Re: [osg-users] In need of osgOcean resources, they are missing from Google Code
Hi Paul, I wrote the library, I recently had a similar request so I added those files to git and a contributor was kind enough to update the cmake files to point to them. If you have any problems drop me an email at kcb...@googlemail.com and I’ll do my best to assist. The only resource that I think I don’t have is boat.3ds Cheers, Kim On Thu, 18 Jan 2018 at 19:54, Paul Leopardwrote: > Hi, > > I'm looking for the model/texture resources that are used by the osgocean > demo. This includes the model boat.3ds and its associated textures. The > github repo has a link to them and that link is invalid ( > http://osgocean.googlecode.com/files/osgOcean-Resources-1.0.rar) > > Perhaps someone has this resource archive and would be so kind as to share > it with me? Maybe someone has a valid link to this resource archive online? > > Thank you! > Paul > > > things are more like they are now than they have ever been before > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=72777#72777 > > > > > > ___ > 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] [ANN] osgOcean has moved to GitHub.
Dear all, Just a quick note to let you know that I've migrated osgOcean from Google Code to GitHub. It can now be found at: https://github.com/kbale/osgocean The Google Code repo will remain online until it's closed, but it won't be maintained. Granted there haven't been many changes to it over the past few years, but I thought it would be a shame not to let it die off when google code closes as I'm sure it'll be useful to somebody. Hope you're all well. Kim. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.
Thanks I'll check out the effect and merge it. Kim. On 15 November 2013 00:33, Tisham Dhar tisham.d...@aerometrex.com.auwrote: Hi, I have successfully implemented a changing reflection intensity by adding 1) Multiplier to env_map 2) Creating a uniform corresponding to the multiplier in the shader 3) Setting this uniform via stateset and creating a corresponding variable in FFTOceanSurface. SVN diff to release tag attached. Cheers, whatnick. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57225#57225 Attachments: http://forum.openscenegraph.org//files/refelection_var_diff_551.txt ___ 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] [osgOcean] Compilation under linux
Hi Guido, I'm afraid I haven't compiled osgOcean under linux before as I only develop on a windows box, perhaps some of the more linux-savvy OSG users can be of assistance. I'm pretty sure it's been used under linux before. Sorry I can't be of more help. Kim. On 1 November 2013 19:52, Guido Militello gmili...@gmail.com wrote: Hi, new to this forum and osgocean, I'd just downloaded and tried to compile to see how this works. But I had some building problems: These are the files I'd downloaded dependencies: fftw-3.3.3.tar.gz OpenSceneGraph-3.0.1 osgOcean-Source-1.0.1.rar osgOcean-Resources-1.0.1.rar everything decompressed and it's now look like this: ls -l /media/DiscoD/linux/MyApp1 drwxr-xr-x 1 gmilitel users4096 30.10.2007 10:46 fftss-3.0/ drwxr-xr-x 1 gmilitel users4096 01.08.2011 18:40 osg/ drwxr-xr-x 1 gmilitel users4096 01.11.2013 12:55 osgOcean/ cd osgOcean mkdir build ccmake .. Page 1 of 1 CMAKE_BUILD_TYPE Release CMAKE_INSTALL_PREFIX /media/DiscoD/linux/MyApp1/osgOcean FFTSS_INCLUDE_DIRFFTSS_INCLUDE_DIR-NOTFOUND FFTSS_LIBRARYFFTSS_LIBRARY-NOTFOUND FFTW3-3_INCLUDE_DIR /media/DiscoD/linux/MyApp1/fftw-3.3.3/include FFTW3-3_LIBRARY /media/DiscoD/linux/MyApp1/fftw-3.3.3/lib/libfftw3.so OPENTHREADS_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/OpenThreads OPENTHREADS_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libOpenThreads.so OPENTHREADS_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libOpenThreads.so OSGDB_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgDB OSGDB_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgDB.so OSGDB_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgDB.so OSGGA_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgGA OSGGA_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgGA.so OSGGA_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgGA.so OSGTEXT_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgText OSGTEXT_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgText.so OSGTEXT_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgText.so OSGUTIL_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgUtil OSGUTIL_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgUtil.so OSGUTIL_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgUtil.so OSGVIEWER_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgViewer OSGVIEWER_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgViewer.so OSGVIEWER_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgViewer.so OSG_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include OSG_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosg.so OSG_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosg.so USE_FFTSSOFF USE_FFTW3ON USE_FFTW3F OFF CMAKE_BUILD_TYPE: Choose the type of build, options are: None(CMAKE_CXX_FLAGS or CMAKE_C_FLAGS used) Debug Release RelWithDebInfo MinSizeRel. Press [enter] to edit option CMake Version 2.8.12 Press [c] to configure Press [h] for help Press [q] to quit without generating Press [t] to toggle advanced mode (Currently Off) $ make [gmilitel-@gmilitel-lnx build]$ make [ 5%] Building CXX object src/osgOcean/CMakeFiles/osgOcean.dir/Cylinder.cpp.o [ 11%] Building CXX object src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o In file included from /media/DiscoD/linux/MyApp1/osg/include/osgDB/Output:20:0, from /media/DiscoD/linux/MyApp1/osg/include/osgDB/DotOsgWrapper:21, from /media/DiscoD/linux/MyApp1/osg/include/osgDB/Registry:26, from ../../../src/osgOcean/DistortionSurface.cpp:20: /media/DiscoD/linux/MyApp1/osg/include/osgDB/fstream:31:42: error: invalid use of incomplete type ‘std::fstream {aka class std::basic_fstreamchar}’ class OSGDB_EXPORT fstream : public std::fstream ^ In file included from /usr/include/c++/4.8.2/ios:38:0, from /usr/include/c++/4.8.2/ostream:38, from /media/DiscoD/linux/MyApp1/osg/include/osg/Notify:20, from /media/DiscoD/linux/MyApp1/osg/include/osg/Object:20, from /media/DiscoD/linux/MyApp1/osg/include/osg/Node:18, from /media/DiscoD/linux/MyApp1/osg/include/osg/Geode:17, from ../../../include/osgOcean/DistortionSurface:20, from ../../../src/osgOcean/DistortionSurface.cpp:19: /usr/include/c++/4.8.2/iosfwd:117:11: error: declaration of ‘std::fstream {aka class std::basic_fstreamchar}’ class basic_fstream;
Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.
Hi Dario, I would take a look inside the surface fragment shader and then tone down the mix function that blends the reflection texture with the surface. It should be pretty simple. Regards, Kim. On 27 September 2013 17:37, Dario Minieri para...@cheapnet.it wrote: Hi, I'm looking to modify the amount of reflections intensity inside ocean. I'm using last trunk rev 258. I'm stuck into this piece of code inside OceanScene: Code: _reflectionMatrix = osg::Matrixf( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 2 * _oceanScene-getOceanSurfaceHeight(), 1 ); osg::ref_ptrosg::Texture2D reflectionTexture = _oceanScene-createTexture2D( _oceanScene-_reflectionTexSize, GL_RGBA ); // clip everything below water line _reflectionCamera = _oceanScene-renderToTexturePass( reflectionTexture.get() ); _reflectionCamera-setClearColor( osg::Vec4( 0.0, 0.0, 0.0, 0.0 ) ); _reflectionCamera-setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR ); _reflectionCamera-setCullMask( _oceanScene-_reflectionSceneMask ); _reflectionCamera-setCullCallback( new CameraCullCallback(_oceanScene.get()) ); _reflectionCamera-getOrCreateStateSet()-setMode( GL_CLIP_PLANE0+0, osg::StateAttribute::ON ); _reflectionCamera-getOrCreateStateSet()-setMode( GL_CULL_FACE, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE ); _surfaceStateSet-setTextureAttributeAndModes( _oceanScene-_reflectionUnit, reflectionTexture.get(), osg::StateAttribute::ON ); I think that I should operate on texture properties, maybe the shader but right now I'm not able to see a significative change on intensity reflection effect...Someone can suggest to me a way? Thank you! Cheers, Dario[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56514#56514 ___ 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] [osgOcean] Some questions about osgRiver ???
Hi Mohammed, I can answer your first question. osgRiver was never integrated into the trunk because I felt that the way it had been combined in its current state needed some work and sadly I simply haven't had time to work on it. I haven't gone over the code for a long time but I seem to remember thinking that it might be more appropriate for osgRiver to exist as a separate nodekit rather than amalgamated into osgOcean since although they share a lot of effects and are both water based, the problems they are trying to solve are quite different. Kim. On 27 September 2013 18:14, Mohammed Djeralfia osgfo...@tevs.eu wrote: Hi, I have just tested osgRiver(from alphapixel.com) and the river is not displyed correctly, the water is on the right corner of the river.3DS but only 1 segment of 9 is displayed (-15 to 0). I had tried to change the code of osgRiver in RiverGraph::MergeRiverFromPoints(vectorRiverControlPoint points) at : RiverControlPoint next2 = curvePoint (changed to :(points[i-1] * 0.4 + points[i] * 0.6)) ; and now I have 3 segments from 9 that are displayed, I had done some other modifications but it did not resolve the problem. So my questions are: 1) Why the osgRiver does not be integrated in the osgOcean trunk? 2) Has someone have another version of the RiverGraph.cpp to make differance ? Any other suggestions would be welcome. Thank you! Cheers, Mohammed -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56516#56516 ___ 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] [osgOcean] Some questions about osgRiver ???
Traitor ;) K. On 27 September 2013 20:00, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: 3 -for the sea I use osgOcean, Nothing against osgOcean. I have used it as well in a project, but switched over to Triton (check it out, same coming from sundog-soft as SilverLining ) Nick On Fri, Sep 27, 2013 at 8:56 PM, Chris Hanson xe...@alphapixel.comwrote: 4-for the sky I am trying with Silverlight(the demo), I think you mean Silver Lining. Good luck and you're welcome! -- 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 -- trajce nikolov nick ___ 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] osgOcean Project : How does shader work?
More information here. http://forum.openscenegraph.org/viewtopic.php?t=12328 I don't really have much more information on the ocean shader itself, some papers are referenced within the fragment code and the rest is fairly standard stuff. K. On 4 September 2013 09:50, Christian Buchner christian.buch...@gmail.comwrote: Relevant links to be found here http://lmgtfy.com/?q=fft+ocean+simulation 2013/9/4 WillScott scott200...@hotmail.com Hi everybody, Recently , I have read the open source code provided by osgOcean project. And FFTOceanSurface class is really hard to understand , especially in the shader technique in osgOcean. I want to konw if anyone has the algorithms materials-mainly about mathmatic theory- concerning this techinque? Sincerely yours, ZhangMi, Schools of Remote Sensing and Information Engineering, Wuhan University, Hubei, China ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Some Algorithms about OSGOcean
Hi ZhangMi, You can find the majority of the ocean rendering algorithms used in the following paper: http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf It's pretty much a straight implementation of that work. The shaders are fairly run of the mill effects. Cheers, Kim. On 19 June 2013 05:37, WillScott scott200...@hotmail.com wrote: Dear Kim, I have read some part of the OSGOcean source code. But I don't know the key algorithms involved in the program. Can you send me some materials or the websets about the algorithm? I may need to know more about it. I am looking forward to your replay. Sincerely yours, ZhangMi. Schools of remote sense and engineering , Wuhan University , Hubei ,China. ___ 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] [osgOcean] setLightColor and dynamic sun problems.
Hi Dario, I'm not sure I understand what you mean by a 'latch', could you describe the symptoms a little more? I can't remember if the light variable is a uniform or a #define and I'm not in front of a pc to check. Regards Kim. Sent from my iPhone On 13 Jun 2013, at 17:04, Dario Minieri para...@cheapnet.it wrote: Hi, I'm implementing a simple sun walk into skydome, calculating the light color during day. I'm using osgocean. To setup the ocean scene accordingly with the light color variation, I have to set the light color in osgocean itself via setLightColor. This works but setLightColor dirty the shader anytime and I see a latch into the scene when this happens. You can suggest to me a workaround to avoid the latch? Obviously I don't sets the ocean light color any microsecond, I update the light any 5 secs. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54595#54595 ___ 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] [osgOcean] setLightColor and dynamic sun problems.
