[osg-users] [OsgQT] How to use this
Hi guys, I'm currently trying to integrate OSG in a QT environnement. I'm working with QT 4.8 32bit and OSG 3.2.1 32 bit. When I create a project and configure it, all is ok. My problem is that i don't know how to use the osgQt package. I really need help to do this, how to use the package osgQt to add an osgViewer into my qt window. Thank you! Cheers, TORRALVO Ps : Sorry for my English I'm a french student and my english should be bad. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58436#58436 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Sebastian, Am 05.03.2014 um 08:42 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I've been requested to explore the options of OpenSceneGraph development under iOS. There are some starter tutorials, but I still have some questions (without having touched the toolchain right now) 1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2? You are bound to ES1 OR ES2. It depends on the context you create. And you’ll have to setup cmake accordingly. 2. What about external dependencies, are there all available resource to get my favourites like curl, tif, freetype going? It’s hard to find the dependencies, I have some precompiled libs for curl and freetype. The hard part is to compile them for both the devices and the simulator. 3. How are plugins handled? Is there some delay load mechanism, or do they have to be compiled statically into the application? iOS require static linking. 4. Last of all: How well does it work? Is the setup/building/deploy working smoothly? If you master the hurdle of setup and compilation of osg and its dependencies its working w/o problems. The linking times are relatively high because of the static linking requirements. One major annoyance is cmake’s inability to compile socalled universal libs. These libs contain code for the simulator and the devices (arm6, arm7, arm64). I can open source my build-scripts which creates 2 cmake-projects in different folders, compile osg and afterwards create universal libs. If there’s any interest I can setup a git repository. Here’s an example of a working ios-app, which may guide as a blueprint: https://github.com/Present3D/present3d-control (it contains also freetype + curl 3rdparty-libs) cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG save scene to an image file
Hi Aviral, It could be, thanks to the default multi-threading of the viewer, you are detaching the callback before it's being called by the draw thread. The way I usually tackle tasks like this is to attach the callback at setup and leave it there, but have a flag on the callback to say whether it is active or not. Your event handler would then just toggle on flag to tell it to capture an image, then it you just one frame captured have the callback reset it's flag after capture. Robert. On 28 February 2014 09:36, Aviral Goel aviral.g...@outlook.com wrote: Hi, In my application I want to save the current scene as an image every time the user presses 's'. I have the basic framework to detect the keypress and it works fine. I am facing issues in saving the scene. I wrote the following callback - Code: class SnapshotCallback : public Camera::DrawCallback { public: SnapshotCallback() { } void operator() (osg::RenderInfo renderInfo) const { int width; int height; Camera * camera = renderInfo.getCurrentCamera(); width = camera - getViewport() - width(); height = camera - getViewport() - height(); cerr W : width H : height; osg::ref_ptr ::osg::Image image = new ::osg::Image(); image-readPixels(0,0,width,height,GL_RGB,GL_UNSIGNED_BYTE); if (osgDB::writeImageFile(*image, ./saved_image.bmp)) { std::cout Saved screen image to ' std::endl; } else { cerr Could not save image!; } } }; Now in my osgGA::GUIEventHandler derived class i execute the following function every time the user presses 's' - Code: void snapshot( const osgGA::GUIEventAdapter ea , osgGA::GUIActionAdapter aa ) { osgViewer::Viewer* viewer = dynamic_castosgViewer::Viewer*(aa); viewer - getCamera() - setFinalDrawCallback(new SnapshotCallback()); viewer - renderingTraversals(); viewer - getCamera() - setFinalDrawCallback(NULL); } But the callback doesn't get executed. I have 2 questions - 1) what am I doing wrong 2) Is this the preferred way to get the snapshot of the scene Thank you! Cheers, Aviral Goel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58398#58398 ___ 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] perhaps a bug in osg::impostor
