Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-25 Thread Patrik Andersson
Hi, Mike,
I think you have to set the clearcolor of HUD camera to change the
clearcolor of the none-distorted area, and for the distorted area you have
to set the clearcolor of the RTT camera.

Other discovered bugs are:
It might be issues with the depth in the scene, I had to add an osg::Depth
StateAttribute to the scene to make the depthbuffer valid.

In oculusdevice, the position vector has to be Vec3Array instead of
Vec2Array for the distorsion mesh, otherwise it will fail when the
TriangleFunctor is applied to the node, this was discovered when setting
setAllowEventFocus to true for the cameras.

Kind regards
Patrik


On Mon, Aug 25, 2014 at 2:24 AM, Mike Strean m...@strean.com wrote:

 Greetings,

 Sorry for the noob question ( and maybe more of a general OSG one ) ... I
 am working off of the osgoculus viewerexample, trying to set the
 background/Clear color. I guess I'm having trouble understanding how the
 views/viewers work together.

 I've tried in the graphics context:


 Code:
 gc-setClearColor( osg::Vec4( 0.0f, 0.0f, 0.0f, 1.0f ) );



 and in the osgViewer:


 Code:
 viewer.getCamera()-setClearColor( osg::Vec4( 0.0f, 0.0f, 0.0f, 1.0f ));



 to no effect.


 Cheers,
 Mike[/code]

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[osg-users] 答复: OpenSceneGraph Oculus Rift integration

2014-08-25 Thread Glen
Hi All,
I fetched the source code of OSGEarth 2.5  OSG 3.2.0 and successfully 
built them. When I load an ive file whose size is more than 100MB into 
OSGEarth, it will crash after a few minutes. But I load a file whose size is 
about 30MB, the OSGEarth can display it normally. Can anyone help to solve the 
issue?

Best Regards.
Glen

-邮件原件-
发件人: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] 代表 Bj枚rn 
Blissing
发送时间: 2014年8月25日 5:12
收件人: osg-users@lists.openscenegraph.org
主题: Re: [osg-users] OpenSceneGraph Oculus Rift integration


pajuelo wrote:
 Yes but thinking a little about the future, they will implement those 
 features at some time but the oculus sdk will become closed source sooner 
 than later... and dont forget that now the oculus sdk has no linux support :(


I don't think that that Oculus SDK will become a purely closed source SDK. Some 
of the functions will remain closed to keep away cheap knockoffs. I guess 
functions such as sensor fusion and motion prediction will continue to be 
closed, since this is where I guess Oculus spent most of their RD money. But I 
see no business benefit for Oculus to hide API access to screen nor to camera. 

Right now you can access the screen, but there is no easy way of accessing the 
camera. Hopefully this will open up in the future so that open source 
developers can build their pure open source SDK with their own sensor fusion 
and motion prediction algorithms.

As of Linux support in the official SDK; that has been promised. But it will be 
interesting to see how they choose to implement it. 

/Björn

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Re: [osg-users] 答复: OpenSceneGraph Oculus Rift integration

2014-08-25 Thread Robert Osfield
HI Glen,

For different topics please start a different thread.  Also a random crash
could be anything, you have to provide further information so once you
start a dedicated thread for this problem please specify the hardware/OS
version you are using, provide a stack trace to the crash.

Robert.


On 25 August 2014 07:24, Glen first_...@21cn.com wrote:

 Hi All,
 I fetched the source code of OSGEarth 2.5  OSG 3.2.0 and
 successfully built them. When I load an ive file whose size is more than
 100MB into OSGEarth, it will crash after a few minutes. But I load a file
 whose size is about 30MB, the OSGEarth can display it normally. Can anyone
 help to solve the issue?

 Best Regards.
 Glen

 -邮件原件-
 发件人: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] 代表
 Bj枚rn Blissing
 发送时间: 2014年8月25日 5:12
 收件人: osg-users@lists.openscenegraph.org
 主题: Re: [osg-users] OpenSceneGraph Oculus Rift integration


 pajuelo wrote:
  Yes but thinking a little about the future, they will implement those
 features at some time but the oculus sdk will become closed source sooner
 than later... and dont forget that now the oculus sdk has no linux support
 :(


 I don't think that that Oculus SDK will become a purely closed source SDK.
 Some of the functions will remain closed to keep away cheap knockoffs. I
 guess functions such as sensor fusion and motion prediction will continue
 to be closed, since this is where I guess Oculus spent most of their RD
 money. But I see no business benefit for Oculus to hide API access to
 screen nor to camera.

 Right now you can access the screen, but there is no easy way of accessing
 the camera. Hopefully this will open up in the future so that open source
 developers can build their pure open source SDK with their own sensor
 fusion and motion prediction algorithms.