Hey Dario, Ah Ok i understand. I'll check over the code tomorrow, it does sound like it might need some minor changes to accommodate your needs. Regards, Kim. Sent from my iPhone On 13 Jun 2013, at 22:45, Dario Minieri para...@cheapnet.it wrote: Hi kcbale The light is a uniform and it is used to compute the wave top/bottom color. Because the setLightColor set a statSetDirty, ocean is instructed tu reload all stuffs. This cause a freeze at any time this reload is called. I'm planning to setup directly the uniform without dirty the stateSet...I'm try some ideas tomorrow... kcbale wrote: Hi Dario, I'm not sure I understand what you mean by a 'latch', could you describe the symptoms a little more? I can't remember if the light variable is a uniform or a #define and I'm not in front of a pc to check. Regards Kim. Sent from my iPhone On 13 Jun 2013, at 17:04, Dario Minieri wrote: Hi, I'm implementing a simple sun walk into skydome, calculating the light color during day. I'm using osgocean. To setup the ocean scene accordingly with the light color variation, I have to set the light color in osgocean itself via setLightColor. This works but setLightColor dirty the shader anytime and I see a latch into the scene when this happens. You can suggest to me a workaround to avoid the latch? Obviously I don't sets the ocean light color any microsecond, I update the light any 5 secs. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54595#54595 ___ 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54600#54600 ___ 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] Some Question About OSGOcean
Hi there, Thanks for you interest in osgOcean, I'm glad that you like it. I'm afraid there isn't any formal documentation for the project but I have tried to document as many functions and classes as possible within the code so have a root around in there. Unfortunately due my other commitments the project has laid dormant for a while now. I keep meaning to update it but finding the time is difficult, however I always welcome contributions. If you have any specific questions, ideas or contributions, please don't hesitate to contact me on this email address. Regards, Kim. On 10 June 2013 12:40, WillScott scott200...@hotmail.com wrote: Dear Kim, I am a postgraduate student in schools of remote sensing and engineering , WuHan University , China . I am greatly intersted in the open scene graph project , especially in the OSGOcean. It is genuinely attractive and charming. However , I have some questions about the OSGOcean Example. First of all , Is there any documents that specify the details about the project? Such as the relationship between all kinds of classes , or about the parameters in each function memeber of the class? In addition ,how could I get to konw the latest news of the project beside the information offered by the OSG origination websets?Finally , to be frank , I want to be a memeber of the OSGOcean project though I don't have a comprehensive understanding of the details in the project. How can I been a memeber of your project? I am looking forward to your promopt reply. Sincerely Yours , Zhang Mi Schools of remote sensing and engineering , WuHan University , China. ___ 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] osgOcean and delta3d collision detection
Hi, I've not had any experience with Delta3D and osgOcean. However, I know that is has been used a fair bit with Delta3D since the wrapper was developed. Have you tried the Delta3D forum? They may be more forthcoming. Regards, Kim. On 1 September 2012 16:11, 杨洋 yangshi...@gmail.com wrote: Hi, Does anybody use osgOcean in delta3d program?I used osgOcean to create an ocean in my delta3d program,but there's a big problem--when I setting collision mesh to the dtCore:Object that is just a “plane” loaded from .osg file; then I drop a physics_crate (with all the appropriate sets) but it goes through,Has anyone seen something similar? Appreciate your help! ___ 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] [osgOcean] simple osgOcean code crushed
Hi Ruigang, It's quite hard to diagnose the issues you're having from the description. However, if you are programming with Visual Studio or in windows you will need to have the appropriate version of the DLL (Debug/Release) to match the build type that the program was built with. I.e. Debug program build with the debug osgocean dll. This is also the same for 64/32 bit builds, you can't mix them. FFTSS is a static lib so you shouldn't need to copy a DLL. I haven't tried to compile osgocean and it's dependencies as 64bit though. I'm not sure if fftss supports 64bit archs. Sorry I can't be of more help. K. On 31 August 2012 18:31, Ruigang Yang ruigangy...@hotmail.com wrote: Hi, Kim, thank you for the quick reply. I suspect the DLL mismatch issue. So I copied the ocean example progrma with the dll together. it runs fine. then I copied that dll to my current project. Then I will have that crush issue. I even tried to rename that dll to make sure that the program is indeed using the dll I put in there. that is also positive: my program immediately complained about missing dlls. So what else can I check? do I need to put the fftss dll somewhere? I only compiled a 64bit release version of the dll too. Do I need to compile a debug version since I am running debug mode? Thank you! Cheers, Ruigang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49711#49711 ___ 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] [osgOcean] simple osgOcean code crushed
Hi Ruigang, Are you sure you haven't got a DLL mismatch? It can often cause strange behaviour such as this. I haven't experienced this problem at all with osgOcean. Regards, Kim. On 31 August 2012 15:15, Ruigang Yang ruigangy...@hotmail.com wrote: Hi, I have received some existing code that uses osgOcean. it has the following code segment: Code: osg::ref_ptrosgOcean::FFTOceanSurface oceanSurface = new osgOcean::FFTOceanSurface(64, 256, 64, osg::Vec2f(1.1f,1.1f), 12.0f, 1000.0f, 0.8f, 1e-8, true, 2.5, 10.f, 256 ); oceanSurface-setWaveTopColor(osg::Vec3f( 0.6, 0.7, 0.7)); osg::ref_ptrosgOcean::OceanScene oceanScene = new osgOcean::OceanScene(oceanSurface.get()); osg::ref_ptrosg::Node scenetest = osgDB::readNodeFile(cessna.osg); oceanScene-addChild(scenetest); It will crush in the call addChild() with the error: unhandled exception at 0x in ...exe: 0xc05: access violationg reading location 0xf. Bascially, I can't add any child node to oceneScene. Is there something missed in my code? I am able to compile and run the osgsample program. But it was unable to find some of the ive files. I am new to OSG. any help is greatly appreciated. Thank you! Cheers, Ruigang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49707#49707 ___ 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] osgWidget Missing Resources
Dear All, Does anybody have any idea where the missing resources for the osgWidget examples are? I use the latest OpenSceneGraph-Data from the svn but they're not in there. I'm referring specifically to osgwidgetmessagebox.cpp and std::string buttonTheme = osgWidget/theme-8-shadow.png; std::string borderTheme = osgWidget/theme-8.png; I think there are others that are missing but I haven't done a thorough search. Cheers, Kim. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Self Shadowing Errors
Hi Wojtek, Thanks for that, setting the polygon winding to CW and the cull face to front seemed to do the trick, no technique overriding required. Cheers, Kim. On 7 June 2012 01:13, Wojciech Lewandowski w.p.lewandow...@gmail.comwrote: Hi, Kim, Lispsm in default mode renders back facing polygons (in light space) to avoid self shadowing of front surfaces. In your case it looks like you would rather want to use front facing polygons to cast shadows instead. Normally its not neccessary because back facing normals would cause the backporch to be dark anyway so that shadows would indistiguishable from ambient colors. However in your case it looks like all building polys use the same normal (probably z up - facing light) so backfacing polys are incorrectly lit and then shadows cast only by light space backfaces look weird. So my suggestion is to change model normals to correct ones or change cull face for shadow map generation (that may require overriding technique though). Cheers, Wojtek 2012/6/6 Kim Bale kcb...@googlemail.com Dear all, I have a fairly simply model which I have applied a LISP shadow to and I'm having problems getting the correct self shadowing. Rather than the area under shadow being darkened it appears that the shadow from the geometry in front of it is being projected onto it (see pic). I'm sure I've seen this issue before but I can't remember what causes it. Has anyone else dealt with this issue? Regards, Kim. -- osgOcean - http://code.google.com/p/osgocean/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ambient Issues
Hi Jordan, Have you tried running your model through osgconv to convert it to an .osg file? You should then be able to look at the structure of the model in a text editor and rule out any issues with it. osgwnames from osgWorks is also a great diagnostic tool for models. Hope that helps. Kim. On 7 June 2012 04:34, Jordan Sparks supersparkpl...@gmail.com wrote: Hi, I work in a research lab that uses a CAVE. We were recently given a large 3D model made in Google SketchUp to work with by a client. Unfortunately, we keep having issues when running it in the CAVE on OSG. The model seems to have it's ambient light amped up as it keeps glowing white and yet sometimes, if the camera is far enough, this light will fade (leading me to believe this might be a light attached to the camera. I'm not sure what it is, but the effect seems similar to when you ramp up the ambient light attribute of a model. I know not everyone works with CAVEs but does anyone think they know what the issue is? ... Thank you! Cheers, Jordan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48095#48095 ___ 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] 139.com Spam
Is anyone else getting these Chinese emails quoting the subject of a post made to osg-users? I've had a few now and I have no idea where they're coming from. K. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Masked FFTOceanSurface
Hi Oliver, Any chance you could send me the modified files so I can run it and get a feel for it? Cheers, Kim. On 30 May 2012 13:32, Oliver Neumann z0...@yahoo.com wrote: Hi, I added a user-definable mask functionallity to FFTOceanSurface. The mask applies a height offset to the ocean tiles which allows the usage of the FFTOceanSurface as rivers and lakes on different altitudes in the same scene without having it protrude the ground (I plan to combine this with osgEarth). Its currently more of a dirty hack, but still its quite usable. In the FFTOceanSurface Header I added 2 variables and changed the ctor: Code: osg::Image *_surfMask; float _sufMaskMaxDist; public: FFTOceanSurface(unsigned int FFTGridSize = 64, unsigned int resolution = 256, unsigned int numTiles = 17, const osg::Vec2f windDirection = osg::Vec2f(1.1f, 1.1f), float windSpeed = 12.f, float depth = 1000.f, float reflectionDamping = 0.35f, float waveScale = 1e-8f, bool isChoppy = true, float choppyFactor = -2.5f, float animLoopTime = 10.f, unsigned int numFrames = 256, osg::Image *_surfMask=NULL, float _sufMaskMaxDist=100.0f ); In FFTOceanSurface.cpp I added this to the computeSea method: Before the frame loop: Code: int imgDim = 0; int imgBytesPerLine = 0; int imgBytePerPixel = 0; if(_surfMask) { imgDim =__min(_surfMask-s(),_surfMask-t()); imgBytePerPixel = _surfMask-computeNumComponents(_surfMask-getPixelFormat()); imgBytesPerLine = _surfMask-s()*imgBytePerPixel; } Within the frame loop before calling OceanTile() for level 0: Code: int sizeHeights = heights-size(); int dimHeights = (int)floor(sqrt((float)sizeHeights)+0.5f); if(_surfMask imgDim0 dimHeights0) // Apply surface mask { //Handle scaling difference between if(dimHeights = imgDim) { int imgScaling = dimHeights/imgDim; int scaledImgDim = imgDim*imgScaling; for(int y= 0; y dimHeights;y++) { int yRow = dimHeights*y; unsigned char* pImgOsgLine = ((unsigned char*)_surfMask-data())+ imgBytesPerLine * (y/imgScaling); for(int x = 0; x dimHeights;x++) { if((x scaledImgDim) (y scaledImgDim)) { float alpha =(float)*((unsigned char*)(pImgOsgLine+(x/imgScaling)*imgBytePerPixel))/255.0f; float oldVal = heights-at(yRow+x); heights-at(yRow+x) = alpha*oldVal - _sufMaskMaxDist*(1.0f-alpha); } else { heights-at(yRow+x) = -_sufMaskMaxDist; } } } } else { int imgScaling_d1 = imgDim/dimHeights; int scaledImgDim = imgDim/imgScaling_d1; for(int y= 0; y dimHeights;y++) { int yRow = dimHeights*y; unsigned char* pImgOsgLine = ((unsigned char*)_surfMask-data()) + imgBytesPerLine * y*imgScaling_d1; for(int x = 0; x dimHeights;x++) { if((x scaledImgDim) (y scaledImgDim) ) { float alpha =(float)*((unsigned char*)(pImgOsgLine+x*imgScaling_d1*imgBytePerPixel))/255.0f; float oldVal = heights-at(yRow+x); heights-at(yRow+x) = alpha*oldVal - _sufMaskMaxDist*(1.0f-alpha); } else { heights-at(yRow+x) = -_sufMaskMaxDist; } } } } } Greetings, Oliver -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47939#47939 Attachments: http://forum.openscenegraph.org//files/ocean_masked_157.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- osgOcean - http://code.google.com/p/osgocean/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?
Hi Brad, I've tried to document the FFTSimulation as well as possible if you look at the source, at least in the trunk you should see an explanation of units etc and the paper it was based on. http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/FFTSimulation.cpp Here is the most up to date version of the paper, well worth a read if you're interested in understanding it fully. http://evasion.imag.fr/Membres/Fabrice.Neyret/NaturalScenes/fluids/water/waves/fluids-nuages/waves/Jonathan/articlesCG/simulating-ocean-water-01.pdf I should point out that a lot of tweaks were made to make it look aesthetically pleasing, it's not an ocean simulation more of a statistical approximation. Any further questions do get let me know. Regards, Kim. On 24 May 2012 18:12, Brad Colbert bcolb...@rscusa.com wrote: Hi Kim, I too am looking for resources about some specifics on osgOcean. Generally, what is the ratio of wind speed to wave height? Is there a simple function for this? I want to be able to model certain wave heights and, as I understand it, this is driven by wind speed. Are the top/bottom wave colors derived by hand or from a publication? If a publication, which? (Same question for the lighting color) I'm trying to gain an understanding of the size of the OceanScene (tiles). Looking at the bounding sphere it starts out at roughly 12000x12000 (is that meters?) When setting the parameters for osgOcean::FFTOceanSurface (gridsize, resolution, numtiles) to values other than what is in the example results in some pretty rough artifacts. Is there a rule of thumb for setting these values? Thank you! Cheers, Brad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47838#47838 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- osgOcean - http://code.google.com/p/osgocean/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error while running the Sample program in book
Hi Praveena, If your system can't find osgviewer and osgversion on the command line then you either have your path setup incorrectly or you don't have the library/programs installed. It's easily done. Check you OSG_BIN_PATH and PATH environment variables to make sure they're pointing at the right directory. Typing 'set' into the command prompt can help with this on windows. Hope that helps, Kim. On 15 May 2012 14:32, Praveena Sarathchandra pravee...@gmail.com wrote: Hi, I'm reading OpenSceneGraph 3.0 Beginners Guide. When I tried to run the first sample program, I get the following error: The program can't start because osg80-osgDBd.dll is missing But I have configured all environment variables correctly as given. %OSG_BIN_PATH% is declared and also appended to PATH. I could locate the particular file inside /bin directory. Here's the code: #include osgDB/ReadFile #include osgViewer/Viewer int main(int argc, char** argv){ osgViewer::Viewer viewer; viewer.setSceneData(osgDB::readNodeFile(cessna.osg)); return viewer.run(); } PS: I'm also trying to figure out why calling osgviewer and osgversion didn't work in CMD. Any idea? Thanks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- osgOcean - http://code.google.com/p/osgocean/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] When build new project, can not open osgOceanD.lib
Hi Han, In visual studio 2008 I usually add library directories and bin variables on a per project basis, by right clicking on the project name in the solution explorer selecting properties and editing the linker settings. Without going through your visual studio settings it's hard to say where you've gone wrong, but I would double check the path to the library that you've specified because this appears to be a simple case of Visual Studio not being able to find the lib file. K. On 26 March 2012 04:58, Han Wang wyh891...@yahoo.com.cn wrote: Hi, I'm a chinese student. I have complied the osgOcean successfully. I can run the oceanExample, and do everything in its applicantion.cpp. But now, I meet a problem: If I make a new project, when run the code, it alway declare an error: LINK : fatal error LNK1181: 无法打开输入文件“..\..\lib\Debug\osgOceanD.lib”, (Cannot open the input file:osgOceanD.lib) My osgOceanD.lib is located in F:\OSG\osgOcean\build\lib\Debug, and I also add this path to TOOLS―Option ―Directories- Library Files. In the Windows PATH, I add F:\OSG\osgOcean\build\bin\Debug. So, I need to know how to solve this problem. Thank you! Cheers, Han Following is the test code: #include osgViewer/Viewer #include osgDB/ReadFile #include osgGA/TrackballManipulator #include osgOcean/OceanScene #include osgOcean/FFTOceanSurface int main() { osg::ref_ptrosgViewer::Viewer viewer =new osgViewer::Viewer; viewer-setUpViewInWindow(150,150,1024,768,0);//setUpViewInWindow(150,150,1024,768,0); osg::ref_ptrosgOcean::FFTOceanSurface oceanSurface= new osgOcean::FFTOceanSurface(64,256,17,osg::Vec2(1.1f,1.1f),12.0f,1000.0f,0.8f,1e-8,true,2.5,10.f,256); osg::ref_ptrosgOcean::OceanScene oceanScene=new osgOcean::OceanScene(oceanSurface.get()); viewer-addEventHandler(oceanSurface-getEventHandler()); viewer-addEventHandler(oceanSurface-getEventHandler()); osgGA::TrackballManipulator *tb = new osgGA::TrackballManipulator; tb-setHomePosition(osg::Vec3f(0.0,0.0f,20.0),osg::Vec3f(0.0f,20.0f,20.0f),osg::Vec3f(0,0,1)); viewer-setCameraManipulator(tb); viewer-setSceneData(oceanSurface); viewer-run(); return 0; } This code is ok when copy to applicantion.cpp, but can't be use in new any projects. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46579#46579 Attachments: http://forum.openscenegraph.org//files/ll_334.png ___ 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] Highland fling!
Good luck, looks like you've hit top trumps with the weather today as well. K. On 28 April 2012 10:15, Jorge Izquierdo Ciges jori...@gmail.com wrote: I think i prefer my comfortable chair, good luck. 2012/4/28 Martin Naylor martinnay...@virginmedia.com Aye Robert, Good luck . I would collapse on the first hill J ** ** *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Robert Osfield *Sent:* 28 April 2012 05:18 *To:* OpenSceneGraph Users *Subject:* [osg-users] Highland fling! ** ** Hi all, Warning - non techy email! I have an early start this morning as I'm off to run in the Highland Fling 53mile ultra marathon. Route goes from outskirts of Glasgow then up along the bonnie banks of Loch Lomond, and finishing up in highland village of Tantrum. A beautiful route which I hope to complete in less than twelve hours, but who knows what today has in store for me - I have run this far before! One crazy day waits :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Raspberry pi
Nobody I know has been able to get hold of one let alone run anything on it yet! K. On 28 April 2012 12:08, Martin Naylor martinnay...@virginmedia.com wrote: Hi all, No not the type you eat :) http://www.raspberrypi.org/ I was just wondering if anyone has one of these yet and has had a go at getting OSG to run on it. It quite trim with only 256mb of ram, but I guess it must be similar to IPhone etc... It will support OpenGL ES 2.0, I do have one on order but they are like 'hens teeth' at the moment. There are variants of Linux available for it already. Here is the spec: SoC Broadcom BCM2835 (CPU, GPU, DSP, and SDRAM) CPU: 700 MHz ARM1176JZF-S core (ARM11 family) GPU: Broadcom VideoCore IV, OpenGL ES 2.0, 1080p30 h.264/MPEG-4 AVC high-profile decoder Memory (SDRAM): 256 Megabytes (MiB) Video outputs: Composite RCA, HDMI Audio outputs: 3.5 mm jack, HDMI Onboard storage: SD, MMC, SDIO card slot 10/100 Ethernet RJ45 onboard network Storage via SD/ MMC/ SDIO card slot. Cheers Martin ___ 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] Building new website, assistance appreciated!
I rather like the template. The front page is a bit sparse though, but then it is only a test so there may be more to come. I've always thought that a lot of the guidance pages on the old website, for example the getting started guide could be made a bit friendlier. They've always appeared to be a bit of a wall of text to me. Perhaps separating it into different sections based on operating system would help? I would be happy to help out with the website text or layout if needed. Regards, Kim. On 20 April 2012 13:34, Jordi Torres jtorresfa...@gmail.com wrote: Hi all, Hi had a bit of time to play with some joomla templates ( http://webkeux.com/osg/), and I decided for JA_purity template. The web is in its first stage, but speaking with robert we decided to put this in the community knowledge. This way others can chime in and say their opinion or whatever they want. There is not many information yet, but it's enough to judge the layout and colors, etc. We had to add many information, for example last svn commits, etc. I am awating for your opinion, don't be bad :). Thanks! Cheers. 2012/4/17 Chris Hanson xe...@alphapixel.com On Tue, Apr 17, 2012 at 10:27 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi All, I'm happy to add/change permissions of others, just let me know what you'd like to contribute to and what types of rights you think you'll need. I would like to be able to contribute in the future but as of this month I'm sort of swamped with other matters. You cans see from my TRAC history that I do try to keep the (old) site up to date and correct when and where I discover problems. -- 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 • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ 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] osgWidget performances
Whilst I haven't used osgWidget, I know we had a similar performance issue with picking when we didn't use an appropriate node mask for picking so that only the pickable objects in the scene are considered. I wonder if osgWidget has implemented one in it's pick handler. Regards, Kim. On 16 April 2012 16:19, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi all, I'm currently trying to find a performance improvement in osgWidget due to some lag we have in our application : We use osgWidget to manage some things at runtime, but we realized that performances were dropping in big scenes. Using profiler co, I found that the osgWidget::WindowManager::**pickAtXY function is very expensive in time... Here is my question : this method is called on every event, specially on mouse move and click, event if the mouse is not over Widgets... Is there any reason to make this ? Can this be improved, for example doing it only if the mouse is over the widgets, using a simple XY square test... Thanks for your answers. Regards, Vincent. -- __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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] [osgOcean] Dose anybody has other learing resources about osgOcean?