Hi? Could you sign with a name to make it easier for other to know how to address you :-) On 4 March 2014 12:17, ttaw wattha...@qq.com wrote: hello, everyone. I am an osg learner in China.Recently, when I read the source code of osg::Impostor class, something about multi-threading confused me a lot.That is, in the case of CULL_VISITOR of osg::Impostor::traverse, no mutex is used to protect the function createImpostorSprite which changes the sprite list. Doesn't it result in a potential crash when multi-cameras are active and CullThreadPerCameraDrawThreadPerContext model is used? Any discussion is welcome.Thanks. Internally osgSim::Impostor uses a buffer with one entry per cull visitor so that each cull thread doesn't overlap and contend on the same data. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Stephan, Thank you for you insights. If you don't mind I would message you if I have further questions. Simply tell me when I start to annoy you. Cheers Sebastian Hi Sebastian, Am 05.03.2014 um 08:42 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I've been requested to explore the options of OpenSceneGraph development under iOS. There are some starter tutorials, but I still have some questions (without having touched the toolchain right now) 1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2? You are bound to ES1 OR ES2. It depends on the context you create. And you’ll have to setup cmake accordingly. 2. What about external dependencies, are there all available resource to get my favourites like curl, tif, freetype going? It’s hard to find the dependencies, I have some precompiled libs for curl and freetype. The hard part is to compile them for both the devices and the simulator. 3. How are plugins handled? Is there some delay load mechanism, or do they have to be compiled statically into the application? iOS require static linking. 4. Last of all: How well does it work? Is the setup/building/deploy working smoothly? If you master the hurdle of setup and compilation of osg and its dependencies its working w/o problems. The linking times are relatively high because of the static linking requirements. One major annoyance is cmake’s inability to compile socalled universal libs. These libs contain code for the simulator and the devices (arm6, arm7, arm64). I can open source my build-scripts which creates 2 cmake-projects in different folders, compile osg and afterwards create universal libs. If there’s any interest I can setup a git repository. Here’s an example of a working ios-app, which may guide as a blueprint: https://github.com/Present3D/present3d-control (it contains also freetype + curl 3rdparty-libs) cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Wireframe rendering on Android
Hi guys, I am now working on a project using OSG in Android App development. Everything runs very well until now I need render 3D models in wireframe. Since the OSG is built from source for OpenGL ES 1.x, and it is known that OpenGL ES does NOT support wireframe rendering using glPolygonMode , I wonder if there is any other solution that can enable wireframe rendering for my legacy models. Any ideas are appreciated! Thank you! Cheers, Dever -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58451#58451 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wireframe rendering on Android
Hi Dever, In theory you can use barycentric coordinates from you geometry: http://codeflow.org/entries/2012/aug/02/easy-wireframe-display-with-barycentric-coordinates/ In order to get them you will have to write a visitor which generates them from your geometry or use a geometry shader to do so. The first option won't work very well with indexed geometry and I don't know if geometry shaders are supported on OpenGL ES cheers Sebastian Hi guys, I am now working on a project using OSG in Android App development. Everything runs very well until now I need render 3D models in wireframe. Since the OSG is built from source for OpenGL ES 1.x, and it is known that OpenGL ES does NOT support wireframe rendering using glPolygonMode , I wonder if there is any other solution that can enable wireframe rendering for my legacy models. Any ideas are appreciated! Thank you! Cheers, Dever -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58451#58451 ___ 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] [OsgQT] How to use this
