, would the sofa also rotate,?. But if we rotate sofa then room should not rotate.How can we establish an architecture like that?...Is it possible in OSG?..Please help. ... Thank you! Cheers, sujan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53900#53900 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using c++11 smartpointer instead of osg::ref_ptr?
On 29/04/2013 2:53, Maik Klein wrote: I am wondering if it is possible to use the c++11 smartpointer instead of osg::ref_ptr? Is there any advantage in using the osg::ref_ptr? Mixing the two is a bad idea, as they will happily ignore one another ;-) One benefit of osg::ref_ptr is that the reference count is part of the object, so even if you return a raw pointer at some point you could stuff it back into a ref_ptr without things getting stuffed up. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::Sphere initial position affecting behavior?
Hi, I have a small OSG application in which I want to place one of a fixed number of spheres at a location determined by a click's intersection with the terrain. I am initializing the spheres beforehand. All of this works, with one caveat: If I initialize the spheres at or close to the origin, they don't appear when I click, even though I am sure their positions (and radii) are changed to the appropriate value. If I initialize the spheres close to the middle of the terrain, all works as expected. What could cause this sort of behaviour? Thank you! Cheers, Wilbur -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53942#53942 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using c++11 smartpointer instead of osg::ref_ptr?
I am wondering if it is possible to use the c++11 smartpointer instead of osg::ref_ptr? Is there any advantage in using the osg::ref_ptr? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53854#53854 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] geographical coordination conversion
Hi, Shayne. Thanks for your reply. What i want to do is converting Lon/Lat coordinate with WGS84 coordinate system to X/Y coordinate with Mercator coordate system. How can I program in OSG? Thank you! Cheers, tianyun -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53862#53862 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to return a NULL value of osg::Vec3f type
Hi, The following lines are used to calculate the intersection of two lines in a 2D plane. However, the NULL value cannot be returned because the Visual Studio tells me that error C2664: cannot convert parameter 1 from 'int' to 'const osg::Vec3f '. I don't know how to represent a Null value here. Very appreciate if you guys can help me out. osg::Vec3f lineintersection(osg::Vec3f p1, osg::Vec3f p2, osg::Vec3f p3, osg::Vec3f p4) { float x1 = p1.x(), x2 = p2.x(), x3 = p3.x(), x4 = p4.x(); float y1 = p1.y(), y2 = p2.y(), y3 = p3. y(), y4 = p4.y(); float d = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4); if(d==0) return NULL; // error occurs here float p = (x1*y2 - y1*x2), post = (x3*y4 - y3*x4); float x = ( p * (x3 - x4) - (x1 - x2) * post ) / d; float y = ( p * (y3 - y4) - (y1 - y2) * post ) / d; return osg::Vec3f(x, y, 0.0f); } Thank you! Cheers, Yong -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53991#53991 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg 2.2.0 to 2.8.5 = Clipping planes problem
Hi, Last year I updated the version of osg I was using for a program that displays terrain grids (using osgTerrain). And now, i've just realized that a functionnality that uses clipping planes to cut the terrain does'nt work anymore on an old laptop (Windows xp, ATI mobility radeon HD3650, drivers up to date), but it works fine on the 2 others (and newer) pc. Is there a change on the clip planes implementation between 2.2.0 and 2.8.5 ? Someone have an idea of where the problem may come from ? Is there a chance for the problem to be solved in osg 3 ? Thank you very much! Regards, Antoine -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53993#53993 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgQt rendering issues with NVIDIA 304.88 drivers and Ubuntu 12.04 (kernel 3.2.0-40-generic)
For what it's worth, Tao Presentations (Google Taodyne, can't post URLs yet) also has the same problem on Linux, and the same workaround with __GL_SYNC_TO_VBLANK also works. Special thanks to Bastian for that workaround. Tao Presentations is also based on OpenGL and Qt. For some reason, we tend to see the issue a lot more often with contents that causes heavy multithreading (e.g. when we have video streams playing in the presentation). On the other hand, it looks like the problem goes away when using apitrace. So Alberto's suggestion would not work at least in our case. I wonder if all other Qt/OpenGL applications are impacted? If not, this might help us narrow the issue down and figure out whether's it's a driver bug, or whether there's something to fix either in Qt or in OSG and Tao? Cheers, Christophe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54012#54012 ___ 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)
Dear Peter, Robert, and all. I would like to endorse Peter's remarks on the current implementation of the LineSegmentIntersector. We experience precisely the same problems when trying to pick on plane faces that coincide with the bounding box of the Drawable to which they belong. The simplest example is a drawable consisting of one triangle or quad aligning with the axes of the local coordinate frame. Like Peter, we are also dealing with co-ordinate values running into the thousands. The applied epsilon of 1e-4 in the intersectAndClip() function is too small in suchlike cases, especially if the TriangleIntersector keeps using floats at some places. For the moment, we circumvent the problem by overloading the computeBound() function of the Drawable and return a slightly bigger bounding box ourselves, but a more general solution would be better in the end. Like Peter, I also do not see why the intersectAndClip() function should cut off those parts of the line segment that are outside the bounding box. What is the computational benefit of this later on? I would expect it is sufficient to check whether the line segment is crossing the box or not, and neglect Drawables for which the answer is false. However, assuming that this clipping does serve a goal, then my choice would be not to assign the epsilon in the intersectAndClip() function an absolute value, but to make it relative to the bounding box size, for example by multiplying the current epsilon of 1e-4 with the diagonal length of the bounding box. Best regards, Jaap Glas dGB Earth Sciences Enschede, The Netherlands -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54027#54027 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Creating multiple instances of a model whitout loading it multiple times.
Hi, I am currently working on my first osg based project. In this project i need to create vehicles consisting of multiple models. So lets say i will load an airplane. Then the airplane will have a main body, rudders and propellers. Where the rudders and propellers are translated in relation to the body to be at the right positions. Giving a tree of nodes. My problem is if i want to use two instances of the same vehicle i dont want to load the models twise. So what should i do to be able to load the vehicles once and then depending on the user create one or more of each vehicle so that the vehicle instances can move and parts like rudders can be changed differently in each of the instances. So i need to have acces and change the translations in the different instances. Im not sure if i give a clear problem description but i hope someone understands it well enough to give me a hint on how it could be done. Thank you! Cheers, zev -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54013#54013 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Video playback performance
Hi everyone. I have a question regarding to video playback and the best way to using it in a texture inside the 3d world of OSG. Is there a way to stream the video content (or video frames, produced by the ffmpeg plugin) directly to the GPU memory? Is this approach the best, in terms of performance? Many thxs in advance!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54038#54038 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with PagedLOD
Hi, I am having some issues with pagedLOD. The nodes are not getting unloaded according to the view. I guess its because of OSG_MAX_PAGEDLOD is not getting set properly. I have used putenv() , then tried it with command prompt also, but still nothing is happening. I have set it to 5 but still the application is not unloading nodes currently not in view. Any help on this. P.S. The models I am loading are big in size so I want to keep the variable small. Thank you! Cheers, pankaj -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54048#54048 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Low FPS when integrating QTwith worldviz Vizard (Third party library based on OSG) on multiple display system
Hi, First I want to explain a bit the system we are using. We have 8 projector rear projection system with projection arranged in 2X4 grid like this P P P P P P P P Top row is handled by one QuadroPlex 7000 and second row by other QuadroPlex 7000. 1. Low FPS with QT- I am using Qt with worldviz vizard (Third party library based on OSG. you can see that on worldviz website) . I have created a QmainWindow and created a new widget and set the vizard graphics context between that new widget and set that widget as central widget of QMainWidget. When I am running the application in fullscreen mode, the FPS in 2D is 15 and in 3D is 30. Thing is if I resize the window so that the window is only in top projectors region ie. I decrease the height and take window in upper projector row region, the FPS is 60. Also lets say window is partially in upper row and partially in bottom row then also FPS is 15 and 30. In short, if any part of window is visible in bottom row projectors FPS decrease to 15 and 30 else it stays 60. Also if I run the vizard without Qt, everything runs fine. Also, If I remove all the menus and dockWidgets from the Qt (vizard is set to centralWidget of QmainWindow), It runs fine. So when the Qt is visible, the FPS goes down but we have another application using OSG and Qt, it runs fine. I have tried that. So problem is when I run my vizard application with QT on multiple display system. Any help.. Thank you! Cheers, pankaj -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54498#54498 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Architecture
Inherit it the wrong term. The sofa Node would be parented to the room Node. But, Geode can't have children, only Groups (another kind of Node) can. So you'd make a Room Group. Its children would be the Room Walls Geode and the Sofa Geode. Rotating the Room Group would rotate all the stuff that was a child of it (Walls and Sofa). But Groups and Geodes don't know how to rotate by themselves. Rotating is usually done by a special derived type of Group Node called a PositionAttitudeTransform. Make your Room Group be a PositionAttitudeTransform instead and you can rotate its children. In order to rotate the sofa without rotating the room, you would need to make the sofa be a child of a Sofa PositionAttitudeTransform, which itself was the child of the room PositionAttitudeTransform. -- 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 • osgEarth • Terrain • 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
[osg-users] Shadows on invisible objects
Hi, I'm creating a visualization where it is critical for some invisible objects to be able to receive shadows on them. I know this sounds physically impossible, but I hope it is possible on a virtual environment. Is there any way of achieving this in OSG? Perhaps using shaders? Thank you! Cheers, Juan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54053#54053 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to apply multiple textures to a model in openscenegraph?