Hi Han, I'm the author of the code, if you can be more specific about what you want to know maybe I can help you. There isn't any documentation, only the example program to guide your way I'm afraid. Regards, Kim. On 6 April 2012 08:02, Han Wang wyh891...@yahoo.com.cn wrote: Hi, I find it difficult to learn the osgOcean by reading the source code only. In addition, the document of this code is not very specific. So, I need some other guidebook or some similar documents, which can help me to understand the osgOcean quickly(No special detailed). Thank you! Cheers, Han Wang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46894#46894 ___ 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] I made the libRocket GUI library usable with OSG
This looks really interesting, I shall check it out. Kim. On 27 March 2012 05:44, Martin Scheffler osgfo...@tevs.eu wrote: Hi, I can't read that last comment (not approved), but whatever the question: I am still improving osgLibRocket, subversion address: https://dtentity.googlecode.com/svn/trunk/source/osgLibRocket Recent improvements: * No longer re-adding osg geometry every frame, instead increasing/decreasing reference count on geometry, only removing geometry when not referenced during the frame * static compiling now possible * No longer holding geometries in a std::map for storage, instead using libRocket handles to hold geometry * Experimental: Use a shader to do screen transformation of libRocket geometries. No real performance gain, also scissoring does not work yet. Commented out in RenderInterface.cpp * Integration with dtEntity system: Use JavaScript in libRocket RML files; use libRocket elements as HUDs over osg scene elements to attach text, energy bars etc Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46604#46604 ___ 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] Read dae files with osg.
You'll need to make sure that you have a dll called osgdb_dae.dll in your plugins folder and that your OSG binary can find it. Generally speaking this problem is caused because you haven't set up the environment variables correctly so OSG can't find it's plugins on the path. Hope that helps, Kim. On 27 February 2012 01:16, Peterakos hay...@gmail.com wrote: Hello. First of all thnx for your answer. Watchig the list with projects in open scene graph solution, i notice there is a Plugins dae project. Even after building everything (using the all build project), my application is still unable to load dae files. I build for both release and debug mode. I get the same warning as before. My 3rd party binaries are visible and well recognized by CMake. Any ideas? Thnx. On 26 February 2012 17:54, Kim Bale kcb...@googlemail.com wrote: You will need to point CMake to the Collada libraries when you build the OpenSceneGraph project. I believe there's a copy of them in the prebuilt 3rd party dependencies that are distributed along side OSG. After that you you should get a DAE plugin inside of the OSG projects list. This will enable you to load collada files. Regards, Kim. On 26 February 2012 15:47, Peterakos hay...@gmail.com wrote: Hello. I have to load a .dae model in my scene and i was wondering if there is any code example. I use the following code osg::ref_ptrosg::Node root = osgDB::readNodeFile( bmw.dae ); but i get a warning: Could not find plugin to read objects from file bmw.dae. I have built OpenSceneGraph code, but there isn't any project for this extension in the solution's plugin project list. How can i proceed ? Thank you for your time. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Read dae files with osg.
You will need to point CMake to the Collada libraries when you build the OpenSceneGraph project. I believe there's a copy of them in the prebuilt 3rd party dependencies that are distributed along side OSG. After that you you should get a DAE plugin inside of the OSG projects list. This will enable you to load collada files. Regards, Kim. On 26 February 2012 15:47, Peterakos hay...@gmail.com wrote: Hello. I have to load a .dae model in my scene and i was wondering if there is any code example. I use the following code osg::ref_ptrosg::Node root = osgDB::readNodeFile( bmw.dae ); but i get a warning: Could not find plugin to read objects from file bmw.dae. I have built OpenSceneGraph code, but there isn't any project for this extension in the solution's plugin project list. How can i proceed ? Thank you for your time. ___ 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] Git Clients
Hi, Thanks for that, Tortoise style too. Perfect! K. On 18 February 2012 11:48, Wang Rui wangra...@gmail.com wrote: Hi Kim, TortoiseGit (http://code.google.com/p/tortoisegit/) is a good choice for windows users, and you have to install another Git console before installing it, such like msysgit. Regards, Wang Rui 2012/2/18 Kim Bale kcb...@googlemail.com Hi all, Slightly off-topic so I apologise, but with all this talk of moving OSG over to GIT I was thinking about having a go with it and see how it all works. So, can anybody recommend a good git client for windows? I've been using Tortoise for subversion for a long time and rather like it, so something similar would be good.. Cheers, Kim. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Git Clients
Hi all, Slightly off-topic so I apologise, but with all this talk of moving OSG over to GIT I was thinking about having a go with it and see how it all works. So, can anybody recommend a good git client for windows? I've been using Tortoise for subversion for a long time and rather like it, so something similar would be good.. Cheers, Kim. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] render function using event handler
Hi Rashad, All setOceanSurfaceHeight does is set the matrix of the transform that parents the ocean surface so that it translates the surface up or down. Take a look here: http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224 It also dirties the scene asking for a rebuild on the next update traversal. Regards, Kim. On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.comwrote: if (ea.getKey() == '+') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } if (ea.getKey() == '-') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() - 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } } If I press + water level is increased and for - water level is decreased the above code I had written is just setting ocean surface height. now I need to know which function is called after setting height using _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); what the osgOCean does to render the ocean with increased or decreased water level i tried gdb but cant trace what is happening.. I think some event is triggered after setting OceanSurfaceHeight but dont know where or how I hope the developers of osgOcean are viewing this mail and they will answer my question. Any pointers are greatly appreciated. Thanks in advance -- Regards, Rashad ___ 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] render function using event handler
It depends how accurate you want your calculation to be. An approximation would be to simply take the volume of the cuboid that forms between the seabed and the ocean surface. If you want a more accurate volume calculation then you'd have to take into account the shape of the waves and the seabed. I *think* one of the properties of the FFT ocean surface is that the average height will always be zero so you can treat it like a flat plane in your volume calculation. You might want to check that though it's been a while since I've looked at it in detail. If that's the case you only need to take into account the shape of the sea bed in your calculation. It is possible, but you'll have to work out the maths for that. Regards, Kim. On 12 February 2012 14:15, Mohammed Rashad mohammedrasha...@gmail.comwrote: thanks Kim. OK. after translate will it update window automatically what I want is partly done with osgOcean after increasing height I need to find the area that is under water. Is it possible is a big question but I have only one question Is it possile? and how On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.com wrote: Hi Rashad, All setOceanSurfaceHeight does is set the matrix of the transform that parents the ocean surface so that it translates the surface up or down. Take a look here: http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224 It also dirties the scene asking for a rebuild on the next update traversal. Regards, Kim. On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.comwrote: if (ea.getKey() == '+') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } if (ea.getKey() == '-') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() - 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } } If I press + water level is increased and for - water level is decreased the above code I had written is just setting ocean surface height. now I need to know which function is called after setting height using _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); what the osgOCean does to render the ocean with increased or decreased water level i tried gdb but cant trace what is happening.. I think some event is triggered after setting OceanSurfaceHeight but dont know where or how I hope the developers of osgOcean are viewing this mail and they will answer my question. Any pointers are greatly appreciated. Thanks in advance -- Regards, Rashad ___ 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 -- Regards, Rashad ___ 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] render function using event handler
Width x length x (Height of surface - height of seabed) K. On 12 February 2012 15:17, Mohammed Rashad mohammedrasha...@gmail.comwrote: On Sun, Feb 12, 2012 at 8:42 PM, Kim Bale kcb...@googlemail.com wrote: It depends how accurate you want your calculation to be. An approximation would be to simply take the volume of the cuboid that forms between the seabed and the ocean surface. how to get the cuboid that forms between seabed and oceansurface. Any pseudo code or something If you want a more accurate volume calculation then you'd have to take into account the shape of the waves and the seabed. I *think* one of the properties of the FFT ocean surface is that the average height will always be zero so you can treat it like a flat plane in your volume calculation. You might want to check that though it's been a while since I've looked at it in detail. If that's the case you only need to take into account the shape of the sea bed in your calculation. It is possible, but you'll have to work out the maths for that. Regards, Kim. On 12 February 2012 14:15, Mohammed Rashad mohammedrasha...@gmail.comwrote: thanks Kim. OK. after translate will it update window automatically what I want is partly done with osgOcean after increasing height I need to find the area that is under water. Is it possible is a big question but I have only one question Is it possile? and how On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.com wrote: Hi Rashad, All setOceanSurfaceHeight does is set the matrix of the transform that parents the ocean surface so that it translates the surface up or down. Take a look here: http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224 It also dirties the scene asking for a rebuild on the next update traversal. Regards, Kim. On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.comwrote: if (ea.getKey() == '+') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } if (ea.getKey() == '-') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() - 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } } If I press + water level is increased and for - water level is decreased the above code I had written is just setting ocean surface height. now I need to know which function is called after setting height using _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); what the osgOCean does to render the ocean with increased or decreased water level i tried gdb but cant trace what is happening.. I think some event is triggered after setting OceanSurfaceHeight but dont know where or how I hope the developers of osgOcean are viewing this mail and they will answer my question. Any pointers are greatly appreciated. Thanks in advance -- Regards, Rashad ___ 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 -- Regards, Rashad ___ 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 -- Regards, Rashad ___ 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] Visualize water on dem
Hi Mohammed, There's nothing particularly unique about the islands in osgOcean, they're a model like any other. You will need to set the nodemask on any model you include under OceanScene though to ensure they are included in the various effects. E.g. http://code.google.com/p/osgocean/source/browse/trunk/src/oceanExample/Scene.cpp#230 The example application in the osgocean source should give you an idea of how to combine your own models with osgOcean. Regards, Kim. On 9 February 2012 14:31, Mohammed Rashad mohammedrasha...@gmail.comwrote: i can visualize islands on osgocean this is exactly what i want but cant visualize my own islands how to generate islands for fitting in osgOcean or how to chnage osgOcean to fit my own dem generated using osgdem which is an ive file On Thu, Feb 9, 2012 at 5:59 PM, Mohammed Rashad mohammedrasha...@gmail.com wrote: fixed the issue by skipping setlocale VTBuilder/App.cpp 80 On Thu, Feb 9, 2012 at 5:45 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi I would suggest, that you compile http://code.google.com/p/vtp/ there you will see, how to lay roads ( they are similar to rivers, just consist of straight segments, and rivers from curved segments), if you use http://qt.nokia.com/products/developer-tools/ you would be able to visually set breakpoints and see, how roads are laid onto terrain. also - the project http://osgearth.org/ has code to combine different layers. the other one which might be of interest is http://www.osgvisual.org/projects/osgvisual/ so it is only by debugging someones code you would get idea, there is also FlightGear simulator which is built using osg - it also has rivers etc. You may ask where rivers are laid in code in FlightGear dev list.. you may also take a look at delta3d http://www.delta3d.org though old, this page seems appropriate http://www.delta3d.org/article.php?story=20051013142113452 it is not that easy, still, from my experience - looking for familiar words like road in code it is possible to set breakpoint or watchpoint ( that the variable changed somewhere ) and then figure out what happens. Also I would suggest to search for osg books ( they are available on the internet in pdf format ) from that books you would get a strong foundation to move forward. Best regards Sergey On Thu, Feb 9, 2012 at 3:27 PM, Mohammed Rashad mohammedrasha...@gmail.com wrote: Thanks Sergery. But I am a newbie to this OSG,OpenGL and 3D. But I am going to do my phd related to virtual reality which I think will help to contribute to OSG and entire community because I am on the open source coding part. I do C++ well. So If you have some free time with you. can you tell me a detailed step for visualizing water over dem. The mail you posted before may be a detailed step but not for a beginner like me. Thanks in advance On Thu, Feb 9, 2012 at 4:23 AM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi Rashad, in case you did not get reply from osgRiver author - few spare thoughts ( do not expect too much, just some ideas), I think, that the approach to render rivers over dem is many step task. 1) st you decide where river would be in 2D 2) nd compute intersections along river boundaries ( with some interval step ), and compute heigh of river ( river would be represented as a set of patches ) if it approximates those points ( the rivers could change it's height see code and first pdf I sent ) 3) if the error between terrain and river is big you should re tesselate the whole thing with new points basically you should change you dem so that river was below highest points along the 2D path ( when seen from above). how to re tesselate? I think, that it is possible to use http://gts.sourceforge.net/though tessellating square grid is trivial, then you can move internal points to height which are better suite your needs. then you can join your more tesselated patches with whole dem as described in http://hal.inria.fr/docs/00/41/62/21/PDF/eusipco09_3_1.pdf if still it gives too much error you might then develop a custom terrain using http://tetgen.berlios.de/ ( http://tetgen.berlios.de/features.html#F3 ) so that you place a lot of pixels on your terrain ( you might heigh test for heights between dem grid ) and also put desired height for river, then run tetgen over it to get new mesh, with this mesh placing river would be just rendering river patches after mesh is rendered. you might try to search for some code which performs similar operations ( maybe http://geodynamics.org/ ?) also take a look at http://code.google.com/p/vtp/ it is virtual terrain project, based on OpenSceneGraph, it should have some utilities to work with DEM. also see http://www.ruraltech.org/pubs/theses/mouton/mouton_ms_thesis.pdf http://www.geocarto.com.hk/cgi-bin/pages1/mar06/3_Maathuis.pdf Best regards Sergey On Tue, Feb 7, 2012 at 5:56 PM,
Re: [osg-users] Best usage of function: return ref_ptr or standard ptr?
Hi Juan, Returning a reference counted pointer is in general the safest thing to do as it ensures that the object will get deleted when it goes out of scope. A quick search of the osg-users will reveal a number of threads on the subject alternatively try the link below: http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html K. On 30 January 2012 21:45, Juan Herrera juan...@gmail.com wrote: Hi, I have a function which I want to return a group, with two alternatives: Code: osg::ref_ptr osg::Group returnGroup() { osg::ref_ptr osg::Group group = new osg::Group; ... return group; } Code: osg::Group * returnGroup() { osg::Group * group = new osg::Group; ... return group; } Which usage is better if garbage collection is desired? Thank you! Cheers, Juan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45134#45134 ___ 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] [osgOcean] how to set path to other resources folder?
