[osg-users] Matrix uniform is no longer getting set in osg 3.2+

2014-05-23 Thread Kevin Clancy
Hi all,

I've recently upgraded an osgEarth application's underlying osg framework from 
osg 3.0.1 to 3.2.1 and began to receive a bunch of OpenGL invalid operation 
errors with one of my shaders.

Running through gDEBugger, it turns out that one of my uniforms is no longer 
getting set, and is always zeroed out.

In summary of what I'm doing, I create the uniform in a custom ShadowedScene 
class like so:

Code:
//Eye to world matrix for determining distance from object in shader
osg::ref_ptrosg::Uniform _eyeToWorldUni = new osg::Uniform(eyeToWorld, 
osg::Matrix::identity());
_stateset-addUniform(_eyeToWorldUni.get());


Then in this custom class' traverse function, I set the uniform:

Code:
if(nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
{
  osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
  if(cv)
  {
 _eyeToWorldUni-set(*cv-getModelViewMatrix());
  }
}



In my shader, I then use this uniform to calculate the distance from an object 
to the vertex.  In summary I do the following:
Vertex:

Code:
varying vec4 vertCoords = eyeToWorld * (gl_ModelViewMatrix * gl_Vertex);


Fragment:

Code:
vec3 distV = objectPosition - vertCoords.xyz;
float dist = length(distV);



All my other uniforms (like objectPosition) are unaffected.  There is only a 
problem with the eyeToWorld uniform.

Also note, that I did not have to change any of my code to get it to compile in 
3.2.1.  I just had to rebuild my application with the new binaries.  (Trying to 
rule out some silly mistake I made in the upgrade process.)

Any suggestions or osg changes that could have caused this?

Thanks,
Kevin

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Re: [osg-users] Matrix uniform is no longer getting set in osg 3.2+

2014-05-23 Thread Sebastian Messerschmidt

Hi Kevin,

Can you see what is the offending OpenGL call is, which causes the 
error? (Should be piece of cake with GDebugger).
Also, I always specify the uniforms in terms of their data type (e.g. 
float vs. double). If there is a mismatch between double and float, some 
drivers will not link the shader nor execute it correctly.


Cheers
Sebastian

Hi all,

I've recently upgraded an osgEarth application's underlying osg framework from osg 3.0.1 
to 3.2.1 and began to receive a bunch of OpenGL invalid operation errors with 
one of my shaders.

Running through gDEBugger, it turns out that one of my uniforms is no longer 
getting set, and is always zeroed out.

In summary of what I'm doing, I create the uniform in a custom ShadowedScene 
class like so:

Code:
//Eye to world matrix for determining distance from object in shader
osg::ref_ptrosg::Uniform _eyeToWorldUni = new osg::Uniform(eyeToWorld, 
osg::Matrix::identity());
_stateset-addUniform(_eyeToWorldUni.get());


Then in this custom class' traverse function, I set the uniform:

Code:
if(nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
{
   osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
   if(cv)
   {
  _eyeToWorldUni-set(*cv-getModelViewMatrix());
   }
}



In my shader, I then use this uniform to calculate the distance from an object 
to the vertex.  In summary I do the following:
Vertex:

Code:
varying vec4 vertCoords = eyeToWorld * (gl_ModelViewMatrix * gl_Vertex);


Fragment:

Code:
vec3 distV = objectPosition - vertCoords.xyz;
float dist = length(distV);



All my other uniforms (like objectPosition) are unaffected.  There is only a 
problem with the eyeToWorld uniform.

Also note, that I did not have to change any of my code to get it to compile in 
3.2.1.  I just had to rebuild my application with the new binaries.  (Trying to 
rule out some silly mistake I made in the upgrade process.)

Any suggestions or osg changes that could have caused this?

Thanks,
Kevin

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Re: [osg-users] OSG and .NET (C#)

2014-05-23 Thread Trajce Nikolov NICK
Hi Carsten

Thanks a bunch! At least some progress. I had to remove from
src/csharp/CMakeLists.txt at ln 121 osgdSPACE to get it generated and now
configure is complaining (see the attached log). You are sending these
files in the zip file, shell I copy them in the csharp folder?