Hi, I have a flt model and multiple *.dds texture files in a Directory :- my folder directory structure:- my_folder |- terrain.flt |- road.dds |- city.dds |- building1.dds |- building2.dds |- building3.dds |- building3.dds |- building4.dds |- building5.dds |- banner1.dds |- banner1.dds I know how to read and apply single .dds texture file to my model (terrain.flt) :- Code: osg::ref_ptrosg::Node terrainModel (osgDB::readNodeFile(c:/my_folder/terrain.flt)); osg::ref_ptrosg::Texture2D tex (new osg::Texture2D); osg::ref_ptrosg::Image image (osgDB::readImageFile(c:/my_folder/road.dds )); tex-setImage(image.get()); osg::ref_ptrosg::StateSet state=terrainModel-getOrCreateStateSet(); state-setTextureAttributeAndModes(0,tex.get(),osg::StateAttribute::ON); but i don't know how to read and apply all these textures to my model (terrain.flt). my attempt :- Code: osg::ref_ptrosg::Node terrainModel (osgDB::readNodeFile(c:/my_folder/terrain.flt)); osg::ref_ptrosg::Texture2DArray texArray (new osg::Texture2DArray); for(int i=0;ifolder_files.size();i++) { osg::ref_ptrosg::Image image (osgDB::readImageFile(c:/my_folder/+file(i))); texArray-setImage(i,image); } osg::ref_ptrosg::StateSet state=terrainModel-getOrCreateStateSet(); state-setTextureAttributeAndModes(0,texArray.get(),osg::StateAttribute::ON); but, it is not working. Help me. Thank you! Cheers, Lokesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54110#54110 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to grasp an object in virtual scene by using a CyberGlove and OSG?
Hi, I am working on a virtual assembly demo by using OSG and CyberGlove together. Currently i have sucessfully connect and drive the virtual hand in the scene using realtime data sent from the glove. Now i want to add collision detection between the hand and a part in the scene. when the collision is detected, the part will move with the hand. Here comes the problem: 1. How do collision detection in osg? What class or function should i use? 2. How to make the part move with the hand? What class or function should i use? Any suggestion or reply will be appreciated. Thank you! Cheers, Junjie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54133#54133 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] StateGraph prune and performance
Hi, I have a large terrain database with about 100 entities in it using osg 2.8.3. I currently have a CPU bottleneck which is spending about 70% of the frame doing allocations of new StateGraph nodes during my cull() pass. This occurs in the find_or_insert() function called from pushStateSet(). I have found that if I comment out the rendergraph-prune() call in my SceneView's cullStage() function, I get a 2-3x performance improvement, because it never erases the nodes from the graph, so find_or_insert() can find them and doesn't have to continually allocate them every frame. What side effects/consequences can I expect if I never call prune() on the rendergraph? So far I have not seen any issues, but I am worried they may surface later on. ... Thank you, Dusty -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54147#54147 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multiple EGLViews for osgAndroidExampleGLES1
Hi, I just started working around osg with Android and starting with the example for GLES1. I was wondering how to have multiple EGLViews in the same layout. The thing that all of the native methods in the Lib are static and I think that triggers a problem whenever creating a new Renderer in the init function. what i am thinking that the multiple EGLviews trying to access the same osgViewer from the Native method. so simply the program crashes once it starts running. Did someone try to have multiple views on Android and faced this problem before ? ... Thank you! Cheers, Mahmoud -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54239#54239 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph transformation precision
Hi, For a project I work on I try to build a visualizer for a flight simulator. When trying to build all the stuff I need to I run into strange behavior when using osg with huge units. For example compare the two code https://gist.github.com/anonymous/5662271 Only the lines 21 and 22 are changing. To sum here I only want to put a sphere (1m radius) very far from the origin (something like the earth radius in fact). In the first case I created the sphere directly far from the origin and in the second case I create it at the origin and then move it away using a MatrixTransform. While the two way should give the them result I get very different result. The first case don't work well and here is why I got: [Image: http://t.imgbox.com/abgajZ7H.jpg ] (http://imgbox.com/abgajZ7H) The second case work way better and here is my result: [Image: http://t.imgbox.com/acyiv91j.jpg ] (http://imgbox.com/acyiv91j) So could you explain what I get this difference ? Is it because OpenGL uses float under the hood and so the value I use are too big? Similarly, I saw that even using the technique described in the second case this stop to work when I use bigger numbers. For example try with 1e+10 and none of the code above will work. So can you provide tips for building a visualizer which should handle planetary size value with both small and big assets ? Thank you! Cheers, codec -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54249#54249 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph transformation precision
Hi, For a project I work on I try to build a visualizer for a flight simulator. When trying to build all the stuff I need to I run into strange behavior when using osg with huge units. For example compare the two code https://gist.github. com/anonymous/5662303 Only the lines 21 and 22 are changing. To sum here I only want to put a sphere (1m radius) very far from the origin (something like the earth radius in fact). In the first case I created the sphere directly far from the origin and in the second case I create it at the origin and then move it away using a MatrixTransform. While the two way should give the them result I get very different result. The first case don't work well and here is why I got: http://t.imgbox. com/abgajZ7H.jpg The second case work way better and here is my result: http://t.imgbox. com/acyiv91j.jpg So could you explain what I get this difference ? Is it because OpenGL uses float under the hood and so the value I use are too big? Similarly, I saw that even using the technique described in the second case this stop to work when I use bigger numbers. For example try with 1e+10 and none of the code above will work. So can you provide tips for building a visualizer which should handle planetary size value with both small and big assets ? Thank you! Cheers, codec -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54248#54248 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] osgQt 2 Widget, 2 Viewer - freeze
Hi, I have a problem with osg and Qt I have 1 main window with 1 viewer that run normally And I have 1 button that open another Widget with another osgViewer but there I have to wait 30 or 40 s before move camera If I put in comment the code of the first Viewer the second run normally If you need codes or other details ask me Thank you and sorry for bad language, English isn't my native language Cheers, Robin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54306#54306 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New versions of the SilverLining Cloud, Sky Weather SDK and the Triton Ocean SDK
Hello, I am new with Triton, I want to set Water to a specific area in my project -- use Patch but all my objects were covered by water. So can you give us a simple code for osg using patch to try it. Thank you in advance. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54324#54324 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Error occus when set up 3D Quad stereo