Hi Bart, osgOcean uses the osgDB registry to find paths for resources. You can add additional path to that with the following code: osgDB::Registry::instance()-getDataFilePathList().push_back( resources/boat); There is an example of this in application.cpp http://code.google.com/p/osgocean/source/browse/trunk/src/oceanExample/application.cpp#303 Cheers, Kim. On 20 January 2012 01:35, bart gallet bartgal...@hotmail.com wrote: Howdy folks, Is there a way to tell osgOcean to look elsewhere for its resources folder? My applications are looking for the resources folder directly in the directory of its executable, but I have many different applications, and I would like to share just the one resources folder among them. I am using Windows 7 and Microsoft Visual Studio 2008. Any suggestions? Thank you! Cheers, bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44923#44923 ___ 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] [osgOcean] SkyDome with a repeating Texture2D
Hi Bawenang, * * I don't see a problem with that, the skydome class was only really created to dress up the example code. Regards, Kim. On 1 December 2011 11:46, Bawenang Rukmoko ben...@cs.its.ac.id wrote: Hi, First of all, I would like to ask a permission to use and modify the SkyDome used in the oceanExample and make it into a separate library. I know that it is not really a part of osgOcean library, but I reckon that the devs should be the same. So I asked the question here. Like the title above, I wanted to change the SkyDome and make it to use a repeating Texture2D instead of the TextureCubeMap. I need the SkyDome to display the starfield repeatedly, while also making the texture stretching be as natural as possible (ie. not overstretched like the current SkyDome). It still didn't work because it showed the color array of the SphereSegment geometry. The SphereSegment class is the same as the one in oceanExample. However, I've reworked the SkyDome class. This is my SkyDome class. Thank you! Cheers, Bawenang Code: SkyDome.h class OSGATMOSPHERE_EXPORT SkyDome : public SphereSegment { public: /** * Sky Dome Parameters struct * */ struct SkyDomeParams { float radius; unsigned intlongSteps; unsigned intlatSteps; std::string starfieldTexName; ///Ctor SkyDomeParams() //: radius(1) : radius(1900) , longSteps(4) , latSteps(4) , starfieldTexName() { } ///Ctor with params SkyDomeParams(float r, unsigned int longitudeStep, unsigned int latitudeStep, const std::string texName) //: radius(1) : radius(r) , longSteps(longitudeStep) , latSteps(latitudeStep) , starfieldTexName(texName) { } ///Copy Ctor SkyDomeParams(const SkyDomeParams copy) { this-radius = copy.radius; this-longSteps = copy.longSteps; this-latSteps = copy.latSteps; this-starfieldTexName = copy.starfieldTexName; } ///Assignment Op SkyDomeParams operator = (const SkyDomeParams copy) { this-radius = copy.radius; this-longSteps = copy.longSteps; this-latSteps = copy.latSteps; this-starfieldTexName = copy.starfieldTexName; return *this; } ///Dtor ~SkyDomeParams() { } }; SkyDome( void ); SkyDome( const SkyDome copy, const osg::CopyOp copyop=osg::CopyOp::SHALLOW_COPY ); SkyDome( float radius, unsigned int longSteps, unsigned int latSteps, const std::string starfieldTexName ); SkyDome( const SkyDomeParams skyDomeParams ); protected: ~SkyDome(void); public: void setupStateSet( ); void create( float radius, unsigned int latSteps, unsigned int longSteps, const std::string starfieldTexName ); void create( const SkyDomeParams skyDomeParams ); //++ BAWE-2028: SKYDOME /** * */ inline void setStarField( const std::string starfieldTexName ) { if (!mStarfieldTexture.valid()) { mStarfieldTexture = new osg::Texture2D; _setTextureParams( ); } _createTexture( starfieldTexName ); } void showPolyLine(bool isShowLine); //-- BAWE-2028: SKYDOME private: osg::ref_ptrosg::Program _createShader(void); void _setTextureParams( ); void _createTexture( const std::string starfieldTexName ); void _createFromParams(); SkyDomeParams mSkyDomeParams; boolmIsShowPolyLine; osg::ref_ptrosg::Texture2DmStarfieldTexture; }; Code: SkyDome.cpp SkyDome::SkyDome( void ) : mIsShowPolyLine (false) , mSkyDomeParams () { } SkyDome::SkyDome( const SkyDome copy, const osg::CopyOp copyop ): SphereSegment( copy, copyop ) { } SkyDome::SkyDome( float radius, unsigned int longSteps, unsigned int latSteps, const std::string starfieldTexName ) : mIsShowPolyLine
Re: [osg-users] starting with stencil buffer to achieve ray tracing
Hi Andrey, Just a thought, but wouldn't this only work for orthographic projections? I believe the traditional ray tracing approach to this problem is to use an octree. Kim. On 30 November 2011 17:53, Andrey Ibe xry...@gmail.com wrote: hello good people! i need a bit of advice ragarding some more advanced rendering techniques. advanced for me, anyway. i am trying to build a simple ray tracing application on top of the basic osgviewer program. to start off, i am trying to look at the loaded model and decide where to cast rays, e.g. i don't want to cast any rays where the model would be missed. i was thinking of using the stencil buffer and the first thing i need is to draw say white pixels where the model is and say black pixels where the model is not. then display this buffer as the frame buffer, you know what i mean. is this possible? i remember doing something similar with GLUT long, long time ago. //if i was able to do this kind of evaluation on the per-pixel basis, i think, i could add some more advanced features like the color of the first hit object (instead of white) and then maybe continue with some real ray tracing, as i mention in the following lines.// later on, according to where the model would be hit (the white pixels), i would cast rays using line intersectors. haven't thought about details here yet. it would be kind of any of you if you could give me some pointers, especially for the first part with the buffers that i am currently dealing with - is it even possible? is my concept good? - for my knowledge in this area has gotten very poor :( and i am also new to the osg. thank you very much in advance. Andrey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44140#44140 ___ 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] Finding whether a geode was culled
Hi Christian, I think there's a bit of confusion here. As Christian said above, the OSG doesn't know if some faces have been removed through back face culling because this is a driver feature. The OSG does however implement frustum culling by default, whereby objects outside of the view frustum are not rendered. There are ways of telling whether an object has been culled through this approach, but I can't remember exactly. It has been discussed on the forums before though. Hope that clears things up a bit. Regards, Kim. On 13 November 2011 18:04, Christian Noon cjn...@gmail.com wrote: Hi Aurelien, Gave it a try and still no luck. Just always comes back as false. Thanks though! -- Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43846#43846 ___ 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] Stereo and Render to Texture effects
Hi Farshid, I just did a quick test and you appear to be right. SceneView.cpp ~line 1099 Changing the following: _renderStageLeft-drawPreRenderStages(_renderInfo,previous); _renderStageRight-drawPreRenderStages(_renderInfo,previous); _renderStageLeft-draw(_renderInfo,previous); _renderStageRight-draw(_renderInfo,previous); To: _renderStageLeft-drawPreRenderStages(_renderInfo,previous); _renderStageLeft-draw(_renderInfo,previous); _ _renderStageRight-drawPreRenderStages(_renderInfo,previous); _renderStageRight-draw(_renderInfo,previous); Resolves the issue, allowing me to use the same FBO for both eyes. Robert, if you're reading this, shouldn't this be the correct behaviour for quad buffered stereo or is it designed this way to be consistent with the other stereo modes? I haven't yet looked at the implications for other stereo modes. Cheers, Kim. On 10 November 2011 16:43, Kim Bale kcb...@googlemail.com wrote: Hi Farshid, Thanks for your reply. Fortunately I'm working with quad buffered stereo so I'll have a dig around in the SceneView code and see if your idea works. Cheers, K. On 10 November 2011 16:14, Farshid Lashkari fla...@gmail.com wrote: Hi Kim, On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale kcb...@googlemail.com wrote: Is there a way of reusing the FBOs so that I don't need to duplicate them all for each eye? I couldn't seem to find a way of doing that without the previous data being overwritten. Which stereo mode are you using? I run into this problem a lot as well. I believe the reason the previous data gets overwritten is that osgUtil::SceneView explicitly calls RenderStage::drawPreRenderStages() on both eyes, before drawing the main render stage. You might be able to fix this by commenting out these calls and letting RenderStage::draw() take care of the prerender stages, depending on which stereo mode you are using. I believe these explicit calls are necessary for the anaglyphic and interlace stereo modes, because you wouldn't want the color/stencil mask affecting the prerender stages. However, for the split and quad buffer stereo modes, I don't believe these calls are necessary and it should be safe to comment those lines out. With a slight modification to SceneView::draw() it should be possible to get this working with anaglyphics/interlace modes as well. This is something that's been on my todo list for a while. Now might be a good time to try and tackle the issue :) Cheers, Farshid Regards, Kim. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stereo and Render to Texture effects
Dear all, A while back I had to write a dual depth peeling routine to deal with some particularly troublesome transparency issues. The effect worked well. However, in order to render this in stereo I had to create separate frame buffer objects for each eye and then use node masks control which were used for the left and right eyes. The problem, which is particularly evident with dual depth peeling, is that this uses an awful lot of video memory to store all the render targets. Is there a way of reusing the FBOs so that I don't need to duplicate them all for each eye? I couldn't seem to find a way of doing that without the previous data being overwritten. Regards, Kim. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo and Render to Texture effects
Hi Farshid, Thanks for your reply. Fortunately I'm working with quad buffered stereo so I'll have a dig around in the SceneView code and see if your idea works. Cheers, K. On 10 November 2011 16:14, Farshid Lashkari fla...@gmail.com wrote: Hi Kim, On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale kcb...@googlemail.com wrote: Is there a way of reusing the FBOs so that I don't need to duplicate them all for each eye? I couldn't seem to find a way of doing that without the previous data being overwritten. Which stereo mode are you using? I run into this problem a lot as well. I believe the reason the previous data gets overwritten is that osgUtil::SceneView explicitly calls RenderStage::drawPreRenderStages() on both eyes, before drawing the main render stage. You might be able to fix this by commenting out these calls and letting RenderStage::draw() take care of the prerender stages, depending on which stereo mode you are using. I believe these explicit calls are necessary for the anaglyphic and interlace stereo modes, because you wouldn't want the color/stencil mask affecting the prerender stages. However, for the split and quad buffer stereo modes, I don't believe these calls are necessary and it should be safe to comment those lines out. With a slight modification to SceneView::draw() it should be possible to get this working with anaglyphics/interlace modes as well. This is something that's been on my todo list for a while. Now might be a good time to try and tackle the issue :) Cheers, Farshid Regards, Kim. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean time control
I would work with the version in the trunk.. 1.0.1 is rather dated. I really do need to do a review and do a new release.. K. On 8 November 2011 16:06, bart gallet bartgal...@hotmail.com wrote: Hi J-S thanks for the information. Looking at the link you provided me, the code I have downloaded from http://code.google.com/p/osgocean/downloads/list is different (and has issues like nested protected classes which MSVC is complaining about). I have osgOcean 1.0.1, released on 03/11/09 - is there a later version available somewhere else? Cheers Bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43771#43771 ___ 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] [osgOcean] rendering off screen ocean scenes
Hi Bart, This is a fairly specialised use case for osgOcean and wasn't really considered in the initial design. osgOcean uses a custom cull traversal within ocean scene which controls all of the prerender and postrender passes. I fear that it may be this cull traversal that is messing up your pbuffer context. Take a look at the code in OceanScene in particular the cull traversal, maybe you'll be able to figure out a solution from that. Regards, K. On 6 November 2011 01:16, bart gallet bartgal...@hotmail.com wrote: Howdy all I am using OSG for generating synthetic environments for AI agents. The one I am working on in particular flies over water, so using osgOcean seems to be the right choice here. I have two views: one that chases the vehicle and one that is taken from the vehicle's payload (pan-tilt-zoom camera). I have a third context, a pbuffer, that is assigned to a camera slaved with the pan-tilt-zoom camera, so that I can easily ship the pixelbuffer to CPU space where the AI processes the images (according to what the pan-tilt-zoom camera sees). I have an issue though: for some reason the ocean scenery is not rendered in the pbuffer but I do see it in my chase view and in my pan-tilt-zoom view (to which my off screen camera is slaved). I just get the default blueish-purpleish background (my pixel data is 33f33f33f33f33f) in the saved images. However, if instead of the ocean scene I use a terrain loaded from a terrapage database, I am actually able to render the scene in my pbuffer. Does anybody know of an issue with rendering osgOcean off-screen? Also, I had to force my pan-tilt-zoom viewer to single threaded, because otherwise it didn't work (Windows Error #170: [Screen #0] GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current OpenGL rendering context. Reason: The requested resource is in use.). My system: Intel Core i7 CPU Q820, 8GB, Windows 7 (service pack1) NVIDIA Quadro FX 1800M and using latest release version of OSG. Thank you! Cheers, bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43717#43717 ___ 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] [osgOcean] rendering off screen ocean scenes
Hi Bart, The problematic ones are The cross hatch glare on the ocean surface Depth of field and lens distortion God rays .. I think that's it. All of which use pre and post render passes. Regards, Kim. On 7 November 2011 18:30, bart gallet bartgal...@hotmail.com wrote: Hi K Thanks for the tip. I'll look into it. I noticed that when I disable all shader based features, I am able to render it off screen (more or less). It looks like most of the special effects that depends on shaders are for underwater scenes which I am not using anyways. Cheers Bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43740#43740 ___ 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] ANN: osgBullet v2.0 RC available
Great news I'll check it out. K. On 13 October 2011 04:48, Paul Martz pma...@skew-matrix.com wrote: Hi all -- I'm pleased to announce that osgBullet v2.0 has release candidates available. I hope some of you will join in the testing of this, the first major refresh of osgBullet since its debut. Grab the featured download from osgbullet.googlecode.com, or check out from this URL: https://osgbullet.googlecode.**com/svn/tags/osgBullet_02_00_**00-rc2https://osgbullet.googlecode.com/svn/tags/osgBullet_02_00_00-rc2 Thanks for any and all feedback. osgBullet v2.00.00 Release Notes v2.00.00 is not backwards-compatible with osgBullet v1.xx. osgBullet-based applications and projects will need to port their code to the new version. Changes from v1.01.00 to v2.00.00 include the following: * The osgbBullet library has been replaced with two libraries: osgbCollision and osgbDynamics. Your project will need to link with the new libraries. The v2.00.00 contains an analogous change in the namespaces and header file directory structure. * By linking with osgbCollision, your osgBullet application can use Bullet for collision detection without a dependency on libBulletDynamics. The new collision example program demonstrates this usage. * The OSGToCollada class has been replaced by new rigid body creation convenience routines. See the osgbDynamics/RigidBody.h header file. Nearly all of the examples and tests use the new interface. A new library, osgbInteraction, has been added to allow user interaction with the physics simulation. The library contains the following classes: * The HandNode class features a fully articulated hand model that can be driven by a data glove or keyboard. Support for the P5 data glove is provided. * The DragHandler allows the user to drag rigid bodies using the mouse. * The LaunchHandler allows the user to fire objects into the scene. * The SaveRestoreHandler allows the user to capture the physics simulation at a particular point in time, then restore back to the capture point. * New examples demonstrate hinge and slider constraints. * The MotionState class now exposes routines to convert between Bullet collision object and OSG coordinates while correctly accounting for differences due to center of mass and scaling. * A new example, saverestore, demonstrates saving current physics state and restoring from file. * Many classes are now documented using Doxygen. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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] [osgOcean] Above Water Fog artifacts.
Hi Bawenang, At a quick glance, I can see the problem mix problem. Thanks for reporting it. With regard to the sky dome, you'll have to add the fogging code into the skydome shader, it can be found in the resources. The skydome was only really there for the example program and they've all be chosen to blend nicely with the fogging colour, obviously this doesn't suit all applications. However, one problem with fogging the sky dome is that all of the sky with be fogged, essentially creating a flat colour since the sky dome (in the example app) will always be a fixed distance, moving with the camera. K. On 7 October 2011 09:08, Bawenang Rukmoko ben...@cs.its.ac.id wrote: Hi, I've found some artifacts on the above water for scene shader. 1. When I tried implementing billboard tree with some transparent pixels, the transparent parts look not quite transparent. Like shown in the first picture. I believe it's because of these lines in the osgOcean_ocean_scene.frag: Code: float fogFactor = computeFogFactor( osgOcean_AboveWaterFogDensity, gl_FogFragCoord ); final_color = mix( osgOcean_AboveWaterFogColor, final_color, fogFactor ); And when I added a line in that shader like this: Code: float fogFactor = computeFogFactor( osgOcean_AboveWaterFogDensity, gl_FogFragCoord ); final_color = mix( osgOcean_AboveWaterFogColor, final_color, fogFactor ); final_color.a = textureColor.a; It worked like in the second picture. 2. I believe the fog is only implemented to the objects but not the sky dome (as can be seen in the third picture). How do I make it also work with the sky dome? Thanks. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43245#43245 ___ 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] [osgOcean] Culling and intersects with ocean and model...