Hi, I got a file maybe helpful to you. There's a .h file that defines an class of an osgView. In your project, there should be a ui, and add the code bottom. #include Viewer.h ... ViewerWidget *osgview; osgview = new ViewerWidget; ui.horizontalLayout-addWidget(osgview); The .h file: #ifndef _SATLITEVIEWER_H_ #define _SATLITEVIEWER_H_ #include osg/Node #include QtCore/QTimer #include QtGui/QApplication #include QtGui/QGridLayout #include osgViewer/CompositeViewer #include osgViewer/ViewerEventHandlers #include osgGA/TrackballManipulator #include osgDB/ReadFile #include osgQt/GraphicsWindowQt #include iostream class ViewerWidget : public QWidget, public osgViewer::CompositeViewer { public: ViewerWidget(osgViewer::ViewerBase::ThreadingModel threadingModel=osgViewer::CompositeViewer::SingleThreaded) { setThreadingModel(threadingModel); osg::Group *root = new osg::Group; osg::Node *satNode = osgDB::readNodeFile(cow.osg); root-addChild(satNode); QWidget* widget1 = addViewWidget( createCamera(0,0,100,100), root ); /* QWidget* widget2 = addViewWidget( createCamera(0,0,100,100), osgDB::readNodeFile(glider.osg) ); QWidget* widget3 = addViewWidget( createCamera(0,0,100,100), osgDB::readNodeFile(axes.osg) ); QWidget* widget4 = addViewWidget( createCamera(0,0,100,100), osgDB::readNodeFile(fountain.osg) ); QWidget* popupWidget = addViewWidget( createCamera(900,100,320,240,Popup window,true), osgDB::readNodeFile(dumptruck.osg) ); popupWidget-show(); */ QGridLayout* grid = new QGridLayout; grid-addWidget( widget1, 0, 0 ); /*grid-addWidget( widget2, 0, 1 ); grid-addWidget( widget3, 1, 0 ); grid-addWidget( widget4, 1, 1 ); setLayout( grid );*/ connect( _timer, SIGNAL(timeout()), this, SLOT(update()) ); _timer.start( 10 ); } QWidget* addViewWidget( osg::Camera* camera, osg::Group* group ) { StartNetwork(); osgViewer::Viewer* viewer = new osgViewer::Viewer; viewer-setCamera( camera ); addView( viewer ); viewer-setSceneData( group ); viewer-addEventHandler( new osgViewer::StatsHandler ); viewer-setCameraManipulator( new osgGA::TrackballManipulator ); osgQt::GraphicsWindowQt* gw = dynamic_castosgQt::GraphicsWindowQt*( camera-getGraphicsContext() ); return gw ? gw-getGraphWidget() : NULL; } osg::Camera* createCamera( int x, int y, int w, int h, const std::string name=, bool windowDecoration=false ) { osg::DisplaySettings* ds = osg::DisplaySettings::instance().get(); osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-windowName = name; traits-windowDecoration = windowDecoration; traits-x = x; traits-y = y; traits-width = w; traits-height = h; traits-doubleBuffer = true; traits-alpha = ds-getMinimumNumAlphaBits(); traits-stencil = ds-getMinimumNumStencilBits(); traits-sampleBuffers = ds-getMultiSamples(); traits-samples = ds-getNumMultiSamples(); osg::ref_ptrosg::Camera camera = new osg::Camera; camera-setGraphicsContext( new osgQt::GraphicsWindowQt(traits.get()) ); camera-setClearColor( osg::Vec4(0.2, 0.2, 0.6, 1.0) ); camera-setViewport( new osg::Viewport(0, 0, traits-width, traits-height) ); camera-setProjectionMatrixAsPerspective( 30.0f, static_castdouble(traits-width)/static_castdouble(traits-height), 1.0f, 1.0f ); return camera.release(); } virtual void paintEvent( QPaintEvent* event ) { frame(); } protected: QTimer _timer; }; #endif At 2014-03-05 17:07:15,TORRALVO Mickaël torralvo.mick...@gmail.com wrote: Hi guys, I'm currently trying to integrate OSG in a QT environnement. I'm working with QT 4.8 32bit and OSG 3.2.1 32 bit. When I create a project and configure it, all is ok. My problem is that i don't know how to use the osgQt package. I really need help to do this, how to use the package osgQt to add an osgViewer into my qt window. Thank you! Cheers, TORRALVO Ps : Sorry for my English I'm a french student and my english should be bad. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58436#58436 ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] OT: Windows GDI/GDI++ Alternative
Hi Gordon, You may have a look at my latest submission to osgRecipes: https://github.com/xarray/osgRecipes/tree/master/integrations/osgagg I've jusst updated my work on integrating OSG and AGG (Anti-Grain Geometry) after several silent months working for clients and my first baby. It provides almost all graphics interfaces I think useful. Hope it will be of help to you, too. :-) Will be back to regular OSG developments soon. Cheers, Wang Rui 2014-03-05 12:34 GMT+08:00 Gordon Tomlinson gor...@gordon-tomlinson.com: Hi Folks This question is a little of topic but thought this group might be a good group to ask, I have a windows application ( that has an OSG component) that it looks like I have to port to Linux (Redhat), this application makes a lot of use of the Windows GDI/GDI++ library (Windows graphics device interface) and my current Linux knowledge is 9 years stale Can anyone recommend a good Linux alternative to the Windows GDI/GDI++ that offers comparable functionality Thanks Gordon _ *Gordon Tomlinson *Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -*Master Tambo Tetsura* ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] bug stl pugin?