Hi, We currently have: Graphic card type: NVIDIA GeForce 9300GE Monitor/TV(Panasonic TC-P50UT50): Screen refresh rate 60Hz, colors: 32bit, resolution: 1920*1080 (3D TV) Glasses: Panasonic 3D FULL HD (TY-ER3D4MU) wireless We want to set up 3D Quad stereo in our computer, but errors occurs. The manual of Panasonic TV shows that it's 3D TV display. We're not sure whether it's our display's problem, the glasses', or graphic card's. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat - No matching pixel format found based on traits specified GraphicsWindow has not been created successfully. Viewer: realize- failed to set up any windows Error: [Screen #0] GraphicsWindowWin32::setPixelFormat- Nomatching pixel format found based on traits specified GraphicsWindow has not been created successfully. Viewer::realize-failed to set up any windows We don't want to jump into a new product, especially 3d TV if it's not necessary. Thank you! Cheers, Ruixuan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54367#54367 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 3D quad stereo errors
Hi, We tried to run 3D quad stereo, but errors occurred. The hardware we have: Graphic card type: NVIDIA GeForce 9300GE Monitor/TV(Panasonic TC-P50UT50): Screen refresh rate 60Hz, colors: 32bit, resolution: 1920*1080 Glasses: Panasonic 3D FULL HD (TY-ER3D4MU) wireless The 3d glasses is compatible with the panasonic TV. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat-No matching pixel format found based on traits specified GraphicsWindow has not been created successfully. Viewer:realize-failed to set up any windows Error: [Screen #0] GraphicsWindowWin32::setPixelFormat-No matching pixel format found based on traits specified GraphicsWindow has not been created successfully. Viewer:realize-failed to set up any windows We're not sure whether it's graphic card's problem, TV display, or glasses. We don't want to jump into a new product if it's not necessary. We could run anaglyphic stereo and saw double images before we installing Nvidia stereoscopic 3D. One of the environment variables has been set to Quad buffer. Yesterday, we enabled stereoscopic 3D using the Discover Glasses. It worked and shown double images on the screen. The environment variables include Quad buffer. But we dis enabled the stereoscopic 3D today in order to showing enabling stereoscopic 3D process. After re enabling stereoscopic 3D these errors occurred again. The same error occurred no wonder enabled or dis enabled stereoscopic 3D, the same with errors shown several days ago. Thank you! Cheers, Ruixuan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54368#54368 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New versions of the SilverLining Cloud, Sky Weather SDK and the Triton Ocean SDK
You might want to contact Frank Kane at Sundog software directly. I don't think is really appropriate for the OSG users mailing list. On Thu, May 30, 2013 at 12:27 PM, Mohammed Djeralfia d_moham...@yahoo.frwrote: Hello, I am new with Triton, I want to set Water to a specific area in my project -- use Patch but all my objects were covered by water. So can you give us a simple code for osg using patch to try it. Thank you in advance. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54324#54324 ___ 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 • osgEarth • Terrain • 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] IllegalArgumentException?
Hi, Did you solve the problem ? Because I have the same and don't know what I'm doing wrong... ... Thank you! Cheers, Hannah -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54538#54538 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] IllegalArgumentException?
Hi, Actualy, I've found the answer: my application can't work on virtual device and I have to test it on a real one. Cheers, Hannah -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54586#54586 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] FLT plugin rescale some textures with dimensions non power of two
Hi everyone, I have some troubles with loading FLT models in my osg program. For some models, if their textures have dimensions that are not power of two, the plugin enters in a case where it rescale those textures with the greatest power of two. And the result is that finally the model is not mapped with textures who were badlly dimensioned. My program run on linux, with opengl 4.2, on a nvidia quadro 600. Of course, my system supportes the ARB extension for textures with dimensions that are not power of two. Is there any flt option that I can tune to avoid this problem ? Or is there anyone that solved this kind of problem ? Thank you for your replies and ideas ! Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54548#54548 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] Instanced drawing
Hi, I have a large static scene to render - it will not change in time. It can contain even 1M spheres representing atoms in a particular material. I have read a lot about instanced drawing and went through examples: osgdrawinstanced osgshaders but I can not to figure out how can I pass world positions for my sphere prototype instances. I am rather not familiar with plain OpenGL and GLSL, but what I have figured out till now is that I have to follow seweral steps in general: 1. Create my geometry drawable (simple sphere in my case using VBO) 2. Create vertex shader program tha would populate my sphere prototype on GPU side with defined number of instances 3. Attach to vertex shader a buffer? texture? some data representing positions of instances of this particular sphere type in world. 4. Sample buffer, texture with respect to gl_InstanceID to obtain sphere position at VS side I think I could perform such operation for each sphere type in scene separately as there would be about 5 different spheres (radius). Is this correct approach? Or I should avoid creating several independent programs and try to create one doing all the stuff for different spheres? I would appriciate if anyone could guide me through process of binding sphere`s world positions to vertext. As mentioned I was trying to attach to my geometry 1D texture filled with positions of sphere instances and read it in shader according to gl_InstanceID for obtaning proper position, hovewer I am doing something wrong and I see just one sphere with strange colors on it. I think my sampling and binding fails but I have no ide how could I investigate the problem and debug shader if it is even posiible. I will just attach fragments of code I think are crucial for this task: VS code Code: #version 330 core uniform sampler1D tex; uniform int texSize; void main(void) { /* fetch instance position from texture buffer and add the local vertex coordinate to it ? using gl_InstanceID and texSize to properly determine position of my instance coordinates*/ vec4 ObjectSpacePosition = texture(tex, gl_InstanceID / float(texSize)) + vec4(gl_Vertex, 1.0); ObjectSpacePosition.w = 1.0; /* transform into view space */ vec4 ViewSpacePosition = gl_ModelViewMatrix * ObjectSpacePosition; /* transform into clip space */ gl_Position = gl_ProjectionMatrix * ViewSpacePosition; } Texture with position coordinates: Code: unsigned int instCount = ...; osg::Image* image = new osg::Image; // allocate the image data, instCount x 1 x 1 with 4 rgba floats - equivalent to a Vec4! image-allocateImage(instCount,1,1,GL_RGBA,GL_FLOAT); image-setInternalTextureFormat(GL_RGBA); // fill in the image data osg::Vec4* dataPtr = (osg::Vec4*)image-data(); for( osg::Vec3 pos : InstancePositions ) { *dataPtr++ = osg::Vec4(pos, 1.0); } osg::Texture1D* texture = new