Re: [osg-users] Call for testing, preparing for 3.5.6 dev release again :-)
Hi Robert, A very minor one, but I've noticed that in osg::Text::computePositionsImplementation(), any bounding box margins set are never taken into account when calculating the position of the text, as the positions are calculated from the bounding box before the margins are applied. Code: void Text::computePositionsImplementation() { TextBase::computePositionsImplementation(); computeBackdropPositions(); computeBackdropBoundingBox(); computeBoundingBoxMargin(); } For example if you set the text alignment to LEFT_BOTTOM and set a bounding box margin, the margin is not taken into account when calculating the position. Possibly it should be something like: Code: void Text::computePositionsImplementation() void Text::computePositionsImplementation() { TextBase::computePositionsImplementation(); computeBackdropPositions(); computeBackdropBoundingBox(); computeBoundingBoxMargin(); // Compute position again to include bounding box margins for non base-line text alignments if (_alignment < LEFT_BASE_LINE) TextBase::computePositionsImplementation(); } Cheers, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70920#70920 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release
Hi Robert, Another minor observation is that intersections no longer seem to work on osgText. You can see this in the osgpick example when you click on any of the text. Cheers, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70722#70722 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release
Hi, I just tested it with windows 10 / VS2013. I had to make a couple of minor changes to the osgcluster and osgbindlesstext in order to get those examples to compile. I've posted the modified files in submissions. It works ok for the most part but I've noticed a few models (which used to work ok with 3.3.5), when loaded now cause all the stats viewer and HUD text to go black. I've attached an example model which causes this on my machine if it's any help. Thanks Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70706#70706 Attachments: http://forum.openscenegraph.org//files/base_200.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About Boat Movement
Not sure if you've seen it but there's a simple example in the osgocean example, which just adjusts the floating objects height and orientation, based on the water surface intersection point and intersected geometry normal. It only works for small objects around the same size or smaller than the waves. For larger objects like large boats it wont be at all realistic, so you'd need to do something like whats described in that paper, or at the very least dampen the attitude. Regards Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69717#69717 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using OSG, how can I generate and render terrain from grid file format?
Hi, I think you can use Virtual Planet Builder to generate a paged quad tree terrain database from your data. It uses GDAL to read grid data, which I believe supports at least one of the surfer grid formats. Cheers, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68073#68073 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] BK patches to osgOcean for stability, up to osg 3.4.0 compilation and more
Hi, Just to reply to my own last message. I have now managed to get it working properly. The mistakes were my own... Thanks jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65313#65313 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] BK patches to osgOcean for stability, up to osg 3.4.0 compilation and more
Hi Fabrizio, I'd be interested to see your patches to get osgOcean working with osg 3.4.0. I'm just in the process of trying to get it working. I've changed a few things and got it to compile at least, but there's quite a few glitches, garbled statesets etc. I've had slightly more success with version 1.1 than with the current trunk version. Best regards Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65310#65310 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Qt 5.4 + OSG 3.2.1 + Multithreading
Hi, We're currenltly just embedding our osg window into Qt as foreign windows as decribed here: http://forum.openscenegraph.org/viewtopic.php?t=13602. This has worked well for us since Qt 5.4 although there are a few quirks, notably the lack of keyboard focus in the osg window and also you cant paint over the top with a QPainter. But if you just want to embedd an osg window in a Qt widget then it works fine. No problems with multithreading either. I've tried most of the fixes mentioned above and got them to work at the time, but then ran into problems in later versions of Qt when the cannot access QOpenGLContext in a different thread errors appeared again. I managed to fix the errors for a couple of Qt versions before giving up trying to keep up. Cheers Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63020#63020 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.3.3 developer release
Hi Robert, I just tried with Trunk and dont get any crashes when using the old geometrytechnique. No problems when opening the stats either. Thanks jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62403#62403 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.3.3 developer release
Hi, If it's of any help I've observed pretty much the same thing, when using the old geometrytechnique (win 7 VS2010). I've tried with .osgb and .ive vpb generated terrain databases. With a singlethreaded viewer it seems to work although crashes when opening the stats. With a multithreaded viewer though I consistently get a crash in osg::State during the first frame. Cheers Jamie Code: osg115-osgd.dll!osg::State::bindVertexBufferObject(osg::GLBufferObject * vbo) Line 516 C++ osg115-osgd.dll!osg::State::setVertexPointer(const osg::Array * array) Line 666C++ osg115-osgd.dll!osg::Geometry::drawVertexArraysImplementation(osg::RenderInfo renderInfo) Line 789 C++ osg115-osgd.dll!osg::Geometry::drawImplementation(osg::RenderInfo renderInfo) Line 741 C++ osg115-osgd.dll!osg::Drawable::draw(osg::RenderInfo renderInfo) Line 582 + 0x16 bytesC++ osg115-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo renderInfo, osgUtil::RenderLeaf * previous) Line 81 + 0x19 bytes C++ osg115-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo renderInfo, osgUtil::RenderLeaf * previous) Line 487 + 0x19 bytes C++ osg115-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo renderInfo, osgUtil::RenderLeaf * previous) Line 1402 C++ osg115-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo renderInfo, osgUtil::RenderLeaf * previous) Line 430 + 0x17 bytes C++ osg115-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo renderInfo, osgUtil::RenderLeaf * previous, bool doCopyTexture) Line 933 C++ osg115-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo renderInfo, osgUtil::RenderLeaf * previous) Line 1241 + 0x1b bytes C++ osg115-osgUtild.dll!osgUtil::SceneView::draw() Line 1379 + 0x37 bytes C++ osg115-osgViewerd.dll!osgViewer::Renderer::draw() Line 750 + 0xf bytes C++ osg115-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext * __formal) Line 910 + 0xf bytesC++ osg115-osgd.dll!osg::GraphicsContext::runOperations() Line 771 + 0x33 bytes C++ osg115-osgd.dll!osg::RunOperations::operator()(osg::GraphicsContext * context) Line 137 + 0xf bytesC++ osg115-osgd.dll!osg::GraphicsOperation::operator()(osg::Object * object) Line 53 + 0x19 bytes C++ osg115-osgd.dll!osg::OperationThread::run() Line 431 + 0x26 bytes C++ osg115-osgd.dll!osg::GraphicsThread::run() Line 41 C++ ot20-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void * data) Line 113 + 0xf bytes C++ msvcr100d.dll!_callthreadstartex() Line 314 + 0xf bytesC msvcr100d.dll!_threadstartex(void * ptd) Line 297 C kernel32.dll!76e4338a() -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62397#62397 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] State of Qt5 integration?