 As of Linux support in the official SDK; that has been promised. But it
 will be interesting to see how they choose to implement it.

 /Björn

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Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-25 Thread Björn Blissing

Patrik Andersson wrote:
 Hi, Mike,I think you have to set the clearcolor of HUD camera to change the 
 clearcolor of the none-distorted area, and for the distorted area you have to 
 set the clearcolor of the RTT camera.


This is correct. But it probably wise to let the clear color for the distorted 
view be black since this is what will be shown outside the FOV of the lenses. 
And setting it to anything else then black will result in having bright parts 
in you peripheral vision. 


Patrik Andersson wrote:
 Other discovered bugs are:
 It might be issues with the depth in the scene, I had to add an osg::Depth 
 StateAttribute to the scene to make the depthbuffer valid.


Strange, this is not something I have seen in any of my tests. But on the other 
hand I have tested with simple geometry. What types of issues are you seeing? 


Patrik Andersson wrote:
 In oculusdevice, the position vector has to be Vec3Array instead of Vec2Array 
 for the distorsion mesh, otherwise it will fail when the TriangleFunctor is 
 applied to the node, this was discovered when setting setAllowEventFocus to 
 true for the cameras.


Why would you like to allow event focus on the cameras?

/Björn

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[osg-users] wireframe

2014-08-25 Thread Gianni Ambrosio
Hi All,
I found a way to display graphics in wireframe,

Code:
stateset-setAttributeAndModes(polymode,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);


but is it possible to add a wireframe visualization over the shaded graphic? 
Please see attached picture.

Regards,
Gianni

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Re: [osg-users] wireframe

2014-08-25 Thread Sonya Blade
Hi Gianni,
As an entrypoint, take a look at the osgscribe.cpp demo it helps you to perform 
shaded model + wireframing, along with that you can use osgFX::Scribe as a 
parent to your modelling object  which allows you to set SetWireFRameColor, 
SetWireframeLineWidth ...etc..  attributes.
Regards,

From: g.ambrosio+...@gmail.com
Date: Mon, 25 Aug 2014 12:54:23 +0200
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] wireframe

Hi All,
I found a way to display graphics in wireframe,
 
Code:
stateset-setAttributeAndModes(polymode,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
 
 
but is it possible to add a wireframe visualization over the shaded graphic? 
Please see attached picture.
 
Regards,
Gianni
 
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Re: [osg-users] wireframe

2014-08-25 Thread Gianni Ambrosio
Thank you Bacttrack,
I didn't realized from the code that osgscribe example implemented what I need. 
osgFX::Scribe is also useful.

Regards,
Gianni

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Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-25 Thread Jan Ciger
On Sun, Aug 24, 2014 at 11:12 PM, Björn Blissing bjorn.bliss...@vti.se wrote:
 pajuelo wrote:
 Yes but thinking a little about the future, they will implement those 
 features at some time but the oculus sdk will become closed source sooner 
 than later... and dont forget that now the oculus sdk has no linux support :(


 I don't think that that Oculus SDK will become a purely closed source SDK. 
 Some of the functions will remain closed to keep away cheap knockoffs. I 
 guess functions such as sensor fusion and motion prediction will continue to 
 be closed, since this is where I guess Oculus spent most of their RD money. 
 But I see no business benefit for Oculus to hide API access to screen nor to 
 camera.

Well, a closed source blob with a shim library that has source
available under a restrictive license is not really open source.
Setting ideological issues aside, there are tons of technical
consequences of that design, for example a Linux support is going to
be a major pain and a potential security liability. The blob would
need to talk to the hw, that needs either root access or some
distro-specific udev configuration, which they aren't likely to
provide, except for perhaps some version of Ubuntu. It isn't hard to
setup, but would make installation of Linux applications with Rift
support a major pain. (the DK1 has similar issues, but at least one
can see what the thing is trying to do, so no need for blind trust
there).


 Right now you can access the screen, but there is no easy way of accessing 
 the camera. Hopefully this will open up in the future so that open source 
 developers can build their pure open source SDK with their own sensor fusion 
 and motion prediction algorithms.

I am afraid that unless someone reverse engineers the camera access
and what they are doing with the synchronization signal, it won't be
available. It is part of their IP, normally you don't need camera sync
for tracking markers, so I guess they have done something clever there
and wouldn't want to give that know-how away. Even reverse engineering
it could be legally iffy in some countries.

I hope I am too sceptical about this and that they will prove me wrong
in the future, but it is extremely unfortunate that they took this
decision. The design with the runtime is not a bad idea as such,
because they could easily keep it under their proprietary license and
have a fully public domain/BSD-licensed API library to access it -
basically establishing an industry standard for the HMD support, with
the different HMD vendors only providing their own runtimes using the
same API. A win-win proposition for everyone. Unfortunately, as it is,
they did it in the worst possible way - the runtime is an opaque blob
and the API is still completely proprietary/restricted, so it cannot
act as a standard.