osg::Texture1D; texture-setWrap(osg::Texture1D::WRAP_S,osg::Texture1D::WrapMode::REPEAT); texture-setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::NEAREST); texture-setImage(image); And finally state set for geometry: Code: osg::ref_ptr osg::StateSet s = new osg::StateSet; // setting proper GL modes s-setMode(GL_CULL_FACE,osg::StateAttribute::ON); s-setMode(GL_LIGHTING, osg::StateAttribute::ON); s-setMode(GL_RESCALE_NORMAL, osg::StateAttribute::ON); s-setMode(GL_DEPTH_TEST, osg::StateAttribute::ON); s-setMode(GL_BLEND, osg::StateAttribute::OFF); //create shader osg::ref_ptr osg::Shader nVertexShader = new osg::Shader(); nVertexShader-setType( osg::Shader::VERTEX ); nVertexShader-setShaderSource( ... ); osg::ref_ptr osg::Program program = new osg::Program(); program-addShader( nVertexShader.get() ); s-setAttribute( program.get(), osg::StateAttribute::ON | osg::StateAttribute::PROTECTED ); //set texture for node which I want to sample in shader for positions s-setTextureAttribute(0,texture,osg::StateAttribute::OVERRIDE); s-setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); s-setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE); s-setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE); // size of texture so I can rescale my gl_InstanceID to proper float value in shader for texture sampling osg::Uniform* texSize = new osg::Uniform(texSize,instCount); s-addUniform(texSize); //sets the texture? not sure about this line s-addUniform(new osg::Uniform(tex, 0)); I have read about uniform arrays but they have some limitations as far as I have diged about them, so I thought this would be a better way to load texture once to GPU and then use it all the time. Once again - if someone keen with VS, OpenGL, GLSL could guide me with this task I would be very gratefull. I think such example could be also a good startup for others rendering such big scenes if provided general steps are posiible at all. Thank you! Cheers, Mateusz[/code] -- Read this topic online here:
[osg-users] Requesting in update traversal
Hi, I have two view which display the same content in different ways, so it would be much better if I was able to request data only once in the update traversal. Is there any specific reason why the node-visitor in the update traversal does not hold a pointer to the database requester? I would like to be able to place requests in the update traversal. Is it possible to give the database requester handle to the update visitor or will this lead to any problems? Thank you. Cheers, vadiraj -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54816#54816 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph transformation precision
It looks like a common precision issue in OpenGL -- you can't directly pass planetary scale values since you're limited to floats. To get around this, parent your Geodes with a Transform node as you did in your second example. See this mailing list thread for more info: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2012-February/056373.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenGL 4 support
Hi, I'd heard lots of good things about OpenSceneGraph so decided to give it a try. On the 'features' page it says OpenGL 1.0 through to OpenGL 4.2, and OpenGL ES 1.1 and 2.0 are supported which is good as i wanted to use 'modern GL techniques' I decided to build from source as i wanted to integrate with Qt and it seems there's been some work related to this in the osgQt module which i thought would be good to have. The problems started when i wanted to use a newer GL version. In CMake the option was to used GL3 so i selected that and deselected all the other GL options. When trying to build OSG it complained that gl3.h couldn't be found. So i went on a hunt for that and found the file no longer exists. It has been replaced by glcorearb.h. I made a work around to get passed that error but creating my own gl3.h file and including the glcorearb.h file defining GLCOREARB_PROTOTYPES 1 Later in the build though i come across another error as GL/gl.h is included via osgQt/GraphicsWindowQt and this file cannot be mixed with glcorearb.h Am i missing something here or is it a real pain to get GL3+ working with OSG? How does OSG support OpenGL 4.2 (as mentioned on the website) if it isn't in sync with the glcorearb.h file and is still looking for gl3.h? Any help much appreciated. Thanks, Roger -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54943#54943 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Trouble placing CEGUI in scene graph
Hi, I am currently trying to map a CEGUI created GUI texture to a quad in osg. I am getting the CEGUI openGL texture Id from cegui and then trying to load that into an osg::Image and then map that as a texture onto a quad. I am just getting a solid color mapped onto the quad (it happens to be the same color that I was using for a different node, so it appears osg is just using old texture data to draw this). My current strategy is to grab the textureId from CEGUI, then load it into an image by calling glBindTexture() , image-readImageFromCurrentTexture() , and then image-dirty(). That image is added to a texture at scene creation with the dataVariance set to DYNAMIC. I am following the texture mapping procedure used in the osg 3.0 beginners guide. I am sure that I am getting the correct textureID from CEGUI as I have seen the texture work from purely openGL calls, but I need to be able to place this texture into an osg::Image, and make sure that it can be updated every frame. From CEGUIDrawable2 : public osg::Drawable: CEGUI::OpenGLTextureTarget glTarget = dynamic_castCEGUI::OpenGLTextureTarget(rootWindow_-getRenderingSurface()-getRenderTarget()); CEGUI::Texture ceguiTexture = glTarget.getTexture(); CEGUI::OpenGLTexture glTexture = static_castCEGUI::OpenGLTexture(ceguiTexture); glBindTexture(GL_TEXTURE_2D, glTexture.getOpenGLTexture()); ceguiImage_-readImageFromCurrentTexture(contextID, false); ceguiImage_-dirty(); From scene class: osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array; vertices-push_back(osg::Vec3(-2.0f, -1.2f, 0.0f)); vertices-push_back(osg::Vec3( 2.0f, -1.2f, 0.0f)); vertices-push_back(osg::Vec3( 2.0f, 1.2f, 0.0f)); vertices-push_back(osg::Vec3(-2.0f, 1.2f, 0.0f)); osg::ref_ptrosg::Vec3Array normals = new osg::Vec3Array; normals-push_back(osg::Vec3(0.0f, 0.0f, 1.0f)); osg::ref_ptrosg::Vec2Array texCoords = new osg::Vec2Array; texCoords-push_back(osg::Vec2(0.0f, 0.0f)); texCoords-push_back(osg::Vec2(1.0f, 0.0f)); texCoords-push_back(osg::Vec2(1.0f, 1.0f)); texCoords-push_back(osg::Vec2(0.0f, 1.0f)); osg::ref_ptrosg::Geometry quad = new osg::Geometry; quad-setVertexArray(vertices.get()); quad-setNormalArray(normals.get()); quad-setNormalBinding(osg::Geometry::BIND_OVERALL); quad-setTexCoordArray(0, texCoords.get()); quad-addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4)); osg::TexEnv* texEnv = new osg::TexEnv; texEnv-setMode(osg::TexEnv::REPLACE); osg::ref_ptrosg::Texture2D texture = new osg::Texture2D; gui::CEGUIDrawable2* gui = new gui::CEGUIDrawable2; osg::ref_ptrosg::Image image = gui-getCEGUIImage(); texture-setImage(image.get()); texture-setDataVariance(osg::Object::DYNAMIC); osg::ref_ptrosg::Geode guiGeode = new osg::Geode; guiGeode-addDrawable(quad.get()); guiGeode-getOrCreateStateSet()-setTextureAttributeAndModes(0, texture.get(), osg::StateAttribute::ON); guiGeode-getOrCreateStateSet()-setTextureAttributeAndModes(0,texEnv,osg::StateAttribute::ON); guiGeode-setCullingActive(true); guiGeode-getOrCreateStateSet()-setAttributeAndModes(new osg::BlendFunc); guiGeode-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); ... Thank you! Cheers, Cody -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55004#55004 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Some problems with Shadowmap