Hi, I just re-tried your example with Qt 5.4 alpha on windows and it now works fine (multithreaded as well). I really like the simplicity of it. Cheers Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61280#61280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] State of Qt5 integration?
Hi, It's good to know you've got it working like this. I've tried your example with windows 7, Qt 5.1 and I get the following Qt error and the osg window doesnt embed into the Qt widget. QWindow::fromWinId(): platform plugin does not support foreign windows. From the Qt documentation (setParent(QWindow * parent): If parent is a window created by fromWinId(), then the current window will be embedded inside parent, if the platform supports it. Window embedding is currently supported only by the X11 platform plugin. I'll try again with Qt 5.2 when I get a chance. Thanks, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58696#58696 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Qt version for osg 3.0.1
Hi, I've had no problems using Qt4.8 with 3.0.1, (Qt 5 wont work with it though). Cheers, jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52965#52965 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Render Thread in Qt: Access to scene data from main app thread
Is the following an option? Code: viewer-stopThreading(); *add / remove objects here viewer-startThreading(); jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52908#52908 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fitting my world into the viewport
Have you tried just calling the manipulators 'computeHomePosition' then 'Home' function? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51697#51697 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgearth terrain problem
I'm not very familiar with osgearth terrains but I'm pretty sure the quad tree is made up of something like osg::PagedLOD nodes, each with a TerrainTile and a group of similar child osg::PagedLOD nodes. As each osg::PagedLOD is loaded, the range is evaulated to decide whether to load the next LOD (child). I found the following post very helpful when trying to understand the structure of virtualPlanetBuilter terrains http://forum.openscenegraph.org/viewtopic.php?t=4255 It's a really good way of making quadtrees using OSG which gives very good perfomance on very large datasets Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51543#51543 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and Qt fullscreen problem
Hi, The paint event is never called if you have zero size margin in a layout. If you only have a single view then there's no point in having a layout anyway instead you can use a GLWidget widget directly Code: GraphicsWindowQt::getGLWidget() Cheers, jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47629#47629 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering an OpenSceneGraph scene in Qt QuickRendering an OpenSceneGraph scene in QML Rendering an OpenSceneGraph scene in QML
Hi, Have you seen the qml ogre demo? I assume you could do the same thing for osg. Regards, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45692#45692 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem --no-terrain-simplification : what exactly is it doing?
Hi, If you increase the -l numOfLevels argument to 4, you'll at least preserve all the original heightmap points at the highest LOD tiles when you zoom in (albeit in a series of tiles). If you search for 64 instead of 63 you'll see where the default tile size is coming from. If you just want a single terrain tile from your projected geotiff, then you could simply create an osgTerrain::TerrainTile using your projected image as a heightmap. You can ignore your NODATA values by setting a osgTerrain::NoDataValue in your TerrainTile's elevationlayer ValidDataOperator. Cheers, jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44127#44127 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] AutoTransforms in HUD in slave camera
Hi, I'm having trouble getting my AutoTransforms to start Autotransforming. For some reason I need to manually resize my GLWidget before they start Autotransforming. The autotransforms are used to display labels (made of lines) that always face the same direction in part of a HUD cross axes indicator in a slave camera. Any obvious reason why I might need to manually resize my GLWidget before they start Autotransforming? Thanks, Jamie Robertson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43511#43511 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AutoTransforms in HUD in slave camera
Nevermind, I figured it out, It was due to programmatically setting my main cameras setViewMatrixAsLookAt in some other code just after adding the autoTransforms. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43512#43512 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] (Qt) single GraphicsWindowQt completely filling parent widget
Ah ha, that makes sense. Many thanks for the expanation. Jamie Robertson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42396#42396 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] (Qt) single GraphicsWindowQt completely filling parent widget
Hi, For some reason I'm struggling to get a GraphicsWindowQt (GraphicsWindowQt ::getGLWidget) to completely fill a parent widget. I've tried various ways and always seem to fail (the GraphicsWindowQt isnt displayed) unless there is a non zero margin on a layout, in which case it works as expected. It's the same for setting the mainwidget of a qmainwindow, it doesnt appear unless I set a non zero margin. I can simply reproduce the problem in the osgviewerqt example with the following modification: Code: QGridLayout* grid = new QGridLayout; grid-setSpacing(0); grid-setMargin(0); Setting either the margin or spacing to something other than zero displays the viewers ok. Anyone encountered this before? Im using osg 3.0.1, windows7. Thanks, Jamie Robertson[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42314#42314 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org