OSG VERSION 3.1.6

Configuring done

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osg.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgAnimation.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgDB.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgFX.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgGA.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgManipulator.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgSim.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgText.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgUtil.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgViewer.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

Generating done


On Fri, May 23, 2014 at 9:19 AM, Carsten Scharfe cscha...@dspace.de wrote:

  Try the ones in the attached zip file



 _



 Carsten Scharfe

 Software Developer

 Experiment Software ESIM



 dSPACE GmbH

 Rathenaustraße 26

 33102 Paderborn

 Germany



 Tel.:  +49 5251 1638-1920

 http://www.dspace.com

 mailto:cscha...@dspace.de cscha...@dspace.de

 _



 *From:* osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] *On
 Behalf Of *Trajce Nikolov NICK
 *Sent:* Wednesday, May 21, 2014 10:11 PM

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] OSG and .NET (C#)



 Hi Carsten,



 again on this topic, I decided to not give up on this. I am wondering how
 you actually build osgswig from the current source available. I have
 examined the CMakeLists.txt files in the project and all I can say this is
 available for python, perl and java only, from my little understanding of
 CMake configuration.



 In the main CMakeLists.txt line 174 is adding the src folder for the core

 And this is the src CMakeLists



 IF   (BUILD_OSGPYTHON)

 ADD_SUBDIRECTORY(python)

 ENDIF(BUILD_OSGPYTHON)

 IF   (BUILD_OSGPERL)

 ADD_SUBDIRECTORY(perl)

 ENDIF(BUILD_OSGPERL)

 IF   (BUILD_OSGJAVA)

 ADD_SUBDIRECTORY(java)

 ENDIF(BUILD_OSGJAVA)



 since I dont build it for any of these I am not surprised I am ending up
 with empty project



 Can you share the build setting for CMake? Thanks again



 Nick



 On Wed, May 21, 2014 at 3:54 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Thanks Robert, I will give it a try. Actually all I care for now is to see
 the Viewer into .NET control, do not care to much of the underlying
 approach - but simplier, better.



  I had thought C# was going out of fashion with the advent of tablet
 and phones taking midshare and developer time...



 Nah, at least not in Macedonia. Here you can not find C++ job, all is
 .NET, C#, Java .. suddenly



 Thanks again,

 Nick



 On Wed, May 21, 2014 at 3:49 PM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi Nick et. al,

 I had thought C# was going out of fashion with the advent of tablet
 and phones taking midshare and developer time...

 If you really need C# integration then perhaps just integrating the
 top level classes like Viewer would be sufficient.

 Another possible route you could consider is writing C# integration
 via the new osgDB::PropertyInterface class that I have written to
 assist with scripting integration.  This class provides mechanisms for
 interface discovery, property get/setting and method invocation, and
 uses the new 

Re: [osg-users] Angular magnification

2014-05-23 Thread Bush, Alex W.
Hey Steven,

Your magnification is modifying the FOV of the view frustum, and thus is best 
understood as an angular magnification. This statement: 

atan(_left  /_nearClip) /_magnification

takes the left half of your horizontal field of view and scales it by your 
magnification value. Keep in mind, the actual value of your _magnification 
variable may not directly correspond to a proper angular magnification value 
(more detail here: 
http://en.wikipedia.org/wiki/Magnification#Magnification_as_a_number_.28optical_magnification.29
 ).

These pages may help too: 
https://forums.epicgames.com/threads/811228-Avoiding-FOV-for-doing-ZOOM
http://en.wikipedia.org/wiki/Perspective_distortion_(photography)


Alex
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Steven Powers
Sent: Thursday, May 22, 2014 1:22 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Angular magnification

Currently I am simulating magnification by manipulating the projection matrix 
like this:



Code:
left   = nearClip * tan(atan(_left  /_nearClip)/_magnification);
right  = nearClip * tan(atan(_right /_nearClip)/_magnification);
top= nearClip * tan(atan(_top   /_nearClip)/_magnification);
bottom = nearClip * tan(atan(_bottom/_nearClip)/_magnification);


_camera-setProjectionMatrixAsFrustum(left,right,bottom,top,nearClip,farClip);





I've been posed a question as to whether this method of magnification is 
angular or linear. Does anyone know the answer to this question?