Hi Michael, Nice looking simulator you've got there, it's great to see osgOcean in the wild. K. On 28 September 2011 01:28, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Michael, This process would be made much easier if ocean surface only created a new stateset if a previous one didn't exist. Is there a reason for recreating it? No reason other than laziness. If any attribute that's being stored in the stateset gets changed, rather than just changing that attribute (and potentially others that depend on it, and so on) and thus scattering the code that creates the state set in many different methods, we just dirty the state set which causes it to be recreated and repopulated in the next frame. You're welcome to do it differently if you want and submit the change. In fact it would really be nice if you could merge your technique into osgOcean's own code and submit the change. I'm sure many people would appreciate such functionality, if you have the time to do it. J-S -- __** Jean-Sebastien Guay jean-sebastien.guay@cm-labs.**comjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.**com/http://whitestar02.dyndns-web.com/ __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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] [osgOcean] A few question about alpha and osgOcean's shader
Hi Bawenang, I'm not 100% sure what you're trying to do, but I would say that the error is due to the floating point comparison, try testing for a small range rather than an explicit value. On a side note osgOcean uses a custom cull traversal ( http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#767) so I'm not sure how that would react to having prerender cameras added as children of ocean scene - It might work, but I haven't tested it. Regards, Kim. On 3 August 2011 08:50, Bawenang Rukmoko ben...@cs.its.ac.id wrote: Hi, I'm trying to get this shader to work: Code: #vertex void main( void ) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); } #fragment #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect colorTexture; const float alphaValue = 0.05; //The alpha value that indicates the part that will be visible. else gl_FragColor = vec4(0.0) void main( void ) { vec4 color = texture2DRect(colorTexture, gl_TexCoord[0].st); if(color.a == alphaValue) { gl_FragColor = vec4(1.0,0.0,0.0,1.0); } else gl_FragColor = vec4(0.0); } This shader is just the first pass (RTT camera pass) of what I intend to do. I am trying to implement a certain kind of shader into the scene. I am trying to isolate the part that the shader will work on by getting the alpha channel. If alpha channel = 0.05 then it will be rendered to a texture, if not then it will just be black. I've got lots of .ive models with the textures of 1.0 alpha and 0.05 alpha. However what I'm getting is just a blank black screen. I was thinking that maybe one of osgOcean's shader screwed up the alpha values or so. Can anybody help me with this please? Thanks a lot in advance. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41811#41811 ___ 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] [osgOcean] A few question about alpha and osgOcean's shader
There are two culls to ensure that the view dependent effects work with the composite viewer. In order to get prerender passes to work with multiple views each view has to have it's own FBOs to render to. The ViewData class stores this view dependent data so that it doesn't get overwritten. It's not quite finished yet, the post render effects don't currently work correctly with multiple views. It's something I've been working on but haven't finished yet. I would probably test for an alpha that is = 0.05. K. On 3 August 2011 10:23, Bawenang Rukmoko ben...@cs.its.ac.id wrote: Thanks for the reply. To put it simply what I wanted to do is similar to the glare shader in osgOcean. Whereas glare is decided by the luminance aux buffer that has the value of over or equal to osgOcean_GlareThreshold, my shader would be decided by the alpha channel of a 3D model's texture that equals to 0.05. BTW, about the culling traversal, I'm rather confused because there's the cull from: http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#767and then there's http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#1008 . kcbale wrote: Hi Bawenang, I'm not 100% sure what you're trying to do, but I would say that the error is due to the floating point comparison, try testing for a small range rather than an explicit value. On a side note osgOcean uses a custom cull traversal ( http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#767( http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#767)) so I'm not sure how that would react to having prerender cameras added as children of ocean scene - It might work, but I haven't tested it. Regards, Kim. On 3 August 2011 08:50, Bawenang Rukmoko () wrote: Hi, I'm trying to get this shader to work: Code: #vertex void main( void ) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); } #fragment #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect colorTexture; const float alphaValue = 0.05; //The alpha value that indicates the part that will be visible. else gl_FragColor = vec4(0.0) void main( void ) { vec4 color = texture2DRect(colorTexture, gl_TexCoord[0].st); if(color.a == alphaValue) { gl_FragColor = vec4(1.0,0.0,0.0,1.0); } else gl_FragColor = vec4(0.0); } This shader is just the first pass (RTT camera pass) of what I intend to do. I am trying to implement a certain kind of shader into the scene. I am trying to isolate the part that the shader will work on by getting the alpha channel. If alpha channel = 0.05 then it will be rendered to a texture, if not then it will just be black. I've got lots of .ive models with the textures of 1.0 alpha and 0.05 alpha. However what I'm getting is just a blank black screen. I was thinking that maybe one of osgOcean's shader screwed up the alpha values or so. Can anybody help me with this please? Thanks a lot in advance. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41811#41811 ( http://forum.openscenegraph.org/viewtopic.php?p=41811#41811) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org( http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41817#41817 ___ 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] Visual Assist X users?
Hi Chris, I've used a number of versions of visual assist, great bit of software, but they all have this problem. I've just got into the habit of typing '.' then backspace which puts things right and up the member functions. Since the utility functions aren't used that often it's not too annoying. So, not much help really sorry. K. On 28 June 2011 19:51, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: Any other OSG users on MSVC++ using Visual Assist X? I love it, but the automatic -/. correction gets confused about ref_ptr's ability to dereference the referenced object by - but access its own utility methods by . Anyone found a way to sort this out? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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] [osgOcean] osgOcean with Silverlining
I can't comment about Silverlining as I've not used it, but I suspect that if you wanted to use osgOcean's fullscreen effects such as glare, dof and god-rays etc. you will have some conflicts with osgPPU as those effects would not be managed by the osgPPU pipeline. Regards, Kim. On 3 June 2011 17:32, Micael Levesque micael_lesves...@hotmail.com wrote: Would this work with osgPPU as well? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40057#40057 ___ 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] 3d Models for free?
Hi Dimi, Sketchup allows you to export them as Collada files and then you can either read them with the DAE plugin or convert them using osgConv. Kim. On 1 June 2011 11:19, dimi christop dimi_chris...@yahoo.com wrote: Hi thanks for the tip, how do you convert the sketchup files into osg? Dimi - Original Message From: J.P. Delport jpdelp...@csir.co.za To: osg-users@lists.openscenegraph.org Sent: Wed, June 1, 2011 12:52:17 PM Subject: Re: [osg-users] 3d Models for free? Hi, I normally start here: http://sketchup.google.com/3dwarehouse/search?q=wind+turbinestyp=mbtnG=Search It's weird how if one types free anything into search engines the results are close to useless :( jp On 01/06/11 11:19, Torben Dannhauer wrote: Hi, does anyone know sites where I can get free 3d models? I'm searching models of wind turbine (land based and/or offs shore) to place them in my landscape (based on OpenStreetmap data). Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39991#39991 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL invalid operation error
Hi Paul, I can try this tomorrow at work as I have a quadro there. When you say you don't get the error using pure osgOcean code do you mean the ocean example? Regards, Kim. On 1 June 2011 17:04, Paul Palumbo paul1...@yahoo.com wrote: I'm getting the following warning: Warning: detected OpenGL error 'invalid operation' at end of Geometry::drawImplementation(). How do I narrow down what the problem is? I have OSG_GL_ERROR_CHECKING set to ONCE_PER_ATTRIBUTE. I only started seeing this warning when I switch from 260.19.21 of the NVIDIA driver to 270.41.06 (I have an FX 5800). I get this message when I'm using OSG 2.9.9 and OSG 2.9.12. I'm running with a version of the osgOcean code and my ocean doesn't seem to be displayed when I get this error. I get this with the VBO and non-VBO implementation. I also don't get this warning when I run the pure osgOcean code and I'm not having much success trying to isolate the problem. The problem seems to be associated with the ocean polygons. Any advice on how to debug this would be appreciated. I've been pulling my hair out for a week trying to figure this out. Anybody else having trouble with 270.41.06? Paul P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40013#40013 ___ 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] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)
Just jumping into this thread, I admit that I haven't read it all the way through, so hopefully this is relevant. What I have done to support things like specular maps and bump maps in models exported from Maya is to modify the dae loader found to support the extra tags that are added to the Collada file from OpenCollada exporter The OpenCollada exporter will add a bump tag to the dae file and also export a spec map to the specular material. Obviously this doesn't export shaders etc, so there still a bit of manual setup but it's a start. If you'd like the source changes I'm happy to let you have them. K. On 6 May 2011 15:11, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.comwrote: Hi Farshid, OK. The different ways you mention above, are they all currently supported by OSGExp? Meaning, the material name is exported? The object properties field is exported as descriptions you say? (I haven't gone through the code to OSGExp yet) Yes, all the methods I described are supported by the existing exporter. Question then, where do I go in Max to set these kinds of tags? Can you give me an example of what your artist would do to say that a given object (or a given material) has a normal map? Have you perhaps not seen this question? I would like to take the same approach as you as much as possible... Thanks, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ 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] osgOcean in CompositeViewer with multiple views
Hi J-S, Firstly thanks for the recent set of commits, much appreciated. Now onto your problem. I had a feeling that that there would be problems when using osgOcean with multiple views, largely because of the LOD system that it employs relying on the main camera. I've had a play with your composite viewer code and what I don't understand is why the reflection pass renders correctly in both views but not the refraction pass, they both use the same view matrix and despite the multiple render targets their implementations are the same. I wonder if it could be to do with the way that I get the current camera: osg::Camera* currentCamera = cv-getCurrentRenderBin()-getStage()-getCamera(); I understood this to take the view matrix from the root (main) camera but I'm unsure how it behaves with multiples views. But again since the reflection pass appears to work the same in both views I don't understand why this should differ for the refraction pass. My only experience with a multiview camera setup and FBOs is when I wrote an order independent transparency effect for a stereo work wall. In that case I discovered that I had to duplicate all FBOs for each eye otherwise it would simply take the last view that was rendered, that effect was simply rendering to a fullscreen quad though. When I was thinking about how to get osgOcean to work in stereo I came to the conclusion that I would need to implement a similar solution. Ultimately I think the ViewData approach you suggested is sound, it sounds like the solution mentioned above and I'm pretty sure it's needed to get the post processing effects to work as well. But I would be keen to dig a bit deeper to figure out why reflections work but refractions don't as this sounds like a bug somewhere. In the mean time I'll knock up a little test application to test the behaviour of FBOs and multiple views. Let me know your thoughts. K. On 15 April 2011 13:48, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi all, I'll be thankful for any comments / suggestions. One full day and no suggestions, so I'll assume that my idea of using an approach similar to the ViewDependentShadow techniques (with ViewData) is in the right vein, and I think I'll start working on that. I'd still appreciate any input on these issues. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ 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] [osgOcean] Culling and intersects with ocean and model...
Just to add a little: This covers a lot of the basics too, great set of tutorials that I recommend to everyone. http://www.ozone3d.net/tutorials/ http://www.ozone3d.net/tutorials/Regards, Kim. On 23 March 2011 01:37, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Tim, I appreciate the comments. Up to this point I do not yet know what a shader does for a living... except that I presumed it shaded surfaces somehow. So... that will be my first step... I wouldn't have known that they were involved in cutting (culling) unwanted sections of objects, except that I also presume that while navigating over the vertices of an object, one could force their wishes upon that object while traversing a plane within it. You'll undoubtedly come across more accurate and complete descriptions, but to get you started, here is my way of explaining it. Shaders are essentially small programs that get run by the GPU once per (different types of items the GPU processes). So for starters there are vertex shaders (executed once per vertex) and fragment shaders (executed once per fragment). BTW, that last one is called pixel shader in D3D land, but in OpenGL we call it by the more accurate name fragment shader. A fragment is a pixel that has passed the z buffer test, and so is sure to be written to the framebuffer. There are other types now (geometry and tessellation shaders) but the most used are vertex and fragment shaders. GPUs started as a big, unprogrammable stack of state variables that controlled a fixed pipeline. Now more and more stages of the GPU's pipeline are becoming programmable, and the means to program them is to write shaders. Is a shader the right place to do this kind of job? Are there other places/techniques? Shaders were the easiest place I could think of. I could have derived from osgOcean's geometry class (MipmapGeometry I think) and modified the actual geometry in OSG each frame to cut the shape of the boat's hull in the ocean surface, or just flatten the waves' geometry in the area occupied by the hull. That actually might be the best way of getting the exact shape of the hull, because when doing things on the GPU you're a bit limited in what you can do, but on the CPU the only limit would be the amount of time you're willing to spend per frame to do the cutting. And... I'm sure you or others might suggest the ultimate shading tutorial... Ahh... I see there is an osgShaders example... perhaps I will find clues to misusing them there. Jason already sent you the link to lighthouse3d, I also used that one when I was learning. It will show you the basics of writing lighting and texturing shaders, but from there you have to use your imagination to see what else you can do with them. For instance, when you get to the Statements and Functions page ( http://www.lighthouse3d.com/opengl/glsl/index.php?statements) , you'll see a quick description of the discard keyword. This is what I used in my ocean surface fragment shader to cut the ocean surface. Essentially, what I had was four uniform vec3 variables defining the corners of the rectangle I wanted to cut, and I did a simple point-in-rectangle test to see if the current fragment was inside that rectangle (making sure to use world space coordinates for both the rectangle corners and the fragment's position), and if it was I discarded it. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ 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] Collision Detection and getting intersection point between two object
1.Can OsgBullet integrate with my current application ? I don't know about the specifics of your application but I for one am using osgBullet in it's current form to compute collisions in several of my programs. 2.Does OsgBullet give me list of intersection point where two object node meet ? Yes. Regards, Kim. On 17 March 2011 06:36, manish Choudhary osgfo...@tevs.eu wrote: Hi, I really want to use Bullet library but before proceeding forward I have some question so that I don't face problem in future :- 1.Can OsgBullet integrate with my current application ? 2.Does OsgBullet give me list of intersection point where two object node meet ? I need Intersection point for generating texture coordinate of composite model(by joining two basic model), then Parameterization of Triangulated Surface Meshes(Composite model) and then texture mapping . I have never use bullet engine so please help me . ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37673#37673 ___ 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] Collision Detection and getting intersection point between two object
Try osgBullet: http://code.google.com/p/osgbullet/ I'm using it for collisions. Regards, Kim. http://code.google.com/p/osgbullet/ 2011/3/16 Sergey Polischuk pol...@yandex.ru Hi, Osg dont have this features, you should use another libraries for this (like physics simulation libraries). Cheers, Sergey. 16.03.2011, 13:36, manish Choudhary osgfo...@tevs.eu: Hi, I'm working on problem in which user develop composite shape like building , hut , table etc. by arranging basic shape like cylinder,cube,hemisphere etc. using picking operation. Right now basic shape overlap each other , which is not required in my application . Therefore I need collision technique to avoid these overlap . I also need corresponding set of intersection point where two object intersect during collision. So here are my questions : 1. How to perform collision in OSG ? any tutorial 2. How to get Intersection point where two object meet ? Can somebody please help me regarding this ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37640#37640 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] OceanExample - MakeTransform - Much different results with different boat model
Or you could make a small function that would find the bounding box of the model There's an app for that :) http://code.google.com/p/osgworks/ *osgwbvv:* A bounding volume visualizer to display bounding spheres and boxes. K. On 4 March 2011 02:49, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.comwrote: Hi Tim, I still would like to know the whys and wherefors and how comes surrounding this effect do different models have built in heights with respect to 0,0,0? It all depends on how the model was built in the modeling program... Clearly if one model's local origin (its own (0,0,0)) is 10 meters below the bottom of the hull, then when just naively placing it in the scene at the world origin, it will look like it's floating in the air... If you can't load the boat model in a modeling program, you can easily make a model that is just a plane at Z=0. Then load that along with your boat model, and see if the boat model floats high above that plane. There are a few solutions you could adopt to make sure this doesn't happen. You could make sure your models are built with a local origin that makes sense. For a boat it could be the center in XY, and Z at the normal waterline. For a car it might be in the center in XY, and Z at the bottom of the wheels. Or you could make a small function that would find the bounding box of the model (try the osg::ComputeBoundsVisitor) and then from that tries to find a correct position to move the local origin to, using a MatrixTransform to decorate your model's subgraph and setting that matrix to translate the local origin. For example if your boat was 10m higher than you wanted, the MatrixTransform would have a translation by (0,0,-10). Then you just pass that node as the new root of the model, and from then on the model will be placed correctly. This offset could also be stored in a config file, or you can save out the transform I just mentioned and use that instead of your previous model with a bad local origin. So, it's all about how your data was created. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] GDebugger Free Licence
Hi all, I recently noticed that gDebugger is now giving out free licences. http://www.gremedy.com/ It's a great tool so I thought I'd share the new for those that missed the release. Regards, Kim. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] material definition lost
Hi Mahendra, This look like you haven't taken into account the glare rendering in your shader. If you want the glare pass to ignore your model you need to set the value in the glare buffer to zero See: http://code.google.com/p/osgocean/source/browse/trunk/resources/shaders/terrain.frag#119 (From the trunk version which uses MRT). Regards, Kim. On 1 March 2011 09:14, Mahendra G.R mahen...@mahendragr.com wrote: Hi Kim, I have attached the screenshot ( http://tinypic.com/r/wwnqmp/7 ) of the image, can you please tell me why am i getting these water like highlights on the model, my shaders for the model just set a red color. Regards, Hi Kim, I have attached the screenshot of the image, can you please tell me why am i getting these water like highlights on the model, my shaders for the model just set a red color. Regards, On Wed, Feb 23, 2011 at 10:11 AM, Mahendra G.R mahen...@mahendragr.comwrote: Hi Kim, Sorry, i'm not at work, i can only send you on tuesday next week :( , thanks for your support. On Wed, Feb 23, 2011 at 10:06 AM, Kim Bale kcb...@googlemail.comwrote: Can you send a screenshot, it might shed some light on the matter. Kim. On 22 February 2011 16:33, Mahendra G.R mahen...@mahendragr.comwrote: Hi Kim, i wrote a really simple shader, which does nothing but assign red color to the model, but i see water like reflections on the model, thats why i'm confused :( , however, if i run the program with --disableShaders argument, then i loose all the nice effects and also the specular highlights on the model. Regards, On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.comwrote: Hi Mahendra, Regardless of whether there are any other shaders at work, if you attached a shader to your model it should override any other shaders bound before it. I don't really know what else to suggest, there are too many unknown variables for me to diagnose the problem. I don't know what shader you used, or what material properties your model has etc. Regards, Kim. On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.comwrote: Hi Kim, still no result :( , i wrote two shaders and attached it to my model, and disabled useDefaultShader flag, but still i see specular hightlight on the model, exactly like in the water, still some shader working somewhere?? Regards, On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R mahen...@mahendragr.com wrote: Yes, i will do that, thanks for your support Regards, On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.comwrote: If you are disabling the default shader then the lighting effects you see will be the result of the fixed function shading. You should look at the specular properties of the light and the material and check that they are not too high. K. On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.comwrote: Hi Kim, I disabled the default scene shader and now the model looks very specular, though i see some color, does light source has any effect here?, Thanks, Regards On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R mahen...@mahendragr.com wrote: Hello Kim, Thanks for the reply, i dont think its the problem with the shaders, but somehow the stateset of my model is being changed (i guess), Is there way to overcome this problem without disabling the shaders and loosing all those nice effects, basically my material ONLY has some color properties and nothing more!, btw, im using the osgOcean example file to load my model (does it matter?). Thanks, Regards On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.com wrote: Hi Mahendra, osgOcean uses shaders for most of it's rendering techniques. By default osgocean will apply a default shader to all children that are added to ocean scene. Certain effects like the glare and depth of field shaders and fogging rely on a shader implementation to ensure that the relevant render targets are filled. The default shader provided by osgocean is very basic as I cannot anticipate everyone's shader needs. Thus if you want the default shader to take into account particular material properties you can either override the defuault shader or attach shader directly to the node you wish to render. Alternatively you may choose to disable the default shader, ( http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599) however you will lose the DOF, glare and fogging effects if no other shader implementation is provided. Regards, Kim. On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.com wrote: Hi all, I'm using osgOcean and placing a model in the middle of the ocean, this model has some material properties (its basically a .ive file), when i load the model with osgViewer, its fine, i see all the colors etc. but when i render it placing it inside the ocean, i loose the features
Re: [osg-users] [osgOcean] White bar present in underwater scenes using unmodified osgocean 1.0.1 and osg 2.9.11
Hi Tim, Could you send a screenshot, as it's hard to picture the issue from the description. Cheers, Kim. On 25 February 2011 23:26, tim paige tpa...@interfacedisplays.com wrote: Hi, When moving underwater at long last... found that upon using the '-' key to move underwater... a white bar (which seems to accumulate from the shimmering surface when first going to the sub-surface) appears in the middle of the screen. I am using Win 7 and have compiled with MS vs 2010 and osg 2.9.11 source. What would cause such an anomaly? It ruins what would be a very nice scene... Thank you! Cheers, tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37154#37154 ___ 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] [osgOcean] Shader again.
