Re: [osg-users] Extend a Line
Hello Dan, I don't really see what your question has to do with OSG or I simply don't understand the question. Here's some interpretation: You have two coordinate frames in 3d space. Now you want a the second frame to be aligned to the first one. Position only is easy. Construct a vector between the two positions and normalize it. Now multiply this vector with the desired distance and add it to the first position. But this won't bring you _behind_ the first. For this you have to take the direction vector of the first plane and do the same trick as above: Normalize it, and add it (negated) to the first position scaled by your desired distance. This point will give you your second position. I guess you will have to adapt the seconds orientation as well. A general advice though: Before you start building a flight simulator you should really learn the maths in 3d in order to understand OSG and the simulation stuff. cheers Sebastian Hi, I am making a very simple flight simulator and have a plane location and a second chase plane location I do not want the chase plane to get too close to the target plane. I also do not want it to get too far away from the target plane. How do I extend a line in 3D space? If I can extend the points below I can always have the chase plane a fixed distance behind targetPos = 3, 3, 3 * trailPos = 6, 7, 3 Thank you for help to a simple question Dan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49758#49758 ___ 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] Program attribute cannot me removed
HI Peterakos, Using removeAttribute(osg::StateAttribute::PROGRAM) should work. To test whether it's working try writing the scene graph out to a .osg or .osgt file by doing a osgDB::writeNodeFile(*mySceneGraph,before.osgt); prior to doing the remove then once again with after.osgt once the remove is done. You should in theory see the removal of the program. If you don't then we have a bug in osg::StateSet, if you do then we possibly have some errant behaviour elsewhere in the OSG or you scene graph usage that is causing the state to not be affected in the way you expect it to be. Robert. On 4 September 2012 21:18, Peterakos hay...@gmail.com wrote: Hello. I face a problem with a program attribute. I enable the program using this: osg::StateSet* stateset = model_node-getOrCreateStateSet(); stateset-setAttributeAndModes( program, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE ); and i disable it using: osg::StateSet* stateset = model_node-getOrCreateStateSet(); stateset-removeAttribute(osg::StateAttribute::PROGRAM); Before the return viewer.run() , enable and disable operations work fine. But after that, only enable works. I use 2 buttons to enable and disable program in run time. what do i do wrong ? thank you. ___ 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] Integrating GUI toolkit with OSG 2.8.3
Hi, Is it possible to include OSGQT Widgets with OSG 2.8.3? Else what are the other alternatives? Thanks. ___ 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
Thanks for your relying! I have visited the www.delta3d.org,somebody asked the same question and received some advice,but it didn't help. I'll try some other methods.Anyway,many thanks! 2012/9/1 Kim Bale kcb...@googlemail.com 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bug in Imagef::readImageFromCurrentTexture
Hi Alex, On 15 February 2012 17:24, Robert Osfield robert.osfi...@gmail.com wrote: I guess this will be something that is rather driver dependant - and why I had spotted this issue with my own usage. Could you modified Image.cpp to get things working for and post the full modified file to osg-submissions. Alas no file came through so I've had to take an educated guess at exactly what you found needed to be changed and have just checked in the following change to Image::computePixelFormat(.): +case(GL_RGBA8): +case(GL_RGBA16): case(GL_RGBA32F_ARB): case(GL_RGBA16F_ARB): return GL_RGBA; And svn update will get you this change, could you please try it out with your application? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg(terrain) krasches on a double delete
Hi Robert, Good. This also works for me in the osgterrain-crash-program. I've updated our patches to match this fix, and our internal tests also pass. Thanks for taking the time and sharing this great software! Ola On Fri, 31 Aug 2012 18:03:33 +0200, Robert Osfield robert.osfi...@gmail.com wrote: Hi Ola, Brad et. al, I have just checked in a fix, similar to Ola's suggested fix, with this fix I can't get Ola's modified osgterrain to crash and when the code had debugging code in place it showed that it was detected the problem TerrainTile's that were being deleted and correctly handled these. The code block of interest is now: { OpenThreads::ScopedLockOpenThreads::ReentrantMutex lock(_mutex); for(TerrainTileSet::iterator itr = _updateTerrainTileSet.begin(); itr !=_updateTerrainTileSet.end(); ++itr) { // take a reference first to make sure that the referenceCount can be safely read without another thread decrementing it to zero. (*itr)-ref(); // only if referenceCount is 2 or more indicating there is still a reference held elsewhere is it safe to add it to list of tiles to be updated if ((*itr)-referenceCount()1) tiles.push_back(*itr); // use unref_nodelete to avoid any issues when the *itr TerrainTile has been deleted by another thread while this for loop has been running. (*itr)-unref_nodelete(); } _updateTerrainTileSet.clear(); } Could you please try out the svn/trunk version of the OSG and let me know how you get on, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Using Opera's revolutionary email client: http://www.opera.com/mail/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Program attribute cannot me removed