Cheers,
Steven

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Re: [osg-users] Matrix uniform is no longer getting set in osg 3.2+

2014-05-23 Thread Kevin Clancy
Hi Sebastian,

Thanks for the speedy response.


SMesserschmidt wrote:
 Also, I always specify the uniforms in terms of their data type (e.g. 
 float vs. double). If there is a mismatch between double and float, some 
 drivers will not link the shader nor execute it correctly.
 

I took your suggestion and am now explicitly specifying the types for all my 
uniforms and it is now working.  What a silly mistake, although, curious as to 
how it ever worked.

Thanks again,
Kevin

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Re: [osg-users] OSG and .NET (C#)

2014-05-23 Thread Carsten Scharfe
Hi Nick,

I forgot those. Please copy the missing .i files from the python folder to the 
csharp folder.
They are redirecting to the ones one directory level above (the ones i've sent 
you).

Carsten

_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Trajce Nikolov NICK
Sent: Friday, May 23, 2014 11:12 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and .NET (C#)

Hi Carsten

Thanks a bunch! At least some progress. I had to remove from 
src/csharp/CMakeLists.txt at ln 121 osgdSPACE to get it generated and now 
configure is complaining (see the attached log). You are sending these files in 
the zip file, shell I copy them in the csharp folder?


OSG VERSION 3.1.6

Configuring done

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osg.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgAnimation.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgDB.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgFX.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgGA.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgManipulator.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgSim.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgText.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgUtil.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgViewer.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

Generating done

On Fri, May 23, 2014 at 9:19 AM, Carsten Scharfe 
cscha...@dspace.demailto:cscha...@dspace.de wrote:
Try the ones in the attached zip file

_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_

From: osg-users 
[mailto:osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org]
 On Behalf Of Trajce Nikolov NICK
Sent: Wednesday, May 21, 2014 10:11 PM

To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and .NET (C#)

Hi Carsten,

again on this topic, I decided to not give up on this. I am wondering how you 
actually build osgswig from the current source available. I have examined the 
CMakeLists.txt files in the project and all I can say this is available for 
python, perl and java only, from my little understanding of CMake configuration.

In the main CMakeLists.txt line 174 is adding the src folder for the core
And this is the src CMakeLists

IF   (BUILD_OSGPYTHON)
ADD_SUBDIRECTORY(python)
ENDIF(BUILD_OSGPYTHON)
IF   (BUILD_OSGPERL)
ADD_SUBDIRECTORY(perl)
ENDIF(BUILD_OSGPERL)
IF   (BUILD_OSGJAVA)
ADD_SUBDIRECTORY(java)
ENDIF(BUILD_OSGJAVA)

since I dont build it for any of these I am not surprised I am ending up with 
empty project

Can you share the build setting for CMake? Thanks again

Nick

On Wed, May 21, 2014 at 3:54 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.commailto:trajce.nikolov.n...@gmail.com wrote:
Thanks Robert, I will give it a try. Actually all I care for now is to see the 
Viewer into .NET control, do not care to much of the underlying approach - but 
simplier, better.

 I had thought C# was going out of fashion with the advent of tablet
and phones taking midshare and developer time...

Nah, at least not in Macedonia. Here you can not find C++ job, all is .NET, C#, 
Java .. suddenly

Thanks again,

Re: [osg-users] OSG and .NET (C#)

2014-05-23 Thread Trajce Nikolov NICK
Thanks Carsten

a bit closer. What version of OSG you are building osgswig against? I am on
3.1.6 and there are swig errors and some others so swig fails now on
parsing. Here is the log