Hi, I have been using OSG for a while now, but now I am trying to implement shadows using the ShadowMap. This generally works, but for some reason all the .osg models that I import through readNodeFile are now missing their textures. When I switch back from the ShadowedScene to a regular Group, the textures work again. In order to make it easier to help me, I have reduced my problem to a very basic setup, which is just a flat plate with a texture and a sphere hovering over it. I have attached the .osg file for the plate as well as a main.cpp for the program. It should run immediately. Basically the code in my main function is as follows: Code: //Main light source Vec3 light_position(0, 0, 5); ref_ptrLightSource light_source (new osg::LightSource); light_source-getLight()-setPosition(Vec4(light_position, 1)); light_source-getLight()-setAmbient(Vec4(0.5, 0.5, 0.5, 1)); light_source-getLight()-setDiffuse(Vec4(0.8, 0.8, 0.8, 1)); light_source-getLight()-setSpecular(Vec4(0.5, 0.5, 0.5, 1.0)); light_source-getLight()-setConstantAttenuation(0.5); //Set shadow mask ints int receive_shadow_mask = 0x1; int cast_shadow_mask= 0x2; //Setup root scene ref_ptrShadowedScene root = new ShadowedScene(); ref_ptrShadowMap shadow_map (new osgShadow::ShadowMap); shadow_map-setLight(light_source); shadow_map-setTextureSize(osg::Vec2s(1024, 1024)); shadow_map-setTextureUnit(1); root-setReceivesShadowTraversalMask(receive_shadow_mask); root-setCastsShadowTraversalMask(cast_shadow_mask); root-setShadowTechnique(shadow_map); //ref_ptrGroup root = new Group(); //Load the model osg::ref_ptrosg::Node model = osgDB::readNodeFile(media/plate.osg); //Make a sphere ref_ptrosg::Geode sphere = new osg::Geode(); osg::ShapeDrawable * drawable = new ShapeDrawable(new Sphere(Vec3(0.0, 0.0, 1.2), 0.1)); sphere-addDrawable(drawable); //Cast shadows model-setNodeMask(cast_shadow_mask|receive_shadow_mask); sphere-setNodeMask(cast_shadow_mask|receive_shadow_mask); //Add stuff to root root-addChild(light_source); root-addChild(model); root-addChild(sphere); //Setup viewer osgViewer::Viewer viewer; viewer.setCameraManipulator(new osgGA::TrackballManipulator); viewer.setSceneData(root); viewer.realize(); while (!viewer.done()) { viewer.frame(); Sleep(5); } return 0; This will not show any textures on my plate. The shadow does work, however. When I comment the whole ShadowedScene part and I uncomment the line //ref_ptrGroup root = new Group(); the textures work once again, but obviously no shadows. I have looked through the forums and there were some people with the same problem as me. Apparently the problem should lie in the fact that my .osg texture used the same unit as the shadow texture. This was indeed the case, as they both used 1. However, after changing this in my .osg model to 2, the result was the same, no texture on my plate, even though it seemed to solve the problem for many other users on this forum. Attached is also the .osg file in which you can see that I have changed the texture unit to 2. Does anyone have any other ideas on what needs to change in my program in order to get both the model textures to work, together with shadows? Thanks, Cyclonis[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55003#55003 Attachments: http://forum.openscenegraph.org//files/main_724.cpp http://forum.openscenegraph.org//files/plate_822.osg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Converting a 4x4 transformation matrix to an AnimationPath::ControlPoint
Hi, A project I am working on involves adding a 3d visualization component to a simulation model. The simulation code returns a 4x4 transformation matrix of the component for each time point you are interested in. The format of this 4x4 transformation matrix is pretty much your typical standard OpenGL 3d transformation matrix. However, because I am using osg for the 3d visualization, and I need to take this 4x4 transformation matrix and convert it into a Vec3 for position, Quat4 for rotation, scaling, etc. Unfortunately I do not have access and ability to modify the source of the simulation component, so I can't change it's output, I have to make some kind of bridge between it and the osg AnimationPath ControlPoint setup. Does anyone know how to convert a 4x4 transformation matrix to an AnimationPath::ControlPoint? If not, is there a way to create AnimationPaths by inserting a TransformMatrix instead of a ControlPoint? Thank you. ... Best, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55095#55095 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Problems building plugin fbx - osg-3.0.1
Hi, I know there is a lot of topics dealing with this subject and i'm pretty sure i read the most of them, but i still don't succeed to build my fbx plugin... I am using OpenSceneGraph-3.0.1 with Visual Studio 2010, and i checked in ReaderWriterFBX.h that i need the FBX SDK version 2012.1. The problem is the FBX SDK 2012.1 is not avalaible anymore to download on the website of autodesk. So i downloaded the 2012.2 version to try with it, changed the security line in ReaderWriterFBX.h to make sure the problem wasn't there: Code: #if FBXSDK_VERSION_MAJOR != 2012 || FBXSDK_VERSION_MINOR != 1 #error Wrong FBX SDK version TO Code: #if FBXSDK_VERSION_MAJOR != 2012 || FBXSDK_VERSION_MINOR != 2 #error Wrong FBX SDK version I saw in a topic that i needed to cmake osg with good directory of fbx plugin, and i finally tried to build osg. I have now some link errors like: Code: fbxRAnimation.obj : error LNK2019: unresolved external symbol private: static void (__cdecl* fbxsdk_2012_2::KFbxAnimCurveKey::mDeallocatorFct)(class fbxsdk_2012_2::KFbxAnimCurveKeyImpl *) (?mDeallocatorFct@KFbxAnimCurveKey@fbxsdk_2012_2@@0P6AXPAVKFbxAnimCurveKeyImpl@2@@ZA) referenced in function public: virtual __thiscall fbxsdk_2012_2::KFbxAnimCurveKey::~KFbxAnimCurveKey(void) (??1KFbxAnimCurveKey@fbxsdk_2012_2@@UAE@XZ) fbxRMesh.obj : error LNK2001: unresolved external symbol private: static void (__cdecl* fbxsdk_2012_2::KFbxAnimCurveKey::mDeallocatorFct)(class fbxsdk_2012_2::KFbxAnimCurveKeyImpl *) (?mDeallocatorFct@KFbxAnimCurveKey@fbxsdk_2012_2@@0P6AXPAVKFbxAnimCurveKeyImpl@2@@ZA) fbxRMesh.obj : error LNK2001: unresolved external symbol public: static class fbxsdk_2012_2::kFbxClassId fbxsdk_2012_2::KFbxAnimStack::ClassId (?ClassId@KFbxAnimStack@fbxsdk_2012_2@@2VkFbxClassId@2@A) I have a total of 17 unresolved external link errors like those ones, and now i don't know what to do. I also checked that fbxsdk-2012.2.dll and fbxsdk-2012.2d.dll are present in my project bin directory So my question is: is there a solution to build fbx plugin for osg-3.0.1 (using sdk 2012.1 or not, i don't care), or maybe someone has osgdb_fbx.dll already compiled ? And if not, what can i do ? Upgrade to a newer osg version in wich fbx plugin can be built ? Hope you guys can help me in this problem, Thank you very much, Flavien[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55115#55115 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Qlist of osg::Image
Hi, I'm trying to create a buffer of osg :: image, which will be shared between 2 threads. The problem is that when I try to remove an image from the buffer (list) my application terminated. Post here a simple code: Code: Qlistosg::ref_prtOsg::Image m_ListImage; m_QImage = QImage(m_MatImage.data,m_MatImage.cols, m_MatImage.rows, (int)(*m_MatImage.step.p),QImage::Format_RGB888); m_QGLImage = QGLWidget::convertToGLFormat(m_QImage); unsigned char* data = m_QGLImage.bits(); m_OsgImage = new osg::Image; m_OsgImage-setImage(m_QGLImage.width(), m_QGLImage.height(), 1, 4, GL_RGBA, GL_UNSIGNED_BYTE, data, osg::Image::NO_DELETE, 1); m_ListImage.append(m_OsgImage); while (m_ListImage.count() 10) { m_ListImage.removeFirst(); } Thank you! Cheers, Filippo[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55147#55147 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to constantly render a very far object?