Hello. This is what i did. I disabled it in run time and checked the state set before and after this line: stateset-removeAttribute(osg::StateAttribute::PROGRAM) Before that line the program was in attribute list along with lighting. After that line, only lighting was there. But still the shaders seem active. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] QT and OSG on separate X screens
I upgraded to Qt 5.0.0beta1 and my app works only if I use singlethreaded overwise I got Cannot make QOpenGLContext current in a different thread -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49774#49774 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error while loading OSG model on Android
Hi, Thank you verymuch for the quick help. I forgot to mention in the previous post that I made video as background by making GL_DEPTH_BUFFER_BIT. That is I used _viewer-getCamera()-setClearMask(GL_DEPTH_BUFFER_BIT ). I have a look at the code of osgAnroidExample. But I am not able to find any specific info about camera settings in any of the C++ files. If I assign the transformation matrix which I got from the 3rd Party AR library then model is not appearing on the screen. If not assign the transformation matrix then the model is appeared on the screen. AR library is giving a projection matrix. I used _viewer-getCamera()-setProjectionMatrix(osg::Matrix(projectionMatrix.data));. But even I am not able to see model on scree. Here I listed the full OSG code with the transformation matrix Code: int x=0; int y=0; int width=screenWidth; int height=screenHeight; _viewer = new osgViewer::Viewer(); _viewer-setUpViewerAsEmbeddedInWindow(x, y, width, height); _root = new osg::Group(); _viewer-realize(); _state = _root-getOrCreateStateSet(); _state-setMode(GL_LIGHTING, osg::StateAttribute::ON); _state-setMode(GL_DEPTH_TEST, osg::StateAttribute::ON); _state-setMode(GL_CULL_FACE, osg::StateAttribute::ON); _viewer-addEventHandler(new osgGA::StateSetManipulator(_viewer-getCamera()-getOrCreateStateSet())); _manipulator = new osgGA::KeySwitchMatrixManipulator; _manipulator-addMatrixManipulator( '1', Trackball, new osgGA::TrackballManipulator() ); _manipulator-addMatrixManipulator( '2', Flight, new osgGA::FlightManipulator() ); _manipulator-addMatrixManipulator( '3', Drive, new osgGA::DriveManipulator() ); _manipulator-addMatrixManipulator( '4', Terrain, new osgGA::TerrainManipulator() ); _manipulator-addMatrixManipulator( '5', Orbit, new osgGA::OrbitManipulator() ); _manipulator-addMatrixManipulator( '6', FirstPerson, new osgGA::FirstPersonManipulator() ); _manipulator-addMatrixManipulator( '7', Spherical, new osgGA::SphericalManipulator() ); _viewer-setCameraManipulator( _manipulator.get() ); _viewer-getViewerStats()-collectStats(scene, true); _viewer-getCamera()-setViewport(0,0,screenWidth, screenHeight); _viewer-getCamera()-setClearMask(GL_DEPTH_BUFFER_BIT ); modelSwitch=new osg::Switch; trans=new osg::MatrixTransform(); osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(/mnt/sdcard/OSG/lz.osg); if (loadedModel == 0) { LOG(Model not loaded); } else { LOG(Model loaded); loadedModel-setName(/mnt/sdcard/OSG/test.osg); trans-addChild(loadedModel.get()); modelSwitch-addChild(trans.get()); } _root-addChild(modelSwitch.get()); _viewer-setSceneData(NULL); _viewer-setSceneData(_root.get()); _manipulator-getNode(); _viewer-home(); State state = Renderer::getInstance().begin(); // Explicitly render the Video Background Renderer::getInstance().drawVideoBackground(); for(int tIdx = 0; tIdx state.getNumActiveTrackables(); tIdx++) { //_viewer-getCamera()-setProjectionMatrix(osg::Matrix(projectionMatrix.data)); //NotGetting even I set projection matrix // Get the trackable: const Trackable* trackable = state.getActiveTrackable(tIdx); Matrix44F modelViewMatrix = Tool::convertPose2GLMatrix(trackable-getPose()); osg::Matrix mat; mat.set(osg::Matrix(modelViewMatrix.data)); trans-setMatrix(mat); osg::Vec3f tr,scal; osg::Quat rot,so,rot1,rot2; mat.decompose(tr,rot,scal,so); _viewer-frame(); Renderer::getInstance().end(); break; } I logged the Transformation matrix and here I am giving two of them Code: 0.953237 -0.0311842 0.300609 0 0.165658 -0.778015 -0.606012 0 0.252777 0.627472 -0.736467 0 16.6605 14.1914 162.78 1 Equalent OSG scale and Tranlate vectors (x,y,z values): 1 1 1 and 16.6605 14.1914 162.78 0.999434 0.0286711 0.0175895 0 0.0336364 -0.853354 -0.520246 0 9.4044e-05 0.520543 -0.853835 0 75.0211 38.932 197.853 1 Equalent OSG scale and Tranlate vectors (x,y,z values): 1 1 1 and 75.0211 38.932 197.853 3rdParty AR library gave an example to draw a teapot. Here I am giving that code for the reference. Code: // Set GL11 flags: glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); //getting tracker code and setting video code here (as above) ... // Load projection matrix: glMatrixMode(GL_PROJECTION); glLoadMatrixf(projectionMatrix.data); // Load model
Re: [osg-users] Program attribute cannot me removed
