Re: [osg-users] Using osga archive bigger than 2Go
Hi, I've found the problem : In file osgPlugins\osg\BinaryStreamOperator.h, there is call to seekp / teelp to get current stream position, using int variables, which leads to problems if the stream size exceed 32-bits signed integer maximum limit. I've sent a submission to solve this here : http://forum.openscenegraph.org/viewtopic.php?t=13928 Thank you! Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59751#59751 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disable light in shaders?
robertosfield wrote: HI Jamie, When using shaders it's the shader itself that controls the lighting so the standard OpenGL lighting modes won't affect it. If you want to toggle lighting in shaders you'll need to assign a different shader or use a uniform that controls whether lighting is applied or not. Robert. On 12 June 2014 10:21, Jaime wrote: Hi, I want to disable specific lights with OSG, and it affects models with shaders. How can I do it? What I have now, it is not working. I apply shaders with: osg::StateSet* stateset = new osg::StateSet; [...load shader...] stateset-setAttributeAndModes(programObject, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); m_pDrawable-setStateSet(stateset); In execution, I wanto to disable some lights, and this change has to affect shader (in the shader I have two lights). But, when I disable light in OSG, it doesn't work. I have tested with and no succes: ss-setMode(GL_LIGHTING, osg::StateAttribute::PROTECTED | osg::StateAttribute::OFF); ss-setMode(GL_LIGHTING, osg::StateAttribute::PROTECTED | osg::StateAttribute::OFF); model-GetNode()-getOrCreateStateSet()-setMode(GL_LIGHT1, osg::StateAttribute::OFF); If I test with normal models (without shaders), it works. But the problem is with shaders. Do I have to turn off light in OpenGL? Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59711#59711 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Thank you very much Robert! It worked! :D I am using uniforms. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59753#59753 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] MergeGeometryVisitor behaviour, is this a bug?
Hello, we were using the MergeGeometryVisitor for our geometry and lately realized that it totally ignores the setTargetMaximumNumberOfVertices settingf 1 (or actually every setting). While trying to comprehend what bool Optimizer::MergeGeometryVisitor::mergeGeode(osg::Geode geode) is trying to do I came across this code: unsigned int numVertices(duplicateList.front()-getVertexArray() ? duplicateList.front()-getVertexArray()-getNumElements() : 0); DuplicateList::iterator eachGeom(duplicateList.begin()+1); // until all geometries have been checked or _targetMaximumNumberOfVertices is reached for (;eachGeom!=duplicateList.end(); ++eachGeom) { unsigned int numAddVertices((*eachGeom)-getVertexArray() ? (*eachGeom)-getVertexArray()-getNumElements() : 0); if (numVertices+numAddVertices_targetMaximumNumberOfVertices) { break; } else { numVertices += numAddVertices; } } // push back if bellow the limit if (numVertices_targetMaximumNumberOfVertices) { if (duplicateList.size()1) needToDoMerge = true; mergeList.push_back(duplicateList); mergeListChecked.erase(itr); } This piece of code iterates over a given list of duplicates and fetches the vertex count of the first object. Then it iterates over second to last objects BUT for the second element it fetches numAddVertices and enters the given condition: if (numVertices+numAddVertices_targetMaximumNumberOfVertices) Our scenario has 3 vertices in first and 3 vertices in second geometry which result in 3+3 10. So the code directly breaks. Then it checks again for numVertices targetMaximumNumberOfVertices which is still true and then PUSHES the entire list into mergeList. Our example is a flight file consisting of thousands of geodes having only 3 vertcies. The duplicateList has several thousand elements but the code checks only the first two and then pushes the first two AND the remaining thousands of geodes into the list to merge exceeding the _targetMaximumNumberOfVertices. Shouldn't the condition if (numVertices+numAddVertices_targetMaximumNumberOfVertices) be if (numVertices+numAddVertices_targetMaximumNumberOfVertices) and the mergeList.push_back(duplicateList); pushing only second to eachGeom range into the list? Regards, Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Proposal: Migrate to a StackExchange like site?
Hello, due to my long absence here I've realized that OpenSceneGraph has still this more than awful mailing list system from the early 1990. The forum mirror where I basically failed the captcha verification as I was presented with detecting something that looked like a celtic modification of an A (A was wrong :/) is quite dated too. So I thought about asking whether there is an interest to move the support to a modern (probably better) level. I hope many people already know stackoverflow (http://stackoverflow.com/) and the stackexchange team allows to propose a new site by posting it to http://area51.stackexchange.com/ . When enough interest is generated, the site will be public. I mean come on. This mailing list still posts my own password back to me as plaintext and having the ability to participate at other stackexchanges sites with one account looks quite appealing while gaining a much better way of monitoring OpenSceneGraph instead of being either flooded by mails or getting none. Plus: No ancient mail management anymore. Regards, Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Proposal: Migrate to a StackExchange like site?