Hi, I have an object in my scene far from my camera. So far away that I can only see a single pixel on screen. And it is slowly approaching the camera. Now I need the camera to constantly render that pixel in the first few seconds. The problem is: the pixel disappears once in a while. When the object gets closer (about two or three pixels), it doesn't disappear again. I tried to adjust the znear/zfar of the camera manually, but it didn't work. I tried to set the CullingMode to NO_CULLING, still didn't work. And I'm sure the object didn't fly out of my view. The camera is a RTT camera, but I don't think it's the reason, because no scaling is performed. So I don't know why it's happening. Help please? ... Thank you! Cheers, Mengyu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55151#55151 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Particles problem
Hi, I am 4 years late but maybe it will help someone else. I had a problem wich was similar to yours: i wanted to hide/show a node who had a particleSystemUpdater attached, and the accumulation problem came to me there. So that's what i did to get around: We should not hide/show the node (or ParticleSystemUpdater) attached to the ParticleSystem, but the Emitter. In my case, it was a ModularEmitter but it's the same. And then you have 2 solutions, both work: Code: //hide or show the modular emitter emitter-setNodeMask(0 or 1); Code: //set the counter of the emitter to 0. It's a little trick but it works. //if you do this, remember that you have to have to set back the real counter of the emitter when you want to show again your particles counter = new osgParticle::RandomRateCounter; counter-setRateRange( osgParticle::rangef(0,0) ); emitter-setCounter(counter); This solution might not be the best, but that's the only one i found for now. Cheers, Flavien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55149#55149 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] opengl errors in compiling Openscenegraph 3.1.8 with Qt 5.0.2
Hi, I'm trying to compile openscenegraph-3.1.8 with Qt 5.0.2 using mingw-32 compiler after configuring with cmake 2.8.11 on windows 7 (basic). But, in the compilation process i got the following errors :- Code: In file included from C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtGui/qopengl.h:55:0, from C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtOpenGL/qgl.h:47, from C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtOpenGL/QGLWidget:1, from C:/OpenSceneGraph-3.1.8/include/osgQt/GraphicsWindowQt:24, from C:\OpenSceneGraph-3.1.8\src\osgQt\GraphicsWindowQt.cpp:15: C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/GLES2/gl2.h:38:26: error: conflicting declaration 'typedef khronos_intptr_t GLintptr' In file included from C:/OpenSceneGraph-3.1.8/include/osg/Array:34:0, from C:/OpenSceneGraph-3.1.8/include/osg/Uniform:23, from C:/OpenSceneGraph-3.1.8/include/osg/StateSet:20, from C:/OpenSceneGraph-3.1.8/include/osg/State:18, from C:/OpenSceneGraph-3.1.8/include/osg/GraphicsContext:17, from C:/OpenSceneGraph-3.1.8/include/osgViewer/GraphicsWindow:17, from C:/OpenSceneGraph-3.1.8/include/osgQt/GraphicsWindowQt:17, from C:\OpenSceneGraph-3.1.8\src\osgQt\GraphicsWindowQt.cpp:15: C:/OpenSceneGraph-3.1.8/include/osg/BufferObject:47:21: error: 'GLintptr' has a previous declaration as 'typedef int GLintptr' In file included from C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtGui/qopengl.h:55:0, from C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtOpenGL/qgl.h:47, from C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtOpenGL/QGLWidget:1, from C:/OpenSceneGraph-3.1.8/include/osgQt/GraphicsWindowQt:24, from C:\OpenSceneGraph-3.1.8\src\osgQt\GraphicsWindowQt.cpp:15: C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/GLES2/gl2.h:39:26: error: conflicting declaration 'typedef khronos_ssize_t GLsizeiptr' In file included from C:/OpenSceneGraph-3.1.8/include/osg/Array:34:0, from C:/OpenSceneGraph-3.1.8/include/osg/Uniform:23, from C:/OpenSceneGraph-3.1.8/include/osg/StateSet:20, from C:/OpenSceneGraph-3.1.8/include/osg/State:18, from C:/OpenSceneGraph-3.1.8/include/osg/GraphicsContext:17, from C:/OpenSceneGraph-3.1.8/include/osgViewer/GraphicsWindow:17, from C:/OpenSceneGraph-3.1.8/include/osgQt/GraphicsWindowQt:17, from C:\OpenSceneGraph-3.1.8\src\osgQt\GraphicsWindowQt.cpp:15: C:/OpenSceneGraph-3.1.8/include/osg/BufferObject:48:21: error: 'GLsizeiptr' has a previous declaration as 'typedef int GLsizeiptr' I searched google as well google regarding these conflicting declaration errors on google errors, but didn't find anything. Please help me. Thank you! Cheers, Lokesh[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55152#55152 Attachments: http://forum.openscenegraph.org//files/compilation_errors_935.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Error when running first own OSG application, I don't understand
Hi everyone, I tried to get my first own OSG application to work (well, it's not my own, but a hello world example). But something seems wrong... I followed the guide here about setting up your first app: I wanted to create the project in an own space, not in the OpenSceneGraph directory, and not include it in the OSG main solution. That's OK, right? I created the CMakeList as instructed in link above and pointed out all the necessary OSG includes and libs (in my OSGInstall folder). I can build it fine in VS10, but when I try to run it, I get the following: 'OSGTest.exe': Loaded 'C:\johasl\Dev\OSGTest\build\Release\OSGTest.exe', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\Windows\System32\ntdll.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\kernel32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\KernelBase.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\sysfer.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osg.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\ot12-OpenThreads.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\Windows\System32\msvcr100.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\msvcp100.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\opengl32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\msvcrt.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\advapi32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\sechost.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\rpcrt4.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\gdi32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\user32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\lpk.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\usp10.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\glu32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\ddraw.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\dciman32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\setupapi.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\cfgmgr32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\oleaut32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\ole32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\devobj.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\dwmapi.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgDB.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgUtil.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\johasl\3rdParty\x64\bin\zlib1.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgViewer.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgGA.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgText.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\Windows\System32\imm32.dll', Cannot find or open the PDB file The program '[6740] OSGTest.exe: Native' has exited with code 0 (0x0). Here's the whole code of my Hello World example :P #include osg/Node #include osgDB/ReadFile #include osgViewer/Viewer #include osgGA/TrackballManipulator int main() { osg::Node* sweTer = NULL; sweTer = osgDB::readNodeFile(cow.osg); // OSG-DATA folder is set on env. var. osg::Group* root = new osg::Group(); root-addChild(sweTer); // Declare a 'viewer' osgViewer::Viewer viewer; // above to this viewer: viewer.setSceneData( root ); // attach a trackball manipulator to all user control of the view viewer.setCameraManipulator(new osgGA::TrackballManipulator); // create the windows and start the required threads. viewer.realize(); while( !viewer.done() ) { viewer.frame(); } return 0; } Do you know what might
[osg-users] Cant't read PNG image correctly?