1-- Rebuild All started: Project: ZERO_CHECK, Configuration: Debug
Win32 --
1  Checking Build System
1  CMake does not need to re-run because
D:/Development/osgswig/CMakeFiles/generate.stamp is up-to-date.
1  CMake does not need to re-run because
D:/Development/osgswig/src/CMakeFiles/generate.stamp is up-to-date.
1  CMake does not need to re-run because
D:/Development/osgswig/src/csharp/CMakeFiles/generate.stamp is up-to-date.
2-- Rebuild All started: Project: osg, Configuration: Debug Win32
--
3-- Rebuild All started: Project: osgViewer, Configuration: Debug
Win32 --
4-- Rebuild All started: Project: osgUtil, Configuration: Debug Win32
--
5-- Rebuild All started: Project: osgText, Configuration: Debug Win32
--
2  Building Custom Rule D:/Development/osgswig/src/csharp/CMakeLists.txt
2  CMake does not need to re-run because
D:\Development\osgswig\src\csharp\CMakeFiles\generate.stamp is up-to-date.
2  Swig source
4  Building Custom Rule D:/Development/osgswig/src/csharp/CMakeLists.txt
4  CMake does not need to re-run because
D:\Development\osgswig\src\csharp\CMakeFiles\generate.stamp is up-to-date.
4  Swig source
3  Building Custom Rule D:/Development/osgswig/src/csharp/CMakeLists.txt
5  Building Custom Rule D:/Development/osgswig/src/csharp/CMakeLists.txt
3  CMake does not need to re-run because
D:\Development\osgswig\src\csharp\CMakeFiles\generate.stamp is up-to-date.
5  CMake does not need to re-run because
D:\Development\osgswig\src\csharp\CMakeFiles\generate.stamp is up-to-date.
3  Swig source
5  Swig source
3..\osgGA.i(42): error : Unable to find 'osgGA\Event'
6-- Rebuild All started: Project: osgSim, Configuration: Debug Win32
--
6  Building Custom Rule D:/Development/osgswig/src/csharp/CMakeLists.txt
6  CMake does not need to re-run because
D:\Development\osgswig\src\csharp\CMakeFiles\generate.stamp is up-to-date.
6  Swig source
5D:\Development\OpenSceneGraph\include\osg\Referenced(79): warning 314:
'ref' is a C# keyword, renaming to '_ref'
5D:\Development\OpenSceneGraph\include\osg\observer_ptr(118): warning 314:
'lock' is a C# keyword, renaming to '_lock'
5D:\Development\OpenSceneGraph\include\osg\BufferObject(298): error :
Syntax error in input(3).
2D:\Development\OpenSceneGraph\include\osg\Referenced(79): warning 314:
'ref' is a C# keyword, renaming to '_ref'
2D:\Development\OpenSceneGraph\include\osg\observer_ptr(118): warning 314:
'lock' is a C# keyword, renaming to '_lock'
4D:\Development\OpenSceneGraph\include\osg\Referenced(79): warning 314:
'ref' is a C# keyword, renaming to '_ref'
4D:\Development\OpenSceneGraph\include\osg\observer_ptr(118): warning 314:
'lock' is a C# keyword, renaming to '_lock'
4D:\Development\OpenSceneGraph\include\osg\BufferObject(298): error :
Syntax error in input(3).
2D:\Development\OpenSceneGraph\include\osg\BufferObject(298): error :
Syntax error in input(3).
7-- Rebuild All started: Project: osgManipulator, Configuration: Debug
Win32 --
8-- Rebuild All started: Project: osgAnimation, Configuration: Debug
Win32 --
9-- Rebuild All started: Project: osgFX, Configuration: Debug Win32
--
7  Building Custom Rule D:/Development/osgswig/src/csharp/CMakeLists.txt
9  Building Custom Rule D:/Development/osgswig/src/csharp/CMakeLists.txt
7  CMake does not need to re-run because
D:\Development\osgswig\src\csharp\CMakeFiles\generate.stamp is up-to-date.
7  Swig source
8  Building Custom Rule D:/Development/osgswig/src/csharp/CMakeLists.txt
9  CMake does not need to re-run because
D:\Development\osgswig\src\csharp\CMakeFiles\generate.stamp is up-to-date.
8  CMake does not need to re-run because
D:\Development\osgswig\src\csharp\CMakeFiles\generate.stamp is up-to-date.
8  Swig source
9  Swig source
6D:\Development\OpenSceneGraph\include\osg\Referenced(79): warning 314:
'ref' is a C# keyword, renaming to '_ref'
6D:\Development\OpenSceneGraph\include\osg\observer_ptr(118): warning 314:
'lock' is a C# keyword, renaming to '_lock'
6D:\Development\OpenSceneGraph\include\osg\BufferObject(298): error :
Syntax error in input(3).
10-- Rebuild All started: Project: osgDB, Configuration: Debug Win32
--
10  Building Custom Rule D:/Development/osgswig/src/csharp/CMakeLists.txt
10  CMake does not need to re-run because
D:\Development\osgswig\src\csharp\CMakeFiles\generate.stamp is up-to-date.
10  Swig source
7D:\Development\OpenSceneGraph\include\osg\Referenced(79): warning 314:
'ref' is a C# keyword, renaming to '_ref'
7D:\Development\OpenSceneGraph\include\osg\observer_ptr(118): warning 314:
'lock' is a C# keyword, renaming to '_lock'
7D:\Development\OpenSceneGraph\include\osg\BufferObject(298): error :
Syntax error in input(3).
9D:\Development\OpenSceneGraph\include\osg\Referenced(79): warning 314:
'ref' is a C# keyword, 