Hi Bawenang, You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR. I'm not familiar with Delta3D but last time I heard about the osgOcean actor that was generated for it, it was using osgOcean 1.0. The version in the trunk now contains quite a few changes. The glare RTT camera simply takes the view and projection matrices from the main camera, so it shouldn't be behave any differently from your main camera. The glare is then rendered as a post render in a full screen quad. You can see an example of how to include additional elements into the scene in the OceanExample exe, take a look at the terrain and examine the shader that is attached to it. The shader shows you how to deal with the glare passes. Note: the version in the trunk is best for this. Regards, Kim. On 28 February 2011 06:25, Bawenang Rukmoko ben...@cs.its.ac.id wrote: No reply yet? I guess I've got to do this the hard way, researching them myself. :( Thanks anyway guys. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37165#37165 ___ 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] [osgOcean] Shader again.
You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR. *shouldn't K. On 28 February 2011 06:25, Bawenang Rukmoko ben...@cs.its.ac.id wrote: No reply yet? I guess I've got to do this the hard way, researching them myself. :( Thanks anyway guys. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37165#37165 ___ 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] material definition lost
Can you send a screenshot, it might shed some light on the matter. Kim. On 22 February 2011 16:33, Mahendra G.R mahen...@mahendragr.com wrote: Hi Kim, i wrote a really simple shader, which does nothing but assign red color to the model, but i see water like reflections on the model, thats why i'm confused :( , however, if i run the program with --disableShaders argument, then i loose all the nice effects and also the specular highlights on the model. Regards, On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.com wrote: Hi Mahendra, Regardless of whether there are any other shaders at work, if you attached a shader to your model it should override any other shaders bound before it. I don't really know what else to suggest, there are too many unknown variables for me to diagnose the problem. I don't know what shader you used, or what material properties your model has etc. Regards, Kim. On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.com wrote: Hi Kim, still no result :( , i wrote two shaders and attached it to my model, and disabled useDefaultShader flag, but still i see specular hightlight on the model, exactly like in the water, still some shader working somewhere?? Regards, On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R mahen...@mahendragr.comwrote: Yes, i will do that, thanks for your support Regards, On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.comwrote: If you are disabling the default shader then the lighting effects you see will be the result of the fixed function shading. You should look at the specular properties of the light and the material and check that they are not too high. K. On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.comwrote: Hi Kim, I disabled the default scene shader and now the model looks very specular, though i see some color, does light source has any effect here?, Thanks, Regards On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R mahen...@mahendragr.com wrote: Hello Kim, Thanks for the reply, i dont think its the problem with the shaders, but somehow the stateset of my model is being changed (i guess), Is there way to overcome this problem without disabling the shaders and loosing all those nice effects, basically my material ONLY has some color properties and nothing more!, btw, im using the osgOcean example file to load my model (does it matter?). Thanks, Regards On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.comwrote: Hi Mahendra, osgOcean uses shaders for most of it's rendering techniques. By default osgocean will apply a default shader to all children that are added to ocean scene. Certain effects like the glare and depth of field shaders and fogging rely on a shader implementation to ensure that the relevant render targets are filled. The default shader provided by osgocean is very basic as I cannot anticipate everyone's shader needs. Thus if you want the default shader to take into account particular material properties you can either override the defuault shader or attach shader directly to the node you wish to render. Alternatively you may choose to disable the default shader, ( http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599) however you will lose the DOF, glare and fogging effects if no other shader implementation is provided. Regards, Kim. On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.comwrote: Hi all, I'm using osgOcean and placing a model in the middle of the ocean, this model has some material properties (its basically a .ive file), when i load the model with osgViewer, its fine, i see all the colors etc. but when i render it placing it inside the ocean, i loose the features of the model. I read somewhere in the forum to try disabling the shaders and recompile osgOcean (though i felt it had nothing to do with the shaders, just gave a try), did anyone else try loading models in osgOcean ?? Regards, Mahendra -- http://www.mahendragr.com ___ 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 -- http://www.mahendragr.com -- http://www.mahendragr.com ___ 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 -- http://www.mahendragr.com -- http
Re: [osg-users] material definition lost
Hi Mahendra, osgOcean uses shaders for most of it's rendering techniques. By default osgocean will apply a default shader to all children that are added to ocean scene. Certain effects like the glare and depth of field shaders and fogging rely on a shader implementation to ensure that the relevant render targets are filled. The default shader provided by osgocean is very basic as I cannot anticipate everyone's shader needs. Thus if you want the default shader to take into account particular material properties you can either override the defuault shader or attach shader directly to the node you wish to render. Alternatively you may choose to disable the default shader, ( http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599) however you will lose the DOF, glare and fogging effects if no other shader implementation is provided. Regards, Kim. On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.com wrote: Hi all, I'm using osgOcean and placing a model in the middle of the ocean, this model has some material properties (its basically a .ive file), when i load the model with osgViewer, its fine, i see all the colors etc. but when i render it placing it inside the ocean, i loose the features of the model. I read somewhere in the forum to try disabling the shaders and recompile osgOcean (though i felt it had nothing to do with the shaders, just gave a try), did anyone else try loading models in osgOcean ?? Regards, Mahendra -- http://www.mahendragr.com ___ 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] Window re-size in osgOcean
Hi Mahendra, You need to provide your own resize handler but within it you can call setScreenDims to resize the framebuffers. See: http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#255 K. On 21 February 2011 14:55, Mahendra G.R mahen...@mahendragr.com wrote: Hi, Is there a way to make the osgOcean handle the resize events for the window?, i tried adding an event handler in the example file, but it only resizes the window or makes it full screen but the ocean scene remains the same size, where can i find the resize or wiindow handler for osgOcean?. Thanks, Regards -- http://www.mahendragr.com ___ 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] [osgOcean] Shader again.
Hi Bawenang, To my knowledge all the shaders work correctly. Can you be more specific? Regards, Kim. On 22 February 2011 13:04, Bawenang Rukmoko ben...@cs.its.ac.id wrote: Hi, I seem to stumbled a lot on osgOcean's shaders. I've got lots of graphics artefacts because of them. Can you point me to the ones that are actually working on them? I may need to disturb them a bit with my questions. Thanks. Oh yea BTW I've successfully made my own bloom shader. Here's the screenshot. :D Thank you! Cheers, Bawenang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36945#36945 Attachments: http://forum.openscenegraph.org//files/glow2_129.jpg http://forum.openscenegraph.org//files/glow_139.jpg ___ 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] material definition lost
No you can't use the glare and dof effects without using a shader, you will have to write your own shader to account for your material properties. You can use the default shader as the base and then include your own shading into that. btw, im using the osgOcean example file to load my model (does it matter?). No the behaviour will be the same. K. On 22 February 2011 13:09, Mahendra G.R mahen...@mahendragr.com wrote: Hello Kim, Thanks for the reply, i dont think its the problem with the shaders, but somehow the stateset of my model is being changed (i guess), Is there way to overcome this problem without disabling the shaders and loosing all those nice effects, basically my material ONLY has some color properties and nothing more!, btw, im using the osgOcean example file to load my model (does it matter?). Thanks, Regards On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.com wrote: Hi Mahendra, osgOcean uses shaders for most of it's rendering techniques. By default osgocean will apply a default shader to all children that are added to ocean scene. Certain effects like the glare and depth of field shaders and fogging rely on a shader implementation to ensure that the relevant render targets are filled. The default shader provided by osgocean is very basic as I cannot anticipate everyone's shader needs. Thus if you want the default shader to take into account particular material properties you can either override the defuault shader or attach shader directly to the node you wish to render. Alternatively you may choose to disable the default shader, ( http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599) however you will lose the DOF, glare and fogging effects if no other shader implementation is provided. Regards, Kim. On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.com wrote: Hi all, I'm using osgOcean and placing a model in the middle of the ocean, this model has some material properties (its basically a .ive file), when i load the model with osgViewer, its fine, i see all the colors etc. but when i render it placing it inside the ocean, i loose the features of the model. I read somewhere in the forum to try disabling the shaders and recompile osgOcean (though i felt it had nothing to do with the shaders, just gave a try), did anyone else try loading models in osgOcean ?? Regards, Mahendra -- http://www.mahendragr.com ___ 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 -- http://www.mahendragr.com ___ 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] material definition lost
If you are disabling the default shader then the lighting effects you see will be the result of the fixed function shading. You should look at the specular properties of the light and the material and check that they are not too high. K. On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.com wrote: Hi Kim, I disabled the default scene shader and now the model looks very specular, though i see some color, does light source has any effect here?, Thanks, Regards On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R mahen...@mahendragr.comwrote: Hello Kim, Thanks for the reply, i dont think its the problem with the shaders, but somehow the stateset of my model is being changed (i guess), Is there way to overcome this problem without disabling the shaders and loosing all those nice effects, basically my material ONLY has some color properties and nothing more!, btw, im using the osgOcean example file to load my model (does it matter?). Thanks, Regards On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.com wrote: Hi Mahendra, osgOcean uses shaders for most of it's rendering techniques. By default osgocean will apply a default shader to all children that are added to ocean scene. Certain effects like the glare and depth of field shaders and fogging rely on a shader implementation to ensure that the relevant render targets are filled. The default shader provided by osgocean is very basic as I cannot anticipate everyone's shader needs. Thus if you want the default shader to take into account particular material properties you can either override the defuault shader or attach shader directly to the node you wish to render. Alternatively you may choose to disable the default shader, ( http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599) however you will lose the DOF, glare and fogging effects if no other shader implementation is provided. Regards, Kim. On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.com wrote: Hi all, I'm using osgOcean and placing a model in the middle of the ocean, this model has some material properties (its basically a .ive file), when i load the model with osgViewer, its fine, i see all the colors etc. but when i render it placing it inside the ocean, i loose the features of the model. I read somewhere in the forum to try disabling the shaders and recompile osgOcean (though i felt it had nothing to do with the shaders, just gave a try), did anyone else try loading models in osgOcean ?? Regards, Mahendra -- http://www.mahendragr.com ___ 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 -- http://www.mahendragr.com -- http://www.mahendragr.com ___ 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] material definition lost
Hi Mahendra, Regardless of whether there are any other shaders at work, if you attached a shader to your model it should override any other shaders bound before it. I don't really know what else to suggest, there are too many unknown variables for me to diagnose the problem. I don't know what shader you used, or what material properties your model has etc. Regards, Kim. On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.com wrote: Hi Kim, still no result :( , i wrote two shaders and attached it to my model, and disabled useDefaultShader flag, but still i see specular hightlight on the model, exactly like in the water, still some shader working somewhere?? Regards, On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R mahen...@mahendragr.comwrote: Yes, i will do that, thanks for your support Regards, On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.com wrote: If you are disabling the default shader then the lighting effects you see will be the result of the fixed function shading. You should look at the specular properties of the light and the material and check that they are not too high. K. On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.com wrote: Hi Kim, I disabled the default scene shader and now the model looks very specular, though i see some color, does light source has any effect here?, Thanks, Regards On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R mahen...@mahendragr.comwrote: Hello Kim, Thanks for the reply, i dont think its the problem with the shaders, but somehow the stateset of my model is being changed (i guess), Is there way to overcome this problem without disabling the shaders and loosing all those nice effects, basically my material ONLY has some color properties and nothing more!, btw, im using the osgOcean example file to load my model (does it matter?). Thanks, Regards On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.comwrote: Hi Mahendra, osgOcean uses shaders for most of it's rendering techniques. By default osgocean will apply a default shader to all children that are added to ocean scene. Certain effects like the glare and depth of field shaders and fogging rely on a shader implementation to ensure that the relevant render targets are filled. The default shader provided by osgocean is very basic as I cannot anticipate everyone's shader needs. Thus if you want the default shader to take into account particular material properties you can either override the defuault shader or attach shader directly to the node you wish to render. Alternatively you may choose to disable the default shader, ( http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599) however you will lose the DOF, glare and fogging effects if no other shader implementation is provided. Regards, Kim. On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.comwrote: Hi all, I'm using osgOcean and placing a model in the middle of the ocean, this model has some material properties (its basically a .ive file), when i load the model with osgViewer, its fine, i see all the colors etc. but when i render it placing it inside the ocean, i loose the features of the model. I read somewhere in the forum to try disabling the shaders and recompile osgOcean (though i felt it had nothing to do with the shaders, just gave a try), did anyone else try loading models in osgOcean ?? Regards, Mahendra -- http://www.mahendragr.com ___ 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 -- http://www.mahendragr.com -- http://www.mahendragr.com ___ 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 -- http://www.mahendragr.com -- http://www.mahendragr.com ___ 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] osgOcean showing up black screen
Hi Markus, osgOcean uses a variety of cull masks within ocean scene to control what is allowed through various different camera passes. See line 95 OceanScene.cpp ( http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#95) ,_reflectionSceneMask( 0x1 ) // 1 ,_refractionSceneMask( 0x2 ) // 2 ,_normalSceneMask( 0x4 ) // 4 ,_surfaceMask( 0x8 ) // 8 ,_siltMask ( 0x10 ) // 16 ,_heightmapMask ( 0x20 ) // 32 With some bitwise ands and ors you should be able to get these masks to play nicely with your own cull masks. Although these variables have accessors they lack mutators at the moment, adding some setters in is pretty trivial and might be a useful addition to the library. Let me know if you have any more questions. Kim. On 18 February 2011 20:51, Markus Lacay markus.la...@gmail.com wrote: Hi, I am using osgocean in my scene and also using a cullmask on the camera. When I set the cullmask on the camera I get a black screen and can't see the scene at all. I've tried setting the nodemask of the osgocean node to the nodemask but this doesn't change anything. the ocean node renders fine when i don't have a cullmask set on the camera. Any idea why this is? I would very much like to use nodemasks for things like culling out certain nodes so I would appreciate the help. Thank you! Cheers, Markus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36845#36845 ___ 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] osgmovie and stereo
Hi Robert, I've wondered about this for a while - why does osgstereoimage map all the images to a curved plane? Have I missed something obvious about stereo images? Cheers. Kim. On 11 January 2011 17:14, Robert Osfield robert.osfi...@gmail.com wrote: Hi Vijay, You can play videos in stereo just fine, see the osgstereoimage for an example that use side by side images for the left and right images, and then uses cull masks to rendered alternate subgraphs that pick out the appropriate portion of the image for left and right eyes. Video's are just images that are updated by a background thread so all this code will work just fine. Present3D also has support for doing stereo image and videos. Robert. On Tue, Jan 11, 2011 at 4:52 PM, Vijay Kalivarapu vijayki...@gmail.com wrote: Hi, I have two live video streams that are set apart for left and right eye. Does anyone know if osgmovie can play them in active/passive stereo? If not, what is the best way to play two video streams in stereo? Thank you! Cheers, Vijay -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35543#35543 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] MS Kinect - official drivers available
Ha that's excellent. Love it. K. On 10 January 2011 10:16, Serge Lages serge.la...@gmail.com wrote: Hi, Here are our last experiments with Kinect : http://vimeo.com/18500457 Thanks to osgBullet for the physics ! Cheers, On Sun, Dec 26, 2010 at 7:13 PM, Christian Richardt christian.richa...@gmail.com wrote: Current Kinect drivers (libfreenect, SensorKinect) already expose the 640x480 depth map and the NITE skeleton tracker probably already uses this. The news about increased resolution is solely related to the data as used by Xbox games which are currently limited to 320x240 resolution, as far as I know. Christian. On Thu, Dec 23, 2010 at 6:12 PM, Christian Buchner christian.buch...@gmail.com wrote: Definitely nice! But to be really useful, the skeletton should include head position and possibly rotation and the angles of hand and feet. Then the motion could be realistically mapped onto a 3D avatar. I heard news that the resolution of Kinect might be increased to 640x480 by firmware update (some additional compression on the USB link). Then this might be feasible. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ 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] Postrendering Effects only with RTT?