 As of Linux support in the official SDK; that has been promised. But it will 
 be interesting to see how they choose to implement it.

I am also wondering. There are ways to make it work (e.g. how the
Nvidia drivers are distributed), but I guess they will take the easy
way out. Linux users are vocal, but there isn't that much money in
them compared to Windows, so it will be a binary blob compiled for a
blessed version of Ubuntu/SteamOS and the rest of Linux users will be
on their own. If the runtime doesn't work on your machine, too bad ...

Regards,

J.
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Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-25 Thread Jan Ciger
On Mon, Aug 25, 2014 at 2:24 AM, Mike Strean m...@strean.com wrote:
 Greetings,

 Sorry for the noob question ( and maybe more of a general OSG one ) ... I am 
 working off of the osgoculus viewerexample, trying to set the 
 background/Clear color. I guess I'm having trouble understanding how the 
 views/viewers work together.

Please don't hijack the thread with unrelated issues. Start a new
message/post, please.

Jan
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[osg-users] osgExp 3ds max transforms

2014-08-25 Thread Jorge D'Alpuim
Hi,

I am willing to export a 3D model from 3ds studio max to .osg files. Then, in 
my OSG application I assemble the exported model into a MatrixTransform node 
and apply some transformation. Althought, no matter which transformation I 
apply (rotate, translate or scale), it takes no effect in the final image.

I realized that in the .osg file all the MatrixTransform nodes have their 
DataVariance attribute set to STATIC, but I already hard-coded it to DYNAMIC, 
but their transformations are still having no effect.

Am I exporting the model the wrong way, or is the problem in the OSG 
application side?

Thank you!

Cheers,
Jorge

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Re: [osg-users] osgExp 3ds max transforms

2014-08-25 Thread Christian Buchner
Hi,

just a wild guess - could it be that the exported model itself contains a
transformation node as a parent, possibly with an absolute reference frame?

This can be checked by using osgconv and converting your model to ASCII
.osg format.

Christian



2014-08-25 16:41 GMT+02:00 Jorge D'Alpuim jorgealp...@gmail.com:

 Hi,

 I am willing to export a 3D model from 3ds studio max to .osg files. Then,
 in my OSG application I assemble the exported model into a MatrixTransform
 node and apply some transformation. Althought, no matter which
 transformation I apply (rotate, translate or scale), it takes no effect in
 the final image.

 I realized that in the .osg file all the MatrixTransform nodes have their
 DataVariance attribute set to STATIC, but I already hard-coded it to
 DYNAMIC, but their transformations are still having no effect.

 Am I exporting the model the wrong way, or is the problem in the OSG
 application side?

 Thank you!

 Cheers,
 Jorge

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Re: [osg-users] osgExp 3ds max transforms

2014-08-25 Thread Farshid Lashkari
Hi Jorge,

Can you provide the code you are using to load the model and place it under
the MatrixTransform? I don't know what could cause this issue other than
the scene graph not being setup properly. Christian mentioned it could be
caused by a parent with an absolute reference frame. The exporter does not
change the reference frame of any transforms, so maybe you are changing the
reference frame in your code? Either way, seeing some code would help a lot.

Cheers,
Farshid


On Mon, Aug 25, 2014 at 7:41 AM, Jorge D'Alpuim jorgealp...@gmail.com
wrote:

 Hi,

 I am willing to export a 3D model from 3ds studio max to .osg files. Then,
 in my OSG application I assemble the exported model into a MatrixTransform
 node and apply some transformation. Althought, no matter which
 transformation I apply (rotate, translate or scale), it takes no effect in
 the final image.

 I realized that in the .osg file all the MatrixTransform nodes have their
 DataVariance attribute set to STATIC, but I already hard-coded it to
 DYNAMIC, but their transformations are still having no effect.

 Am I exporting the model the wrong way, or is the problem in the OSG
 application side?

 Thank you!

 Cheers,
 Jorge

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[osg-users] [osgCompute] How to postprocess the data in depth buffer using osgCompute?

2014-08-25 Thread Jack Eastwood
Hi,

This library is a great work for combing CUDA with OSG. I think osgCompute is 
just what I'm looking for. I'm trying to use osgCompute in a manner very 
similar to the example of osgComputeDemoApp which can be found in the forum. 
However, my project needs to bind DEPTH_BUFFER instead of COLOR_BUFFER to the 
render texture, and then use the rendered depth information in the CUDA kernel. 
Here comes a problem. As the formats related to the depth buffer 
(GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, etc.) are not 
supported by CUDA, such error occurs:
[osgCuda::TextureMemory::alloc()]: unable to register image object 
(cudaGraphicsGLRegisterImage()). Not all GL formats are supported.
This problem troubles me a lot. So, how can I deliver the rendered depth 
information of the  scene to the CUDA kernel by using osgCompute?  