+1 Regards,From: spam.u...@hotmail.com To: osg-users@lists.openscenegraph.org Date: Mon, 16 Jun 2014 14:11:53 +0200 Subject: [osg-users] Proposal: Migrate to a StackExchange like site? Hello, due to my long absence here I've realized that OpenSceneGraph has still this more than awful mailing list system from the early 1990. The forum mirror where I basically failed the captcha verification as I was presented with detecting something that looked like a celtic modification of an A (A was wrong :/) is quite dated too. So I thought about asking whether there is an interest to move the support to a modern (probably better) level. I hope many people already know stackoverflow (http://stackoverflow.com/) and the stackexchange team allows to propose a new site by posting it to http://area51.stackexchange.com/ . When enough interest is generated, the site will be public. I mean come on. This mailing list still posts my own password back to me as plaintext and having the ability to participate at other stackexchanges sites with one account looks quite appealing while gaining a much better way of monitoring OpenSceneGraph instead of being either flooded by mails or getting none. Plus: No ancient mail management anymore. Regards, Sam ___ 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] Proposal: Migrate to a StackExchange like site?
Hi Sam, This has been discussed a number of times before. Here you have some reasoning of why to use ML/Forum: http://forum.openscenegraph.org/viewtopic.php?p=48314#48314 Cheers. 2014-06-16 14:14 GMT+02:00 Sonya Blade sonyablade2...@hotmail.com: +1 Regards, -- From: spam.u...@hotmail.com To: osg-users@lists.openscenegraph.org Date: Mon, 16 Jun 2014 14:11:53 +0200 Subject: [osg-users] Proposal: Migrate to a StackExchange like site? Hello, due to my long absence here I've realized that OpenSceneGraph has still this more than awful mailing list system from the early 1990. The forum mirror where I basically failed the captcha verification as I was presented with detecting something that looked like a celtic modification of an A (A was wrong :/) is quite dated too. So I thought about asking whether there is an interest to move the support to a modern (probably better) level. I hope many people already know stackoverflow (http://stackoverflow.com/) and the stackexchange team allows to propose a new site by posting it to http://area51.stackexchange.com/ . When enough interest is generated, the site will be public. I mean come on. This mailing list still posts my own password back to me as plaintext and having the ability to participate at other stackexchanges sites with one account looks quite appealing while gaining a much better way of monitoring OpenSceneGraph instead of being either flooded by mails or getting none. Plus: No ancient mail management anymore. Regards, Sam ___ 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 -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Proposal: Migrate to a StackExchange like site?
Hello, thanks for the hint. One of the features of SO would have been displaying similar post to reduce redundant mails like this one :/ Regards, Sam Date: Mon, 16 Jun 2014 14:39:33 +0200 From: jtorresfa...@gmail.com To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Proposal: Migrate to a StackExchange like site? Hi Sam, This has been discussed a number of times before. Here you have some reasoning of why to use ML/Forum: http://forum.openscenegraph.org/viewtopic.php?p=48314#48314 Cheers. 2014-06-16 14:14 GMT+02:00 Sonya Blade sonyablade2...@hotmail.com: +1 Regards,From: spam.u...@hotmail.com To: osg-users@lists.openscenegraph.org Date: Mon, 16 Jun 2014 14:11:53 +0200 Subject: [osg-users] Proposal: Migrate to a StackExchange like site? Hello, due to my long absence here I've realized that OpenSceneGraph has still this more than awful mailing list system from the early 1990. The forum mirror where I basically failed the captcha verification as I was presented with detecting something that looked like a celtic modification of an A (A was wrong :/) is quite dated too. So I thought about asking whether there is an interest to move the support to a modern (probably better) level. I hope many people already know stackoverflow (http://stackoverflow.com/) and the stackexchange team allows to propose a new site by posting it to http://area51.stackexchange.com/ . When enough interest is generated, the site will be public. I mean come on. This mailing list still posts my own password back to me as plaintext and having the ability to participate at other stackexchanges sites with one account looks quite appealing while gaining a much better way of monitoring OpenSceneGraph instead of being either flooded by mails or getting none. Plus: No ancient mail management anymore. Regards, Sam ___ 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 -- Jordi Torres ___ 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] Proposal: Migrate to a StackExchange like site?
On Mon, Jun 16, 2014 at 2:56 PM, Samuel M spam.u...@hotmail.com wrote: Hello, thanks for the hint. One of the features of SO would have been displaying similar post to reduce redundant mails like this one :/ The first thing people are asked to do before posting a question to any mailing list (or forum) is to search archives. If you don't like the default forum or Mailman archives, there is GMane: http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user It saves time for everyone. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Proposal: Migrate to a StackExchange like site?