I have a tiff image that I create from it an thumbnail with gdal_translate: gdal_translate.exe -outsize 300 400 -of PNG -ot byte -scale image.tif thumbnail.png than I load it on the earth(osgEarth) and it look correct: [Image: http://forum.osgearth.org/file/n7581916/goodImage.png ] But when I remove the no_data from the image (png): gdal_translate.exe --a_nodata 0 -of PNG -ot byte thumbnail.png thumbnail_no_data.png it look correct in the Windows viewer, but when I load it, I have a strange result: [Image: http://forum.osgearth.org/file/n7581916/badImage.png ] I tested my image with:osgviewer --image file.png and it look wrong. I had attached my two images: [Image: http://forum.osgearth.org/file/n7581916/tempView.png ] [Image: http://forum.osgearth.org/file/n7581916/tempView_Hide.png ] So what can be the probleme?THANKS. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55199#55199 Attachments: http://forum.openscenegraph.org//files/tempview_hide_881.png http://forum.openscenegraph.org//files/tempview_105.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error when running first own OSG application, I don't understand
Looks like you compiled a debug build of your EXE but you're using a non-debug version of OSG. Change one of them to match the other and see how it goes. On Fri, Jul 5, 2013 at 8:39 AM, Johan Johas johas...@student.liu.se wrote: Hi everyone, I tried to get my first own OSG application to work (well, it's not my own, but a hello world example). But something seems wrong... I followed the guide here about setting up your first app: I wanted to create the project in an own space, not in the OpenSceneGraph directory, and not include it in the OSG main solution. That's OK, right? I created the CMakeList as instructed in link above and pointed out all the necessary OSG includes and libs (in my OSGInstall folder). I can build it fine in VS10, but when I try to run it, I get the following: 'OSGTest.exe': Loaded 'C:\johasl\Dev\OSGTest\build\Release\OSGTest.exe', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\Windows\System32\ntdll.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\kernel32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\KernelBase.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\sysfer.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osg.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\ot12-OpenThreads.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\Windows\System32\msvcr100.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\msvcp100.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\opengl32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\msvcrt.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\advapi32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\sechost.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\rpcrt4.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\gdi32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\user32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\lpk.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\usp10.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\glu32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\ddraw.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\dciman32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\setupapi.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\cfgmgr32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\oleaut32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\ole32.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\devobj.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\Windows\System32\dwmapi.dll', Cannot find or open the PDB file 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgDB.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgUtil.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\johasl\3rdParty\x64\bin\zlib1.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgViewer.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgGA.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgText.dll', Binary was not built with debug information. 'OSGTest.exe': Loaded 'C:\Windows\System32\imm32.dll', Cannot find or open the PDB file The program '[6740] OSGTest.exe: Native' has exited with code 0 (0x0). Here's the whole code of my Hello World example :P #include osg/Node #include osgDB/ReadFile #include osgViewer/Viewer #include osgGA/TrackballManipulator int main() { osg::Node* sweTer = NULL; sweTer = osgDB::readNodeFile(cow.osg); // OSG-DATA folder is set on env. var. osg::Group* root = new osg::Group(); root-addChild(sweTer); // Declare a 'viewer' osgViewer::Viewer viewer; // above to this viewer: viewer.setSceneData( root ); // attach a trackball manipulator to all user control of the view
[osg-users] [osgCompute] cuda OpenGL interoperability
Hi, where the actualy interoperability between cuda and openGL is done, I already read the osgCompute documentation and I am thinking of map function...may be. I need to know this to perform some operations on Pixels in cuda and view this in PBO in openscenegraph. this should be done without copying data from host to device and viseversa. is this possible with osgCompute Library? I appreciate any help.. Thank you! Cheers, Amil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55214#55214 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG and HMD
Hi, I'm looking for a graphics engine for a flight simulator using a HMD like the Oculus Rift. Because of the HMD I need a very low latency. But I also would like very high graphics quality. Which of the following two approaches would be best? A. Use some high quality game engine and switching off all features that result in high latency. Thus lowering the latency. I do not know if there will still be high enough quality graphics left. B. Use OSG and add features for higher quality graphics witout adding to much latency. I do not know if that is doable. I think the big advantage of B (using OSG) is that I have full controll of the rendering. So low latency may be easier to get. But how difficult wil it be to add features to get high quality graphics? I hope you guys can give some usefull comments on this. Thank you! Cor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55216#55216 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Text with transparent background
Hi, There are two osg::Drawables. One is a filled red polygon, the other is a white Text on the polygon. I wish as to the Text's background is transparent so I can see red background, but the result is wrong. as to the figure: Thank you! Cheers, Xiangfei -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55288#55288 Attachments: http://forum.openscenegraph.org//files/qq20130719120253_166.bmp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 2D Overlay on HUD
Hi OSG-User, I'm very new on osg and have the task to create a HUD which should overlay a 3D object from the actual scene. I have a map with a flight object on it. This object is a 3D model, it can follow paths on the underlying map which can be set by the user. The map could contain buildings and trees and so on, so that it is possible that the model of the flight object could be behind another object. Conditioned through this circumstance the user could not see the flight object at all time. Now we'd like to at a 2D overlay to the scene with a fixed size, so that this overlay is always on top of all other objects (like a HUD). To solve this issue, I had a look on overlayNode but it seems that this isn't the correct element to use or is it possible to view the object used by overlay node always on top of all other objects? It have to be in one line from camera to flight object. My next idea is to calculate the position of the object on the screen by using the object position and camera position. Is this possible and useful? I attached a picture to symbolise my problem. If there are further questions please feel free to aks. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55289#55289 Attachments: http://forum.openscenegraph.org//files/skizze_123.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 2d HUD animation
Hi all, First post here! Anyways, let's get on with the question. We need to add a 'Loading' animated icon to our loading screen, and I was wondering what was the preferred way to do it with OSG. I'm planning on using a series of ~30 PNGs images and queue them one after the other to make it appear animated. The options I see: 1) 30 PNG files, loaded at start up, applying them on a geode as a texture and changing the image once per frame (or create one geode per image frame and change the geode instead of the texture) 2) 30 images drawn onto the same PNG file and changing the coordinates on the texture every frame 3) Suggestions? I know there is something in the plugins used to display animated GIFs, and probably movies, but I don't like these ideas due to the lack of good transparency support. If there is already something in OSG that could help me, I'd be glad to use it! Thanks a lot! ... Cheers, Alexandre -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55379#55379 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to get the pixel length of a string
Hi, I have a question. I create a osgText::Text and set the CharacterSizeMode to SCREEN_COORDS. How can I get the pixel length of a string ? Thank you! Cheers, Xiangfei -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55400#55400 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.2.0 stable release tagged!
It seam that there is someing programe with the osgviewerMFC, all my apps create with osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowWin32::WindowData(m_hWnd); miss GL_DEEP_TEST -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55439#55439 Attachments: http://forum.openscenegraph.org//files/qq20130725193110_206.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] load many and big bmp image into textures
Hi, I cut an image in 16*16 bitmap files (12M each). I want to put one by one in an osg::texture2d, after use, I want to unload it just after (to avoid trouble with memory). My code is : [code] std::pairint, int XY = std::make_pair(ix, iy); osg::StateSet* p_stateSet = geode-getOrCreateStateSet(); osg::Texture2D* texture = new osg::Texture2D(); texture-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT); texture-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::REPEAT); std::string fileImg = p_mapXYImgFileName.at(XY); texture-setImage(osgDB::readImageFile(fileImg, p_option)); p_stateSet-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); geode-setStateSet(p_stateSet); p_stateSet-releaseGLObjects(); [/code] 2 questions : 1. because I cannot call texure2d destructor (same for stateset), am I right to try to free memory with releaseGLObjects? (my computer don't want to manage with 2Gb of data loaded) 2.After iterations on X, Y (not always the same number), I go a bad allocation error on the texture-setimage()... [code] Exception Microsoft C++ : std::bad_alloc à l'emplacement mémoire 0x0019c54c. bad allocation [/code] Have you got an idea? some wayround? Thank you! Cheers, Nat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55454#55454 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Aspect Ratio Issue in iOS
Hi, I'm trying to render a scene onto a UIView that's part of a UIViewController, so that I can have iOS UI overlay on top of the OSG view. I tried to achieve this by using the GraphicsWindowIOS class and binding it to my internal view. This works fine except for one issue, the scene seems stretched horizontally (in landscape orientation), even though its rendered at fullscreen and there's no resizing happening. This is the relevant part of the code I'm using: Code: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; CGRect lFrame = [self.osgView convertRect:self.osgView.frame fromView:[UIApplication sharedApplication].keyWindow]; unsigned int w = lFrame.size.width * [[UIScreen mainScreen] scale]; unsigned int h = lFrame.size.height * [[UIScreen mainScreen] scale]; osg::DisplaySettings* settings = osg::DisplaySettings::instance(); settings-setNumMultiSamples(4); osg::ref_ptrosgViewer::GraphicsWindowIOS::WindowData windata = new osgViewer::GraphicsWindowIOS::WindowData(self.osgView, osgViewer::GraphicsWindowIOS::WindowData::LANDSCAPE_LEFT_ORIENTATION, -1.0f); // Setup the traits parameters traits-x = lFrame.origin.x * [[UIScreen mainScreen] scale]; traits-y = lFrame.origin.y * [[UIScreen mainScreen] scale]; traits-width = w; traits-height = h; traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; traits-setInheritedWindowPixelFormat = false; traits-inheritedWindowData = windata; // Create the Graphics Context osg::ref_ptrosg::GraphicsContext graphicsContext = osg::GraphicsContext::createGraphicsContext(traits.get()); _root = new osg::MatrixTransform(); osg::ref_ptrosg::Node model = (osgDB::readNodeFile(full.ive)); _root-addChild(model); _viewer = new osgViewer::Viewer(); if(graphicsContext) { _viewer-getCamera()-setGraphicsContext(graphicsContext); _viewer-getCamera()-setViewport(new osg::Viewport(traits-x, traits-y, traits-width, traits-height)); } _viewer-setSceneData(_root.get()); _cameraManipulator = new osgGA::MultiTouchTrackballManipulator(); _viewer-setCameraManipulator(_cameraManipulator); _viewer-realize(); // draw a frame _viewer-frame(); Here are my insights so far: I tried playing with the traits parameters and that had no effect. Using view.bounds or just view.frame as the lFrame also has no effect. As I'm testing this on an iPhone 5, the only scale parameter from the OS that would get the right value was [[UIScreen mainScreen] scale], using view.contentScaleFactor returned 1 which was incorrect. The most import thing I noticed was that if I do not use a graphics context (for example by commenting out the setGraphicsContext line) the view appears on the entire screen (like before) but with the correct aspect ratio, again, even though there is seemingly no difference in the view's size. I'm relatively new to OSG and I've been struggling with this issue for a couple of days now so any tips on how to fix it will be greatly appreciated. Thank you! [/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55456#55456 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] just classes...