You can also look at the osgOcean source. All of those effects have been implemented within OceanScene.cpp Kim. On 3 December 2010 09:01, Torben Dannhauer tor...@dannhauer.info wrote: Hi, osgPPU provides rendering effects you are searching for. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34472#34472 ___ 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] Blur effect on a dynamic scene
Hi Sajjadul, Blur effects are usually created as a post process effect whereby the scene is first rendered to a texture and then shaders are used blur the image. The result is then rendered to the screen as a full screen quad with the blurred texture map applied. You could do this on a key press by using either a switch or nodemask to swap between the normally rendered scene and the textured fullscreen quad. You may also want to look at osgPPU as it's designed for these sort of post processing effects. K. On 3 December 2010 14:48, Sajjadul Islam dosto.wa...@gmail.com wrote: Hello forum, I want to blur a dynamic scene with key press event. In that case i have to create a call back. Do i have to create subclass of the osg::Camera::DrawCallback ? And Do i have to set that subclassed call back class to the camera's final draw call back or post draw callback? These concepts are still blurry. It would be really nice to provide some references on these concepts. Thank you! Cheers, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34495#34495 ___ 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] [ANN] osgPango Bevel Effect
Hi Jeremy, I thought it was about time I gave osgPango a go, so I checked out osgCairo and pango from your googlecode repos. However, I'm having a small issue with compiling osgCairo - which I believe is a dependency of osgPango. The build fails on Util.cpp, it says it can't find the identifier cairock_create_embossed_surface in Util.cpp line 62. I'm building against the the cairo 1.10 source found here: http://www.gtk.org/download-windows.html on win32. Any hints? Cheers, Kim. On 27 November 2010 15:53, Jeremy Moles jer...@emperorlinux.com wrote: Hey guys, as a result of some very welcome and appreciated private funding on osgPango, it now has the ability to create rasterized (into the texture atlas) font bevel effects. http://jeremymoles.com/bevel2d.png http://jeremymoles.com/bevel3d.png Features coming along great! Next stop is to squash the dependency nightmare on windows by compiling everything statically using a custom CMake build for EVERYTHING. Wish me luck... ___ 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] [ANN] osgPango Bevel Effect
Hello again, Yep that fixed osgCairo. However, those changes have broken osgPango. :) You changed the interface for createEmbossedSurface in osgCairo, however you forgot to update the reference to it in osgPango. osgCairo::Util::CreateEmbossedSurface is called in Emboss.cpp line 34. It's missing the height, ambient, diffuse parameters that you just added in osgCairo. I'd add them myself and send it in but I'm unsure as to their purpose. Cheers. Kim. On 27 November 2010 20:29, Jeremy Moles jer...@emperorlinux.com wrote: On Sat, 2010-11-27 at 19:04 +, Kim Bale wrote: Hi Jeremy, I thought it was about time I gave osgPango a go, so I checked out osgCairo and pango from your googlecode repos. However, I'm having a small issue with compiling osgCairo - which I believe is a dependency of osgPango. The build fails on Util.cpp, it says it can't find the identifier cairock_create_embossed_surface in Util.cpp line 62. Whoops! Fixed. :) I'm building against the the cairo 1.10 source found here: http://www.gtk.org/download-windows.html on win32. I also use the gtk development bundle (for now) on Windows. This should be fine. Any hints? Cheers, Kim. On 27 November 2010 15:53, Jeremy Moles jer...@emperorlinux.com wrote: Hey guys, as a result of some very welcome and appreciated private funding on osgPango, it now has the ability to create rasterized (into the texture atlas) font bevel effects. http://jeremymoles.com/bevel2d.png http://jeremymoles.com/bevel3d.png Features coming along great! Next stop is to squash the dependency nightmare on windows by compiling everything statically using a custom CMake build for EVERYTHING. Wish me luck... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgPango Bevel Effect
Haha don't worry, I have no doubt it works :) Anyway, there's no hurry I'm just tinkering away with a glass of wine. I'll come back to this tomorrow. Regards, K. On 27 November 2010 21:39, Jeremy Moles jer...@emperorlinux.com wrote: On Sat, 2010-11-27 at 21:33 +, Kim Bale wrote: Hello again, Yep that fixed osgCairo. However, those changes have broken osgPango. :) You changed the interface for createEmbossedSurface in osgCairo, however you forgot to update the reference to it in osgPango. osgCairo::Util::CreateEmbossedSurface is called in Emboss.cpp line 34. It's missing the height, ambient, diffuse parameters that you just added in osgCairo. I'd add them myself and send it in but I'm unsure as to their purpose. BAH! :) I have all this fixed at home on my machine with the NVidia hardware, but I'm cold-committing these changes from WORK on my Intel. As soon as I get home I'll work this all out and get back to you... The documentation for emboss can be found in cairocks.h (it's an svn:external in osgCairo in the ext/ directory), but it is somewhat wanting. :) I have to get this all updated for my client anyways, so just hang in there for a bit and I'll have it all sync'd up. IT DOES WORK, though; we got screenshots to prove it. Cheers. Kim. On 27 November 2010 20:29, Jeremy Moles jer...@emperorlinux.com wrote: On Sat, 2010-11-27 at 19:04 +, Kim Bale wrote: Hi Jeremy, I thought it was about time I gave osgPango a go, so I checked out osgCairo and pango from your googlecode repos. However, I'm having a small issue with compiling osgCairo - which I believe is a dependency of osgPango. The build fails on Util.cpp, it says it can't find the identifier cairock_create_embossed_surface in Util.cpp line 62. Whoops! Fixed. :) I'm building against the the cairo 1.10 source found here: http://www.gtk.org/download-windows.html on win32. I also use the gtk development bundle (for now) on Windows. This should be fine. Any hints? Cheers, Kim. On 27 November 2010 15:53, Jeremy Moles jer...@emperorlinux.com wrote: Hey guys, as a result of some very welcome and appreciated private funding on osgPango, it now has the ability to create rasterized (into the texture atlas) font bevel effects. http://jeremymoles.com/bevel2d.png http://jeremymoles.com/bevel3d.png Features coming along great! Next stop is to squash the dependency nightmare on windows by compiling everything statically using a custom CMake build for EVERYTHING. Wish me luck... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgocean agressive memory leaks
Hi Daniel, If you could try and start a new thread for separate problems I would appreciate it. It makes it easier for other people to locate and solve similar issues. I'm not sure what Silverlining is, or how you're adding it to the scene. If you could provide more information I might be able to help. Regards, Kim. On 23 November 2010 16:20, Daniel Correia doncorr...@yahoo.com.br wrote: Hi Nick, I am new to OSG and I'm trying to use OsgOcean with Silverlining. I am using the osgocean example and removed the skydome, and now I'm trying to add the code of silverlining example to to my new project. The project builds and run, but no sky is visible. I think it has something to do with the right time to render the sky, but I'm a little lost in what to do next. Can you help me? Thanks! Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33990#33990 ___ 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] [osgOcean] increase ocean view range
If you modify the third parameter of FFTOceanSurface which is called numTiles you will be able to increase the number of tiles that make up the ocean surface and thus the range. Increasing the number of tiles will have a direct effect on performance. You may wish to try the new vbo technique in the trunk to reduce update times. Regards, Kim Sent from my iPhone On 15 Nov 2010, at 16:16, Shen Qing fl...@yahoo.cn wrote: are you worked it out? amigoface wrote: yes from the osgapp example Code: _oceanSurface = new osgOcean::FFTOceanSurface( 64, 256, 17, windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy, choppyFactor, 10.f, 256 ); i tried before to increase some of these value but i got a very strange and horrible effect since i don't know each parameter value correspondence for example i tried this before Code: _oceanSurface = new osgOcean::FFTOceanSurface( 128, 512, 33, windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy, choppyFactor, 10.f, 256 ); i can't put screens now beacause i don't have my dev machine -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33751#33751 ___ 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] Render to AVI
Hi Robert, If it's just for a demo video, try Fraps. (http://fraps.com/) I've used it to capture OSG demo videos before and it works nicely for that. Otherwise look at the osgscreencapture demo. Kim. On 19 October 2010 14:10, Robert Gosztyla robert.goszt...@gmail.com wrote: Hi, I'm looking for some plugin (or other feature), which renders osg scene to avi file (i need to prepare some kind of avi demo). Is there any mechanism in osg to do that? Or i have to use some screen graber, render to texture or similar tool? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32856#32856 ___ 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] osgOcean call for testing and future
Hi Martin, Yeah this is my fault, I shouldn't have committed the file delete its part of an update that will be coming today. I'll fix this at lunchtime. K. On 14 October 2010 10:55, Martin Naylor martinnay...@virginmedia.comwrote: Hi JS, I am receiving the following error in trying cmake. CMake Error in src/osgOcean/CMakeLists.txt: Cannot find source file osgOcean_gaussian1.vert. Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx Gaussion2.vert is also missing from the svn? Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: 12 October 2010 15:33 To: OpenSceneGraph Users Cc: Kim C Bale Subject: [osg-users] osgOcean call for testing and future Secondly, I have recently reintegrated some changes I'd made locally over a few months into osgOcean trunk, and was considering making a release soon in order to keep the project moving forward. If anyone is using osgOcean 1.0.1 and would like to help me out a bit, could you just download the SVN trunk and test it out in your apps? The URL is: http://osgocean.googlecode.com/svn/trunk/ ___ 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] osgOcean call for testing and future
Hi J-S, You seem keen on working on things all by yourself, are you sure I can't help, at least on documentation? Haha yes of course you can help with the documentation. I only jumped in the first two since I'd already started them. I haven't really given the documentation much thought yet, but if you can identify some good cases to document go for it. It might also be a good idea to cast your eye over the new scripting stuff I just committed, you may think of a better way of doing it. Regards, Kim. On 14 October 2010 03:07, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Kim, You seem keen on working on things all by yourself, are you sure I can't help, at least on documentation? In that past two days I went from thinking I was going to take over the project entire (at least for the next release or two) to you coming back and doing everything yourself! It's kind of a dramatic change of direction for me, and I would have thought you would welcome the help and delegate a bit of the 3 item list I made in my previous message :-) That said, it's good to see activity on the project :-) J-S On 10/13/2010 5:04 PM, Kim Bale wrote: Hi J-S, I think the python route would be the best actually, most developers will already have a python installation, and I would expect they would only need to run the script if they change shaders, otherwise the C++ files would stay the same. I was thinking of doing something like that myself. Up to you if you'd rather tackle it. I've just implemented this and will commit tomorrow once I've gone through it to make sure I haven't missed anything. 1. Give the VBO technique more testing with a focus on eliminating artifacts. If the technique is a step forward in performance but it has some significant artifacts then it will be less likely to be used in production applications - the performance gains will likely be overlooked. I concur, I'll merge it in over the weekend and see what can be done. 2. Clean up the shader code duplication with an automatic generation scheme. Again python would be my choice. 3. Expand on the usage documentation on the wiki, and perhaps include some documentation in the release tarball/zip as well. Well 2 is done and 3 shouldn't take too long, I'll chip away at it in the evenings. On a separate subject, we promised to have a look at Quintijn Hendrickx's osgRiver code to see if it would make sense for inclusion into osgOcean. Absolutely, I feel rather bad about this actually. It's a fairly substantial chunk of code and requires a fair amount of thought design wise. I kind of think it might be possible for to exist as a separate library, but with so many shared shader effects it seems silly to duplicate the code. Will definitely address this after this release. K. On 13 October 2010 01:21, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com mailto:jean-sebastien.g...@cm-labs.com wrote: Hi Kim, Great to know everything is all right. I understand one can get burnt out on a particular project after a while, you didn't go into specifics and I totally understand that it may be a delicate subject but I'm glad to see you back at it once again! :-) So to your changes. The change to the way the shaders are integrated is a good approach in fact, the shader integration has troubled me for a while. My goal with inlining the shader code was to keep the library as compact as possible. However, it soon became a maintenance nightmare - people were submitting shader fixes and only editing either the inline code or the external files and keeping track of which version was correct was becoming very difficult. I agree 100%. I've already done some work to address this. So what I will do is augment your approach with a pre build script which will read the external shader files and generate headers which contain the shader code that are then included in the build. This should go some way to preventing any discrepancies between inline shaders and external shaders. I have already written batch scripts to do this in windows, and I think I made some progress in writing a similar bash script for linux too but I'm not sure whether I finished it. I'll have to have a dig around. Thinking about this, more recently I've starting using python as my scripting language of choice - I'd be keen to use python to do this but I'm not sure how people would feel about the additional build dependencies.. do you have any thoughts on this? Simply put it would make my life a bit easier since I'm windows based and testing bash scripts is a bit of a pain. I think the python route would
Re: [osg-users] osgOcean call for testing and future
Download the resources rar from here: http://code.google.com/p/osgocean/downloads/list K. http://code.google.com/p/osgocean/downloads/detail?name=osgOcean-Resources-1.0.1.rarcan=2q=#makechanges On 14 October 2010 13:03, Martin Naylor martinnay...@virginmedia.comwrote: HI Kim, Yeah that done the trick, another quick question, where do I get islands.ive from? Cheers Martin. *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Kim Bale *Sent:* 14 October 2010 12:49 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] osgOcean call for testing and future This should be fixed now. Note: the new CMake build uses a Python 2.7 script as a prebuild routine. Regards, Kim. On 14 October 2010 11:17, Martin Naylor martinnay...@virginmedia.com wrote: Cheers Kim, I will give it another go later Martin. *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Kim Bale *Sent:* 14 October 2010 11:07 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] osgOcean call for testing and future Hi Martin, Yeah this is my fault, I shouldn't have committed the file delete its part of an update that will be coming today. I'll fix this at lunchtime. K. On 14 October 2010 10:55, Martin Naylor martinnay...@virginmedia.com wrote: Hi JS, I am receiving the following error in trying cmake. CMake Error in src/osgOcean/CMakeLists.txt: Cannot find source file osgOcean_gaussian1.vert. Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx Gaussion2.vert is also missing from the svn? Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: 12 October 2010 15:33 To: OpenSceneGraph Users Cc: Kim C Bale Subject: [osg-users] osgOcean call for testing and future Secondly, I have recently reintegrated some changes I'd made locally over a few months into osgOcean trunk, and was considering making a release soon in order to keep the project moving forward. If anyone is using osgOcean 1.0.1 and would like to help me out a bit, could you just download the SVN trunk and test it out in your apps? The URL is: http://osgocean.googlecode.com/svn/trunk/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean call for testing and future