Re: [osg-users] OpenScenegGraph-3.2.1 release candidate 3 tagged, please test in prep for 3.2.1 release

2014-05-23 Thread Alberto Luaces
Robert Osfield robert.osfi...@gmail.com
writes:

 Hi All,

 This afternoon I tagged the OSG-3.2 branch to make the 3.2.1-rc3
 release.  Could users please test out this latest release so we can
 get a feel for how close we are to tagging the final 3.2.1 release.
 Let me know on this thread if things work fine on your systems and
 against your application.  Links to downloads on the download page of
 openscenegraph.org:

 www.openscenegraph.org/index.php/download-section/stable-releases/159-opensenegraph-3-2-1-release-candidate-3

Builds fine on Debian testing amd64.

I had, however, to apply a patch by Anton Khirnov
(https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=739460#12) to get the
ffmpeg plugin working, since Debian is starting to ship libav version
10.

I have not taken that patch to the submissions, since I think is not
backwards compatible.

-- 
Alberto

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Re: [osg-users] OpenScenegGraph-3.2.1 release candidate 3 tagged, please test in prep for 3.2.1 release

2014-05-23 Thread Robert Osfield
Hi Alberto,

Thanks for the testing.  Do you know how far back the ffmpeg API used
in the build fix for libav10 goes?

I've looked at the code changes and they look a bit too intrusive to
easily retain backwards compatibility, so we'll either have to ignore
this patch for 3.2.1 or adopt it and set a ffmpeg min version.

Robert.

On 23 May 2014 17:07, Alberto Luaces alua...@udc.es wrote:
 Robert Osfield robert.osfi...@gmail.com
 writes:

 Hi All,

 This afternoon I tagged the OSG-3.2 branch to make the 3.2.1-rc3
 release.  Could users please test out this latest release so we can
 get a feel for how close we are to tagging the final 3.2.1 release.
 Let me know on this thread if things work fine on your systems and
 against your application.  Links to downloads on the download page of
 openscenegraph.org:

 www.openscenegraph.org/index.php/download-section/stable-releases/159-opensenegraph-3-2-1-release-candidate-3

 Builds fine on Debian testing amd64.

 I had, however, to apply a patch by Anton Khirnov
 (https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=739460#12) to get the
 ffmpeg plugin working, since Debian is starting to ship libav version
 10.

 I have not taken that patch to the submissions, since I think is not
 backwards compatible.

 --
 Alberto

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[osg-users] Selecting objects

2014-05-23 Thread Alexpux
Hi all!

I’m new in OpenSceneGraph. I have big models exported from 3dmax and materials 
from VRay (about 50 000 objects).
I want highlight object on scene when clicking on it. Example with showing 
bounding box work for me ok but I need
to highlight object with, for example, green color and transparency.