Hi Anneke, Quoting Anneke Sicherer-Roetman letter...@hotmail.com: I just installed version 3.2.0. Now, when reading an .stl file with the pretaining plugin, I get vector subscript out of range in the readNode function. I temporarily reverted to 3.0.1 to bve able to continue my work, but what can I do about this?? Could you post a file that exhibits this behaviour? Cheers, /ulrich pgp4F0ES6O3cU.pgp Description: PGP Digital Signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::Sequence and reversing direction
Hi, After searching the forum and mailing list someone advised to use the setDuration with negative speed to revert the animation. Unfortunately this doesn't work for me. Anyone that knows osg::Sequence a bit better than me, who could give me an advise how to play a sequence reverted. cheers Sebastian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] ld: symbol(s) not found for architecture x86_64
Hi Michael, Quoting Michael Zurek michael.zu...@gmail.com: I downloaded the stable release 3.2.0 which I am able to build (without libc++) but whenever I compile an application I'm getting ld: symbol(s) not found for architecture x86_64. I don't use xcode though. I'm using clang++ from Apple and libc++ that comes with the developer tools but I'm using Code::Blocks for my programming. I have compiled OSG with the dependencies package that can be downloaded from the website. Somewhere on the forum I found a thread talking about this error and libc++. So I checked out the svn last night ... michaels-mbp:build michael$ make Scanning dependencies of target OpenThreads [ 0%] Building CXX object src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.cpp.o g++-4.8: error: unrecognized command line option '-stdlib=libstdc++' How did you configure cmake? From the output it looks like it's using g++-4.8 but with clang options. Maybe you could explain your setup again, because I'm slightly confused: at one point you're saying that you *ARE* able to compile OSG (without libc++, with what compiler), but you're getting errors linking an application (which C++ lib, which compiler?); then you're saying you're only using clang and libc++? Please rephrase ;-) Cheers, /ulrich pgpADuZYtakmj.pgp Description: PGP Digital Signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Sequence and reversing direction
Hi Sebastian, did you try setBegin()/setEnd() with the last and the first child respectively? (But I'm not claiming to know Sequence any better.) /ulrich pgpdaG3yglw1Z.pgp Description: PGP Digital Signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Sequence and reversing direction
Hello Ulrich, No I didn't try. But I guess than won't really fit my needs. I use the sequence to animate tracks of a tank and therefore need to change the animation direction and speed dynamically in every frame. I'll give it a try, but it doesn't seem very natural. Looking at the code it seems, this pattern is not really supported. While the _step being handled for postive and negative values, it seems it never gets set to negative values except for the SWING case. cheers Sebastian Hi Sebastian, did you try setBegin()/setEnd() with the last and the first child respectively? (But I'm not claiming to know Sequence any better.) /ulrich ___ 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] OT: Windows GDI/GDI++ Alternative