Hi Kantaki, as you can read here (http://www.umich.edu/~eecs381/handouts/C++11_smart_ptrs.pdf), C++11 smart pointers are simply classes (as osg::ref_ptr are) and not part of the underlying low level infrastructure. Therefore I doubt that there is a significant advantage compared with OSG smart pointers My recommendatino is clear: stay with osg::ref_ptr :) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55624#55624 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Need Help regarding Camera Manipulator for simulation of Micro Air Vehicle
Hi, This is Alex. I am working on a project for simulation of Micro Air Vehicle. My application is to have the camera or viewer fixed at some location say runway and should track the MAV flying by adjusting it's view angle and area. I tried to use the setViewMatrixAsLookAt function, but the camera is following the MAV as it is moving. The position and attitude data I will feed from the simulink model in realtime. Can anybody suggest me the best way to implement this. ... Thank you! Cheers, Alexander -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55440#55440 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text with transparent background
Is blending enabled in the scene graph? ie rootNode-getOrCreateStateSet()-setMode(GL_BLEND,osg::StateAttribute::ON); On Fri, Jul 19, 2013 at 3:05 AM, Xiangfei Cui sophist...@gmail.com wrote: Hi, There are two osg::Drawables. One is a filled red polygon, the other is a white Text on the polygon. I wish as to the Text's background is transparent so I can see red background, but the result is wrong. as to the figure: Thank you! Cheers, Xiangfei -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55288#55288 Attachments: http://forum.openscenegraph.org//files/qq20130719120253_166.bmp ___ 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] Need Help regarding Camera Manipulator for simulation of Micro Air Vehicle
It would all depend on what you're filling in as the setViewMatrixAsLookAt arguments. Explain how you're calling it. On Thu, Jul 25, 2013 at 5:52 AM, Alexander Kale alexander.k...@gmail.comwrote: Hi, This is Alex. I am working on a project for simulation of Micro Air Vehicle. My application is to have the camera or viewer fixed at some location say runway and should track the MAV flying by adjusting it's view angle and area. I tried to use the setViewMatrixAsLookAt function, but the camera is following the MAV as it is moving. The position and attitude data I will feed from the simulink model in realtime. Can anybody suggest me the best way to implement this. ... Thank you! Cheers, Alexander -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55440#55440 ___ 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 • osgEarth • Terrain • 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
[osg-users] [build] Openthreads dll problem
Hi, I'm upgrading from 3.1.5 (osg97) to 3.2.0 (osg100). I've built osg 3.2.0 successfully, and built my application successfully with it. (Windows 7, Visual Studio 2010) Upon running my app, it crashes citing ot12-Openthreads.dll as the fault module. However that module is built with osg97. Whereas osg100 builds ot13-Openthreads.dll. So my question is: why is my app trying to link to the old ot12 dll instead of the new ot13? My app is indeed looking for and finding the other osg100 dlls successfully, so why not this one? I remove ot12 from the path and it complains that its gone. I suspect this might be a question about dev studio and c++ building more than an osg question, but I'm looking into that avenue and going down the rabbit hole fast. So thought I'd run it by here. I've verified that my app takes the correct version of Openthreads.lib as input. Any ideas? Thank you! Cheers, Phil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55544#55544 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Installation process
Hi, I am very new to the OSG. I tried the same steps which is explained in getting started page. But I did not succeed to install OSG. Can anybody please help me, how to install OSG on windows 8 x64 bit processor and I am using Visual studio 2008 version 9.0. Thank you in advance ! Cheers, Erappa -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55484#55484 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Openthreads dll problem
You may have a stale .lib around, or be loading a plugin that is linked with the old DLL. Dependency Walker can tell you what EXEs or DLLs are looking for what DLLs. On Wed, Jul 31, 2013 at 11:31 AM, Phil Oconnor pocon...@magicleap.comwrote: Hi, I'm upgrading from 3.1.5 (osg97) to 3.2.0 (osg100). I've built osg 3.2.0 successfully, and built my application successfully with it. (Windows 7, Visual Studio 2010) Upon running my app, it crashes citing ot12-Openthreads.dll as the fault module. However that module is built with osg97. Whereas osg100 builds ot13-Openthreads.dll. So my question is: why is my app trying to link to the old ot12 dll instead of the new ot13? My app is indeed looking for and finding the other osg100 dlls successfully, so why not this one? I remove ot12 from the path and it complains that its gone. I suspect this might be a question about dev studio and c++ building more than an osg question, but I'm looking into that avenue and going down the rabbit hole fast. So thought I'd run it by here. I've verified that my app takes the correct version of Openthreads.lib as input. Any ideas? Thank you! Cheers, Phil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55544#55544 ___ 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 • osgEarth • Terrain • 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] load many and big bmp image into textures
1. If you use osg::ref_ptr for your Texture2D objects, they should be cleaned up when you remove any references to them (ie just remove the geode(s) the texture is attached to or any other references to the texture) 2. bad_alloc usually means you're running out of memory. On Fri, Jul 26, 2013 at 2:48 AM, Nat Doublet doub...@cgxaero.com wrote: Hi, I cut an image in 16*16 bitmap files (12M each). I want to put one by one in an osg::texture2d, after use, I want to unload it just after (to avoid trouble with memory). My code is : [code] std::pairint, int XY = std::make_pair(ix, iy); osg::StateSet* p_stateSet = geode-getOrCreateStateSet(); osg::Texture2D* texture = new osg::Texture2D(); texture-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT); texture-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::REPEAT); std::string fileImg = p_mapXYImgFileName.at(XY); texture-setImage(osgDB::readImageFile(fileImg, p_option)); p_stateSet-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); geode-setStateSet(p_stateSet); p_stateSet-releaseGLObjects(); [/code] 2 questions : 1. because I cannot call texure2d destructor (same for stateset), am I right to try to free memory with releaseGLObjects? (my computer don't want to manage with 2Gb of data loaded) 2.After iterations on X, Y (not always the same number), I go a bad allocation error on the texture-setimage()... [code] Exception Microsoft C++ : std::bad_alloc à l'emplacement mémoire 0x0019c54c. bad allocation [/code] Have you got an idea? some wayround? Thank you! Cheers, Nat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55454#55454 ___ 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] osgLeap Leap Motion Integration
Hi, in the SVN trunk I've now added a Mode setting to the LeapManipulator for switching between the Two-Handed mode you can see in the video and the new simpler single-handed mode which allows ROTATE ZOOM, only (just like in the Cyber-Science Motion App in Airspace). Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55628#55628 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org