Thank you!

Cheers,
Jack

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Re: [osg-users] No texture with setUseVertexAttributeAliasing enabled

2014-08-25 Thread Daniel Lobo
Hi,

I tried to fix it with no success, any suggestion?

Thanks!

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Re: [osg-users] [osgCompute] How to postprocess the data in depth buffer using osgCompute?

2014-08-25 Thread Conan Doyle
Hi,

Which version of osgCompute are you using?  I think if you use the osgRTTDemo 
code from the latest osgCompute in svn as an example you should be able to 
render to a depth texture and pass that to a cuda kernel.  it works for me.

CD
...


Thank you!

Cheers,
Conan

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Re: [osg-users] osgExp 3ds max transforms

2014-08-25 Thread Sonya Blade
Hi Jorge,
It can be a quite dumb suggestion, since other experts comment on the issue , 
but did you call the dirtyDisplayList after you performed  all the 
transformations?
Regards,

Date: Mon, 25 Aug 2014 09:41:53 -0700
From: fla...@gmail.com
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgExp 3ds max transforms

Hi Jorge,
Can you provide the code you are using to load the model and place it under the 
MatrixTransform? I don't know what could cause this issue other than the scene 
graph not being setup properly. Christian mentioned it could be caused by a 
parent with an absolute reference frame. The exporter does not change the 
reference frame of any transforms, so maybe you are changing the reference 
frame in your code? Either way, seeing some code would help a lot.

Cheers,Farshid


On Mon, Aug 25, 2014 at 7:41 AM, Jorge D'Alpuim jorgealp...@gmail.com wrote:

Hi,



I am willing to export a 3D model from 3ds studio max to .osg files. Then, in 
my OSG application I assemble the exported model into a MatrixTransform node 
and apply some transformation. Althought, no matter which transformation I 
apply (rotate, translate or scale), it takes no effect in the final image.




I realized that in the .osg file all the MatrixTransform nodes have their 
DataVariance attribute set to STATIC, but I already hard-coded it to DYNAMIC, 
but their transformations are still having no effect.



Am I exporting the model the wrong way, or is the problem in the OSG 
application side?



Thank you!



Cheers,

Jorge



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Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-25 Thread Simon Wood

On Mon, 25 Aug 2014 07:30:24 -0600, osg-users wrote:
 I am afraid that unless someone reverse engineers the camera access
 and what they are doing with the synchronization signal, it won't be
 available. It is part of their IP, normally you don't need camera sync
 for tracking markers, so I guess they have done something clever there
 and wouldn't want to give that know-how away. 

I believe (from a presentation by Oculus) that they are sequencing the LEDs in 
order to aid identification of which is which, but don't have access to DK2 to 
prove/experiment.

Of course the current situation with the SDK is disappointing, hopefully they 
will remedy this sooner, rather than later.
Simon
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[osg-users] OSGEarth crash when loading large amount of data

2014-08-25 Thread Glen
Hello Robert,

   A strange issue occurs to me. As far as a plant ive model file whose 
size is about 100 MB is concerned, osgviewer can display it successfully, but 
when it is loaded into osgearth, osgearth will crash. I don’t attach this model 
file as it is so big. The running environment is as follows:

CMake version: 2.8.12.2

Compilation tools: Visual Studio 2012

OS version: Windows 8

OSG version: 3.2.0

OSGEarth version: 2.5

 

Sorry for that I can’t give you the stack trace as I don’t know how to it.

 

By the way, could you introduce some strategy to load large amount of data into 
OSG? 

 

 

 

发件人: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] 代表 Robert 
Osfield
发送时间: 2014年8月25日 15:38
收件人: OpenSceneGraph Users
主题: Re: [osg-users] 答复: OpenSceneGraph Oculus Rift integration

 

HI Glen,

For different topics please start a different thread.  Also a random crash 
could be anything, you have to provide further information so once you start a 
dedicated thread for this problem please specify the hardware/OS version you 
are using, provide a stack trace to the crash.

Robert.

 

On 25 August 2014 07:24, Glen first_...@21cn.com wrote:

Hi All,
I fetched the source code of OSGEarth 2.5  OSG 3.2.0 and successfully 
built them. When I load an ive file whose size is more than 100MB into 
OSGEarth, it will crash after a few minutes. But I load a file whose size is 
about 30MB, the OSGEarth can display it normally. Can anyone help to solve the 
issue?

Best Regards.
Glen




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