I'm ok with the current system. I do answer OSG questions on stackexchange already. I am fine with more questions over there, but remember that this mailing list isn't just about questions and problems. There are other discussions that go on here too. On Mon, Jun 16, 2014 at 7:42 AM, Jan Ciger jan.ci...@gmail.com wrote: On Mon, Jun 16, 2014 at 2:56 PM, Samuel M spam.u...@hotmail.com wrote: Hello, thanks for the hint. One of the features of SO would have been displaying similar post to reduce redundant mails like this one :/ The first thing people are asked to do before posting a question to any mailing list (or forum) is to search archives. If you don't like the default forum or Mailman archives, there is GMane: http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user It saves time for everyone. Regards, Jan ___ 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] MergeGeometryVisitor behaviour, is this a bug?
Hi Sam, It looks like a bug to me and your suggested fix looks appropriate. I've applied this fix to svn/trunk and OSG-3.2 braches. Thanks, Robert. On 16 June 2014 12:00, Samuel M spam.u...@hotmail.com wrote: Hello, we were using the MergeGeometryVisitor for our geometry and lately realized that it totally ignores the setTargetMaximumNumberOfVertices settingf 1 (or actually every setting). While trying to comprehend what bool Optimizer::MergeGeometryVisitor::mergeGeode(osg::Geode geode) is trying to do I came across this code: unsigned int numVertices(duplicateList.front()-getVertexArray() ? duplicateList.front()-getVertexArray()-getNumElements() : 0); DuplicateList::iterator eachGeom(duplicateList.begin()+1); // until all geometries have been checked or _targetMaximumNumberOfVertices is reached for (;eachGeom!=duplicateList.end(); ++eachGeom) { unsigned int numAddVertices((*eachGeom)-getVertexArray() ? (*eachGeom)-getVertexArray()-getNumElements() : 0); if (numVertices+numAddVertices_targetMaximumNumberOfVertices) { break; } else { numVertices += numAddVertices; } } // push back if bellow the limit if (numVertices_targetMaximumNumberOfVertices) { if (duplicateList.size()1) needToDoMerge = true; mergeList.push_back(duplicateList); mergeListChecked.erase(itr); } This piece of code iterates over a given list of duplicates and fetches the vertex count of the first object. Then it iterates over second to last objects BUT for the second element it fetches numAddVertices and enters the given condition: if (numVertices+numAddVertices_targetMaximumNumberOfVertices) Our scenario has 3 vertices in first and 3 vertices in second geometry which result in 3+3 10. So the code directly breaks. Then it checks again for numVertices targetMaximumNumberOfVertices which is still true and then PUSHES the entire list into mergeList. Our example is a flight file consisting of thousands of geodes having only 3 vertcies. The duplicateList has several thousand elements but the code checks only the first two and then pushes the first two AND the remaining thousands of geodes into the list to merge exceeding the _targetMaximumNumberOfVertices. Shouldn't the condition if (numVertices+numAddVertices_targetMaximumNumberOfVertices) be if (numVertices+numAddVertices_targetMaximumNumberOfVertices) and the mergeList.push_back(duplicateList); pushing only second to eachGeom range into the list? Regards, Sam ___ 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] Shader Problems, AMD is Fine, NVIDIA is not
Hi, seems like it was part of the problem, but not all of it. Intel HD4400 and my AMD Cards still work fine, but the Quadro 600 is missing all light it seems, it s much darker then it shoud be, it seems like not all lights are used. Furthermore, trying to get the shader work on the GTX 660 TI or 670 or something from NVIDIA is still not working, or it's messed up. (No Bingo, but still false light or all white). Furthermore, the CommandLine is giving constantly: warning: detected opengl eror 'invalid enumerant' at after RenderBin:.draw(...) It should maybe maintain, that the working AMDs are running on Windows, while the Quadro 600 runs on Linux. But the non-working GTX ones are runnning windows, too. Does anyone have an idea or an suggestion? Or would at least be so kind to answer me and tell me, that he has no idea? It is kind of depressing, posting questions and never get any answers. Seems not very noob friendly here to me... Thank you! Cheers, Fitz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59763#59763 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] BUG: osgGA::GUIEventAdapter returns wrong mouse ranges on android
I can confirm this issue. For android I use setUpViewerAsEmbeddedInWindow(0, 0, width, height) and then setMouseInputRange(0, 0, width, height). I then send the input via getEventQueue()-mouseButtonPress(x, y, button); The input coordinates from android seem to be correct at this point, although it's flipped on the y axis. Now, when I catch and use the events to use in OSG, the coordinates are off. Is there an easy fix? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59764#59764 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org