I modify handle function as:

bool PickHandler::handle( const osgGA::GUIEventAdapter ea,
  osgGA::GUIActionAdapter aa )
{
if ( ea.getEventType()!=osgGA::GUIEventAdapter::RELEASE ||
 ea.getButton()!=osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON ||
 !(ea.getModKeyMask()osgGA::GUIEventAdapter::MODKEY_CTRL) )
return false;

osgViewer::View* viewer = dynamic_castosgViewer::View*(aa);
if (viewer)
{
osg::ref_ptrosgUtil::LineSegmentIntersector ray =
new osgUtil::LineSegmentIntersector(
osgUtil::Intersector::WINDOW, ea.getX(), ea.getY()
);
osgUtil::IntersectionVisitor iv(ray.get());
iv.setTraversalMask( ~0x1 );
viewer-getCamera()-accept(iv);
if (ray-containsIntersections())
{
osgUtil::LineSegmentIntersector::Intersection resInt = 
*(ray-getIntersections().begin());
osg::BoundingBox bb = resInt.drawable-getBound();
osg::Vec3 worldCenter = bb.center() * 
osg::computeLocalToWorld(resInt.nodePath);
m_selectionBox-setMatrix(
osg::Matrix::scale(bb.xMax()-bb.xMin(),
  bb.yMax()-bb.yMin(),
  bb.zMax()-bb.zMin()) *
osg::Matrix::translate(worldCenter) );

///

if (m_SelectedNode){
osg::Material* rev_material = new osg::Material;
osg::StateSet* rev_state = 
m_SelectedNode-getOrCreateStateSet();
rev_state-setMode(GL_BLEND,osg::StateAttribute::ON | 
osg::StateAttribute::OVERRIDE);
rev_material-setAlpha(osg::Material::FRONT_AND_BACK, 1);

rev_state-setAttributeAndModes(rev_material,osg::StateAttribute::ON | 
osg::StateAttribute::OVERRIDE);
osg::BlendFunc* bf = new osg::BlendFunc( 
osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
rev_state-setAttributeAndModes(bf);

m_SelectedNode-setStateSet(rev_state);
m_SelectedNode=NULL;
}
osg::NodePath nodePath = resInt.nodePath;
osg::Node* node = 
(nodePath.size()=1)?nodePath[nodePath.size()-1]:0;
osg::Group* parent = 
(nodePath.size()=2)?dynamic_castosg::Group*(nodePath[nodePath.size()-2]):0;

if (node) {
m_SelectedNode = node;
osg::Material* material = new osg::Material;
osg::StateSet* state = node-getOrCreateStateSet();

state-setMode(GL_BLEND,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
material-setAlpha(osg::Material::FRONT_AND_BACK, 0.6);
state-setAttribute(material,osg::StateAttribute::ON | 
osg::StateAttribute::OVERRIDE);
osg::BlendFunc* bf = new osg::BlendFunc( 
osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
state-setAttribute(bf);
state-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
state-setMode(GL_LIGHTING, osg::StateAttribute::OFF);

node-setStateSet(state);
}

///
}
}
return false;
}

When select object I have transparency on it. But when I select another object 
I see that previous object lost it color and become grey.
How I can restore previous state of object material?

Regards,
Alexey.


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Re: [osg-users] Selecting objects

2014-05-23 Thread Trajce Nikolov NICK
Hi Alexey

I guess this is the problem, the material you are setting to the previous
selected model. Maybe you record the state before selection and set it back
when you select a new node

Nick


On Fri, May 23, 2014 at 6:51 PM, Alexpux alex...@gmail.com wrote:

 Hi all!

 I'm new in OpenSceneGraph. I have big models exported from 3dmax and
 materials from VRay (about 50 000 objects).
 I want highlight object on scene when clicking on it. Example with showing
 bounding box work for me ok but I need
 to highlight object with, for example, green color and transparency.