I would second the motion on Cairo, via osgCairo by Jeremy Moles. I've been using it in some apps recently with lovely results. On Wed, Mar 5, 2014 at 6:40 AM, Wang Rui wangra...@gmail.com wrote: Hi Gordon, You may have a look at my latest submission to osgRecipes: https://github.com/xarray/osgRecipes/tree/master/integrations/osgagg I've jusst updated my work on integrating OSG and AGG (Anti-Grain Geometry) after several silent months working for clients and my first baby. It provides almost all graphics interfaces I think useful. Hope it will be of help to you, too. :-) Will be back to regular OSG developments soon. Cheers, Wang Rui 2014-03-05 12:34 GMT+08:00 Gordon Tomlinson gor...@gordon-tomlinson.com: Hi Folks This question is a little of topic but thought this group might be a good group to ask, I have a windows application ( that has an OSG component) that it looks like I have to port to Linux (Redhat), this application makes a lot of use of the Windows GDI/GDI++ library (Windows graphics device interface) and my current Linux knowledge is 9 years stale Can anyone recommend a good Linux alternative to the Windows GDI/GDI++ that offers comparable functionality Thanks Gordon _ *Gordon Tomlinson *Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -*Master Tambo Tetsura* ___ 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 -- 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] Openscenegraph iOS Development
We do quite a bit of iOS OSG (and osgEarth) development too, shout if you have problems. On Wed, Mar 5, 2014 at 3:52 AM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hi Stephan, Thank you for you insights. If you don't mind I would message you if I have further questions. Simply tell me when I start to annoy you. Cheers Sebastian Hi Sebastian, Am 05.03.2014 um 08:42 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I've been requested to explore the options of OpenSceneGraph development under iOS. There are some starter tutorials, but I still have some questions (without having touched the toolchain right now) 1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2? You are bound to ES1 OR ES2. It depends on the context you create. And you'll have to setup cmake accordingly. 2. What about external dependencies, are there all available resource to get my favourites like curl, tif, freetype going? It's hard to find the dependencies, I have some precompiled libs for curl and freetype. The hard part is to compile them for both the devices and the simulator. 3. How are plugins handled? Is there some delay load mechanism, or do they have to be compiled statically into the application? iOS require static linking. 4. Last of all: How well does it work? Is the setup/building/deploy working smoothly? If you master the hurdle of setup and compilation of osg and its dependencies its working w/o problems. The linking times are relatively high because of the static linking requirements. One major annoyance is cmake's inability to compile socalled universal libs. These libs contain code for the simulator and the devices (arm6, arm7, arm64). I can open source my build-scripts which creates 2 cmake-projects in different folders, compile osg and afterwards create universal libs. If there's any interest I can setup a git repository. Here's an example of a working ios-app, which may guide as a blueprint: https://github.com/Present3D/present3d-control (it contains also freetype + curl 3rdparty-libs) cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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] Does OSG support to export 3D models to 3D PDF format?
It is not F/OSS: http://www.pdf3d.com/why_pdf3d_sdk.php#Licenses The work I'm expecting to be doing in the next couple months will be F/OSS. On Tue, Mar 4, 2014 at 8:02 PM, Bruce graysky...@hotmail.com wrote: Hi , Is the PDF3D SDK free or open source? we would use it in education and research job. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58444#58444 ___ 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] Does OSG support to export 3D models to 3D PDF format?