Hi J-S, I think the python route would be the best actually, most developers will already have a python installation, and I would expect they would only need to run the script if they change shaders, otherwise the C++ files would stay the same. I was thinking of doing something like that myself. Up to you if you'd rather tackle it. I've just implemented this and will commit tomorrow once I've gone through it to make sure I haven't missed anything. 1. Give the VBO technique more testing with a focus on eliminating artifacts. If the technique is a step forward in performance but it has some significant artifacts then it will be less likely to be used in production applications - the performance gains will likely be overlooked. I concur, I'll merge it in over the weekend and see what can be done. 2. Clean up the shader code duplication with an automatic generation scheme. Again python would be my choice. 3. Expand on the usage documentation on the wiki, and perhaps include some documentation in the release tarball/zip as well. Well 2 is done and 3 shouldn't take too long, I'll chip away at it in the evenings. On a separate subject, we promised to have a look at Quintijn Hendrickx's osgRiver code to see if it would make sense for inclusion into osgOcean. Absolutely, I feel rather bad about this actually. It's a fairly substantial chunk of code and requires a fair amount of thought design wise. I kind of think it might be possible for to exist as a separate library, but with so many shared shader effects it seems silly to duplicate the code. Will definitely address this after this release. K. On 13 October 2010 01:21, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Kim, Great to know everything is all right. I understand one can get burnt out on a particular project after a while, you didn't go into specifics and I totally understand that it may be a delicate subject but I'm glad to see you back at it once again! :-) So to your changes. The change to the way the shaders are integrated is a good approach in fact, the shader integration has troubled me for a while. My goal with inlining the shader code was to keep the library as compact as possible. However, it soon became a maintenance nightmare - people were submitting shader fixes and only editing either the inline code or the external files and keeping track of which version was correct was becoming very difficult. I agree 100%. I've already done some work to address this. So what I will do is augment your approach with a pre build script which will read the external shader files and generate headers which contain the shader code that are then included in the build. This should go some way to preventing any discrepancies between inline shaders and external shaders. I have already written batch scripts to do this in windows, and I think I made some progress in writing a similar bash script for linux too but I'm not sure whether I finished it. I'll have to have a dig around. Thinking about this, more recently I've starting using python as my scripting language of choice - I'd be keen to use python to do this but I'm not sure how people would feel about the additional build dependencies.. do you have any thoughts on this? Simply put it would make my life a bit easier since I'm windows based and testing bash scripts is a bit of a pain. I think the python route would be the best actually, most developers will already have a python installation, and I would expect they would only need to run the script if they change shaders, otherwise the C++ files would stay the same. I was thinking of doing something like that myself. Up to you if you'd rather tackle it. Instead of headers I would suggest one or more .cpp file(s) that would define say const char* osgOcean_water_surface_fragment_source = ...; and then the FFTOceanSurface.cpp file would refer to that symbol and it would be resolved at link time. A header suggests it would be part of some public interface, which is not the case here. The ocean update callback is also a good approach, although I'll have to make sure to document it on the wiki otherwise it'll be missed. Good point, I was actually also thinking of doing a documentation pass because I think we're missing a kind of high-level document that explains a few use cases and what should work (in particular it would be nice to explain how to use osgOcean with osgShadow). Once again I can do this in the near future, before we do the next release. Since my last update I have fixed the VBO ocean technique so I'll commit that. I was rather disappointed by the performance gain though I noted a 10% drop on the draw traversal and a 80% drop in the update but no significant change in the frame rate. It also has the side effect of creating strange normals on the low resolution tiles. I'm rather dubious as to whether I've implemented the VBO update
Re: [osg-users] osgOcean call for testing and future
Hi J-S, I am here, alive and well and I must apologise for my absence. It's lovely to know that I'm missed when I'm absent though so thanks for your concern. :) Firstly I'll explain my inactivity, over the past few months I got burnt on a couple of osgocean contract jobs and consequently became rather disenchanted with the whole open source thing and took a bit of a break from it all. However, I think it's time to get back on it. It's my baby and I don't want it to become another stale open source project. So to your changes. The change to the way the shaders are integrated is a good approach in fact, the shader integration has troubled me for a while. My goal with inlining the shader code was to keep the library as compact as possible. However, it soon became a maintenance nightmare - people were submitting shader fixes and only editing either the inline code or the external files and keeping track of which version was correct was becoming very difficult. I've already done some work to address this. So what I will do is augment your approach with a pre build script which will read the external shader files and generate headers which contain the shader code that are then included in the build. This should go some way to preventing any discrepancies between inline shaders and external shaders. I have already written batch scripts to do this in windows, and I think I made some progress in writing a similar bash script for linux too but I'm not sure whether I finished it. I'll have to have a dig around. Thinking about this, more recently I've starting using python as my scripting language of choice - I'd be keen to use python to do this but I'm not sure how people would feel about the additional build dependencies.. do you have any thoughts on this? Simply put it would make my life a bit easier since I'm windows based and testing bash scripts is a bit of a pain. The ocean update callback is also a good approach, although I'll have to make sure to document it on the wiki otherwise it'll be missed. I had implemented a method aimed at achieving the same thing a few months back but yours is more extensible so I'm happy to use that. Since my last update I have fixed the VBO ocean technique so I'll commit that. I was rather disappointed by the performance gain though I noted a 10% drop on the draw traversal and a 80% drop in the update but no significant change in the frame rate. It also has the side effect of creating strange normals on the low resolution tiles. I'm rather dubious as to whether I've implemented the VBO update correctly so it would be good to see if improvements could be made there. Lastly I have some minor changes to the example application, just some housework to make it easier to read and test the VBO technique. I'll make a push to get these committed over the weekend, and will of course give your recent commits a thorough testing. Given the amount of fixes that have come in since 1.0.1 I think osgocean is due for another release so I'll make these changes asap and focus on getting another release out. Thanks again, Kim. On 12 October 2010 16:42, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi all, Just a quick update: First of all, would anyone have heard from Kim lately? I have no other means to communicate with him than the e-mail address I was using all this time, and I'm wondering if something may have happened on a more personal level (other than just changing jobs/interests which surely may happen). So if anyone has a way to reach Kim, just to let us know everything's all right, I'd appreciate it. Nick sent me his phone number and I just spoke to Kim, seems I didn't have to be concerned. He'll probably send us a message soon, but I wonder if some erroneous e-mail filtering might be involved... Sorry for sounding alarmed, seems all is OK. Now that that's out of the way, if anyone is interested in testing osgOcean trunk, we'll probably want to make a release in the near future. Thanks, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Using BRDF technique instead of tiling.
Hi Torben, Yes this was posted a little while a go, I've had the demo application on my desktop for a while now and it's very nice indeed. I've had a look at the source and shader code and it would be pretty easy to integrate as a new oceantechnique in osgocean. I've long thought about adding a projected grid technique into osgocean - it's just finding the time to do it. It's definitely on my list of things to do. Kim. On 16 June 2010 18:21, Torben Dannhauer z...@saguaro-fight-club.de wrote: Hi, has anyone read this paper and thought about integration in osgOcean? http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.publi_arti...@125fe8a8322_1ac3379/article.pdf The demo-application looks great, maybe it could be used for osgOcean to avoid ocean tiling but preserve the ability to zoom out up to global views from space. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29032#29032 ___ 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] QT and Horizontal Split Stereo
Hello all, I have a bit of a tricky problem which I hope some of you can assist with. I've recently moved our stereo graphics development over to QT and found this to work very well when we're using our quad buffered active stereo screens. However, I hit a rather perplexing snag when I was asked to get the same applications working with a passive stereo setup that uses a horizontal split stereo over two projectors. The problem is that in order for it to display correctly with horizontal split I would need to duplicate the QT interface on both screens and then obviously have the OSG widget display the left and right eye on their respective screens. This sounds like a bit of a mess to me and would require big changes in our QT framework. My thinking is that dual-projector passive stereo setups that use a horizontal or vertical split format are fairly common so someone must have got them working with a windowing interface before. So, if anybody has any pointers on a smart way to proceed I would be very grateful to hear them because at the moment I'm rather stuck :) Cheers, Kim. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [jobs] 3D Research Programmer - Glasgow School of Art
Hi folks, We're currently looking for a 3D Research Programmer to join us in the Digital Design Studio at the Glasgow School of Art. I know a lot of you are working in research institutions so hopefully this job advert will be of interest to some of you. What's not mentioned in the advert is that we have recently moved all of our graphics development over to OpenSceneGraph so any experience with OSG is a big plus for prospective candidates. I'll post this on the jobs section on the osg wiki once I've got my 'edit' privileges sent to me. Regards, Kim. -- Details: Working in The Digital Design Studio (DDS), the largest research centre at the Glasgow School of Art, you will be expected to win research funding but also be actively engaged in commercial and research activities associated with Realtime simulation within a range of sectors. Educated to at least higher degree level (or equivalent), you will be research active and will have extensive experience in computer programming with particular relevance in advanced visualization, virtual reality applications or virtual environments. An emphasis on interaction and experience of handling large datasets capable of real-time viewing is desirable. Closing date for submission of completed applications is: 2nd July 2010 More info here: http://www.jobs.ac.uk/job/ABF195/realtime-3d-research-programmer/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] OSGOcean reflection is not mirrored
Hi Chris, How old is this post?! The height of the reflection clip plane is set in OceanScene.cpp around line 412. osg::ClipPlane* reflClipPlane = new osg::ClipPlane(); reflClipPlane-setClipPlaneNum(0); reflClipPlane-setClipPlane( 0.0, 0.0, 1.0, -getOceanSurfaceHeight() ); _reflectionClipNode = new osg::ClipNode; It should be pretty easy to add a mutator to offset it, if you do send it in and I'll merge it. Also have you tried the version in the trunk? I fixed a strange reflection issue a while back where it seemed that you were seeing the interior but in fact it was due me forgetting to disable back face culling on the reflection pass. Details here: http://code.google.com/p/osgocean/issues/detail?id=19can=1q=reflection K. On 24 May 2010 18:34, Chris Innanen f...@nonsanity.com wrote: Kim Bale wrote: Yes I believe you're seeing the underside of your terrain in the water there, a result of the clip plane being set too low. I think this is exactly what I'm seeing at the moment. I'm using osgEarth to create the terrain, and if the camera is over the water at a height less than the depth of the water at that point, it all looks fine. If the camera's height above the water is greater than the depth, then I see the underside of the terrain, including the seams. It's a strange and disconcerting effect when flying over the water. :) But it's something I need to get rid of. Clip plane being set too low... I thought at first I knew what that meant I had to do to fix this, but I appear to be wrong. Any other hints? ~ Chris Innanen ~ Nonsanity -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28163#28163 ___ 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] [osgOcean] OSGOcean reflection is not mirrored
Hi Chris, Not at all I've been using 2.8.2 for ages with osgOcean and it's been working fine here :) I think you're getting mixed up with the VBO branch which has problems getting along with 2.9.7 K. On 24 May 2010 21:10, Chris Innanen f...@nonsanity.com wrote: I'm stuck with the last stable release of OSG, v2.8.2, and if I recall correctly, the most recent osgOcean requires something later, yes? Maybe I can mix and match a bit... But yes, it IS a reflection of the back face of the terrain. ~ Chris Innanen ~ Nonsanity -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28166#28166 ___ 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] [osgOcean] OSGOcean reflection is not mirrored
Hi Chris, When you get a sec, could you post a screen shot so I see exactly what's going on? Cheers, K. On 24 May 2010 21:56, Chris Innanen f...@nonsanity.com wrote: Maybe I was thinking of the latest osgEarth then... Anyway, I made that change to add the override to the cull face setting, but I still see the reflection of the underside of my landscape once I'm higher than the water is deep. If we weren't in the process of locking down code for a demo, I'd upgrade to the latest osgOcean. For now, I'll just move the land out of the ocean's branch so it isn't included in the reflections. I'll come back to this problem later. Thanks for the help, Kim. :) ~ Chris Innanen ~ Nonsanity Kim Bale wrote: Hi Chris, Not at all I've been using 2.8.2 for ages with osgOcean and it's been working fine here :) I think you're getting mixed up with the VBO branch which has problems getting along with 2.9.7 K. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28168#28168 ___ 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] Create a simple river
Hi Ruben, I just noticed this thread. I don't suppose your student is interested in contributing his code to the osgOcean project? Rivers have been asked for a number of times in the past and his approach would be a nice addition. Regards, Kim. On 10 May 2010 08:13, Smelik, R.M. (Ruben) ruben.sme...@tno.nl wrote: Dear Daniele, I don't think Bruneton's research, although very impressive, is the simplest way to render a river :-) The simplest way I see is to create the OSG geometry for this river with some code. You would have to segment your curve/spline into small quad sections, use a tiling texture and let the u-coords go from 0 to width_of_river / texture_scale in the lateral direction and the v-coords along the curve itself from 0 to total_length_of_river / texture_scale. As the texture is tiling, you can scroll it along the river in a fragment shader, where you add time-dependant amount to the v-coord before the texture lookup. You can use osg_SimulationTime for this. If you're using Bezier curves, you might want to look at this http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf, a student of mine did work on rendering Bezier-curve based river networks, as an extension of osgOcean. Kind regards, Ruben Smelik -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mhondoz Sent: woensdag 5 mei 2010 13:08 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Create a simple river Hi, You may find something on creating rivers here: http://www-evasion.imag.fr/Membres/Eric.Bruneton/ /Mhondoz On Wed, 05 May 2010 12:31:47 +0200, daniele argiolas arj...@gmail.com wrote: Hi, I have to make a river. What's the simplest way? I think try to import animated textures with ImageSequence class but is it possible to map texture on a curve surface? thanks daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27560#27560 ___ 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.or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ 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] Create a simple river
Hi Ruben, Ah Quintijn yes of course, I thought I recognised the name at the top of the poster. We'll start to work on this submission, it could take us some time to test it with the newest osgOcean revision, etc. That would be great. With all the tools available for terrain rendering in osg I think being able to add attractive rivers into the mix would be a real boon. Cheers, Kim. On 10 May 2010 09:06, Smelik, R.M. (Ruben) ruben.sme...@tno.nl wrote: Hi Kim, Sure, we were not yet sure whether there would be enough interest for this, but of course we would be happy to submit it. The student's name is Quintijn, he already submitted some smaller contributions to osgOcean before. We'll start to work on this submission, it could take us some time to test it with the newest osgOcean revision, etc. Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale Sent: maandag 10 mei 2010 9:53 To: OpenSceneGraph Users Subject: Re: [osg-users] Create a simple river Hi Ruben, I just noticed this thread. I don't suppose your student is interested in contributing his code to the osgOcean project? Rivers have been asked for a number of times in the past and his approach would be a nice addition. Regards, Kim. On 10 May 2010 08:13, Smelik, R.M. (Ruben) ruben.sme...@tno.nl wrote: Dear Daniele, I don't think Bruneton's research, although very impressive, is the simplest way to render a river :-) The simplest way I see is to create the OSG geometry for this river with some code. You would have to segment your curve/spline into small quad sections, use a tiling texture and let the u-coords go from 0 to width_of_river / texture_scale in the lateral direction and the v-coords along the curve itself from 0 to total_length_of_river / texture_scale. As the texture is tiling, you can scroll it along the river in a fragment shader, where you add time-dependant amount to the v-coord before the texture lookup. You can use osg_SimulationTime for this. If you're using Bezier curves, you might want to look at this http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf, a student of mine did work on rendering Bezier-curve based river networks, as an extension of osgOcean. Kind regards, Ruben Smelik -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mhondoz Sent: woensdag 5 mei 2010 13:08 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Create a simple river Hi, You may find something on creating rivers here: http://www-evasion.imag.fr/Membres/Eric.Bruneton/ /Mhondoz On Wed, 05 May 2010 12:31:47 +0200, daniele argiolas arj...@gmail.com wrote: Hi, I have to make a river. What's the simplest way? I think try to import animated textures with ImageSequence class but is it possible to map texture on a curve surface? thanks daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27560#27560 ___ 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. or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ 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.or g This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ 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] [osgOcean] osgOcean linux bug disappeared with VBO
Sorry, what I mean is are you using the --vbo flag or not? Or does it work fine with both? Cheers. Kim. 2010/4/26 Roman Grigoriev grigor...@gosniias.ru I simply compile vbo branch from /branches/osgOcean-VBO and oceanexample works fine. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale Sent: Saturday, April 24, 2010 2:16 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgOcean] osgOcean linux bug disappeared with VBO Hi Roman, Do you mean the non VBO surface in the VBO branch works? or the VBO version in the branch? Kim On 23 April 2010 12:49, Roman Grigoriev grigor...@gosniias.ru wrote: Hi, on fedora 12 x86 with latest nvidia with fftw3f I see perfect surface with experimental VBO branch, but in this bug is still present when I try to compile from svn/trunk directory. Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27206#27206 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org