 I modify handle function as:

 bool PickHandler::handle( const osgGA::GUIEventAdapter ea,
   osgGA::GUIActionAdapter aa )
 {
 if ( ea.getEventType()!=osgGA::GUIEventAdapter::RELEASE ||
  ea.getButton()!=osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON ||
  !(ea.getModKeyMask()osgGA::GUIEventAdapter::MODKEY_CTRL) )
 return false;

 osgViewer::View* viewer = dynamic_castosgViewer::View*(aa);
 if (viewer)
 {
 osg::ref_ptrosgUtil::LineSegmentIntersector ray =
 new osgUtil::LineSegmentIntersector(
 osgUtil::Intersector::WINDOW, ea.getX(), ea.getY()
 );
 osgUtil::IntersectionVisitor iv(ray.get());
 iv.setTraversalMask( ~0x1 );
 viewer-getCamera()-accept(iv);
 if (ray-containsIntersections())
 {
 osgUtil::LineSegmentIntersector::Intersection resInt =
 *(ray-getIntersections().begin());
 osg::BoundingBox bb = resInt.drawable-getBound();
 osg::Vec3 worldCenter = bb.center() *
 osg::computeLocalToWorld(resInt.nodePath);
 m_selectionBox-setMatrix(
 osg::Matrix::scale(bb.xMax()-bb.xMin(),
   bb.yMax()-bb.yMin(),
   bb.zMax()-bb.zMin()) *
 osg::Matrix::translate(worldCenter) );

 ///

 if (m_SelectedNode){
 osg::Material* rev_material = new osg::Material;
 osg::StateSet* rev_state =
 m_SelectedNode-getOrCreateStateSet();
 rev_state-setMode(GL_BLEND,osg::StateAttribute::ON |
 osg::StateAttribute::OVERRIDE);
 rev_material-setAlpha(osg::Material::FRONT_AND_BACK, 1);

 rev_state-setAttributeAndModes(rev_material,osg::StateAttribute::ON |
 osg::StateAttribute::OVERRIDE);
 osg::BlendFunc* bf = new osg::BlendFunc(
 osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
 rev_state-setAttributeAndModes(bf);

 m_SelectedNode-setStateSet(rev_state);
 m_SelectedNode=NULL;
 }
 osg::NodePath nodePath = resInt.nodePath;
 osg::Node* node =
 (nodePath.size()=1)?nodePath[nodePath.size()-1]:0;
 osg::Group* parent =
 (nodePath.size()=2)?dynamic_castosg::Group*(nodePath[nodePath.size()-2]):0;

 if (node) {
 m_SelectedNode = node;
 osg::Material* material = new osg::Material;
 osg::StateSet* state = node-getOrCreateStateSet();

 state-setMode(GL_BLEND,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
 material-setAlpha(osg::Material::FRONT_AND_BACK, 0.6);
 state-setAttribute(material,osg::StateAttribute::ON |
 osg::StateAttribute::OVERRIDE);
 osg::BlendFunc* bf = new osg::BlendFunc(
 osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
 state-setAttribute(bf);
 state-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
 state-setMode(GL_LIGHTING, osg::StateAttribute::OFF);

 node-setStateSet(state);
 }

 ///
 }
 }
 return false;
 }

 When select object I have transparency on it. But when I select another
 object I see that previous object lost it color and become grey.
 How I can restore previous state of object material?

 Regards,
 Alexey.


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-- 
trajce nikolov nick
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[osg-users] Old Developer releases

2014-05-23 Thread Eric Sokolowsky
I see that most of the older developer releases are located at
http://trac.openscenegraph.org/downloads/developer_releases/, but the
OpenSceneGraph-2.8.5.zip is not located there. Is this an oversight? It
would be really nice if that were put back up there.

Eric
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[osg-users] Question on CullVisitor::getRenderStage()

2014-05-23 Thread Paul Martz
Hi Robert (and all) --

I want to get the view matrix, projection matrix, and viewport from the
current slave Camera in a multi-display environment, and I want to get them
from a cull callback (which could be buried beneath a HUD Camera or
post-render processing Camera).

I think this is what I want to call:
CullVisitor::getRenderStage();

I can see from the code that it returns the root RenderStage. But what
exactly is that? Is it the RenderStage associated with the slave Camera? Or
with the top-level osgViewer::Viewer's master Camera that drives the
slaves?

Thanks for any info.

-- 
   -Paul
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