HI No PDF3D SDK is a commercial product , but I can highly recommend it and I can highly recommend the company and the people they are highly responsive and receptive to improvements and want to help you succeed with their products While PDF3D SDK is commercial you might want to contact them, they may be willing to work with you in the educational environment... (We also found their price/terms very competitive compared to a lot of other SDk's we use) Gordon Tomlinson - TeamRV Sustainment Manager/Chief Engineer(RemoteView) Overwatch An Operating Unit of Textron Systems __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce Sent: Tuesday, March 04, 2014 10:03 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Does OSG support to export 3D models to 3D PDF format? Hi , Is the PDF3D SDK free or open source? we would use it in education and research job. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58444#58444 ___ 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] osg::ref_ptr thread safety
-BEGIN PGP SIGNED MESSAGE- Hash: SHA256 Hi guys, during a recent discussion at the office the question was raised whether or not there's anything architectural that's stopping the owner of a ref-counted resource to return it via a raw pointer and dereference (and hence delete it) before it's assigned to a receiving ref_ptr. Along these lines: caller: Resource* r = foo(); owner: return m_resource.get() (separate thread does m_resource.reset() or similar) caller: ref_ptr p(r); ref_ptr is assigned return value of 'foo()' which is now a dangling pointer. (Yes, you would usually do 'ref_ptr p(foo())' but that's not fundamentally different from the above sequence.) To the best of my knowledge there's nothing in the design of ref_ptr that stops this, but then again I don't believe it's an issue because otherwise we'd surely have heard. Can anyone think of something (in the ABI, or elsewhere) that would prevent this? Cheers, /ulrich - -- Fingerprint 0227 8EE1 2C64 8EF4 DA11 9864 FF16 0114 B9DA 3318 -BEGIN PGP SIGNATURE- Version: GnuPG v1 iQEcBAEBCAAGBQJTF5BRAAoJEP8WARS52jMYaHcH/igaGEoeexD1kdO2c3KNER/N VCeLvswEvoWqTV6Q9legodZgGUgeAXClx8p+lZcM8uizTLy5LknDkRn87It58vF8 cJfZLcgbwuw/8BA3qF/iURn8taAgqBYM97t1tWPuLnoshnW1WU0C6G5Q8uJuWRUR TfqVxCvcllXLOZPefOeS3cLI4YUgxIRywUGNTW5A+4/vNa2kJAvVr1ZDnuT8/fjg vpYiV761iR+TM/bKPTS1+wsC723iYFSYl/7WL1Sgy/NevB/BUz9H75wtkyCXib3J APlweXbYZF2RH20Mu/3hO59SLrOZ8wefEOtc2fXjNn2URAfzVmr9mPRtphJTCUE= =YK8M -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg_Color
Hi, I am trying to mod the shaders in osgsimplegl3 so that the color is passed through using osg_Color... My code is as follows: Code: // VERTEX SHADER #version 140 uniform mat4 osg_ModelViewProjectionMatrix; in vec4 osg_Color; in vec4 osg_Vertex; out vec4 color; void main() { color = osg_Color; gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; } // FRAGMENT SHADER #version 140 in vec4 color; out vec4 fragData; void main() { fragData = color; } All I see is a black screen though. What is the proper use of osg_Color? ... Thank you! Cheers, Conan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58471#58471 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 81, Issue 5
-- On 4 March 2014 12:17, ttaw wattha...@qq.com wrote: hello, everyone. I am an osg learner in China.Recently, when I read the source code of osg::Impostor class, something about multi-threading confused me a lot.That is, in the case of CULL_VISITOR of osg::Impostor::traverse, no mutex is used to protect the function createImpostorSprite which changes the sprite list. Doesn't it result in a potential crash when multi-cameras are active and CullThreadPerCameraDrawThreadPerContext model is used? Any discussion is welcome.Thanks. Internally osgSim::Impostor uses a buffer with one entry per cull visitor so that each cull thread doesn't overlap and contend on the same data. Do you mean _impostorSpriteListBuffer? As I know, it's a buffer per GC rather than one per cull visitor. As there may be multi-cameras linked to a single GC, contention may happen. I found no buffer with one entry per cull visitor in Impostor except for that. Could you show me the variable you mentioned like this: Class::variablename?Thanks a lot. -- Failure is the mother of success. Wu Zhicheng___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Must I call setDataVariance(DYNAMIC) to a group node?
There's a saying on internet that setDataVariance(DYNAMIC) must be called to a group node which is to be changed while updating. But in my opinion, it's unnecessary because the child drawable pointers and stateset pointers are saved in ReaderLeaf as a ref_ptr if OSGUTIL_RENDERBACKEND_USE_REF_PTR is defined. In fact, this macro is defined in the begining of the file RenderLeaf.Even if one or more child nodes were removed while updating, the drawables wouldn't be deleted and no crash would happen. We must set a node dynamic only when its stateset is to be changed or its drawables are to be changed. But I'm not sure of this and want to know if I'm right.Could anybody tell me the truth?Thanks. -- Failure is the mother of success. Wu Zhicheng___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org