Hi Peterakos, On 5 September 2012 11:36, Peterakos hay...@gmail.com wrote: I disabled it in run time and checked the state set before and after this line: stateset-removeAttribute(osg::StateAttribute::PROGRAM) Before that line the program was in attribute list along with lighting. After that line, only lighting was there. But still the shaders seem active. This suggests an issue with osg::State's lazy state up dating not applying it's default value for osg::StateAttribute::PROGRAM. Could you create a small OSG example that illustrates this problem so that others can help look into it. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Program attribute cannot me removed
On Wed, Sep 5, 2012 at 8:38 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Peterakos, On 5 September 2012 11:36, Peterakos hay...@gmail.com wrote: I disabled it in run time and checked the state set before and after this line: stateset-removeAttribute(osg::StateAttribute::PROGRAM) Before that line the program was in attribute list along with lighting. After that line, only lighting was there. But still the shaders seem active. This suggests an issue with osg::State's lazy state up dating not applying it's default value for osg::StateAttribute::PROGRAM. Could you create a small OSG example that illustrates this problem so that others can help look into it. FWIW, I did this just a few weeks ago; I wrote a simple test program (no longer have it) to see whether OSG was correctly applying the default global PROGRAM attribute. It was working correctly. Glenn Waldron / @glennwaldron ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeTrackerManipulator
Hi, is it possible to preserve the distance of a manipulator switching from a TrackballManipulator to a NodeTrackerManipulator? I mean, I would just like the camera to be rotated so that the tracking node is centered but I would also like to use in the NodeTrackerManipulator the same distance of the previous TrackballManipulator. I realized the setByMatrix() virtual method is called switching from a manipulator to the other but I don't thing I can get the distance from the passed Matrix. Is there a way to solve the problem? Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49778#49778 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android
Hello Rafael, I have tried your osgAndroid library, it does indeed work for me after fixing few details, such as incorrect project references in Eclipse. However, I see a weird bug. I have modified the OSGOverlayCamera example to load three .ive files - a cube, floor plane and a monkey mesh (Suzanne from Blender). That works ok. However, as soon as I use MatrixTransforms to move things around or to scale them, it goes wrong. E.g. setting scale factor to 0.1 makes my geometry reliably vanish (4x4 scaling matrix with 0.1 on diagonal and 1 in the last element). Using scaling coefficient of 0.2 doesn't make it vanish, but doesn't scale it neither ?! Then I wanted to swap the axes, because my geometry is y-up. So I have used this matrix: Matrix(1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1); However, if I use this, add the geometry as children to this matrix and set the matrix as scene data to the viewer, the geometry explodes (it is stretched out into infinity) - as if division by zero was happening somewhere or the matrix was singular (it obviously isn't). Of course, the same geometry configuration with the same matrices is working just fine if I add the matching C++ code to the native OSG example from the OSG source. What is going on? Some sort of JNI type conversion issue? I am not a JNI expert, so I have no clue there ... For the record, I am testing this on an Acer Iconia A500 tablet, with the Ice Cream Sandwich. It has Tegra 2 (without Neon, so using armeabi ABI) chipset. What is going on here? Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android
Hi Jan, I'm glad you are using it, I'm answering you below. 2012/9/5 Jan Ciger jan.ci...@gmail.com Hello Rafael, I have tried your osgAndroid library, it does indeed work for me after fixing few details, such as incorrect project references in Eclipse. Nice to hear that worked for you, Could you post me the changes?, If the changes are related to the Android.mk files, this is something you need to change in order to build against OSG (maybe I need to add the note to the wiki). If are related to the eclipse projects I will be happy to fix them :). However, I see a weird bug. I have modified the OSGOverlayCamera example to load three .ive files - a cube, floor plane and a monkey mesh (Suzanne from Blender). That works ok. However, as soon as I use MatrixTransforms to move things around or to scale them, it goes wrong. E.g. setting scale factor to 0.1 makes my geometry reliably vanish (4x4 scaling matrix with 0.1 on diagonal and 1 in the last element). Using scaling coefficient of 0.2 doesn't make it vanish, but doesn't scale it neither ?! Then I wanted to swap the axes, because my geometry is y-up. So I have used this matrix: Matrix(1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1); However, if I use this, add the geometry as children to this matrix and set the matrix as scene data to the viewer, the geometry explodes (it is stretched out into infinity) - as if division by zero was happening somewhere or the matrix was singular (it obviously isn't). Of course, the same geometry configuration with the same matrices is working just fine if I add the matching C++ code to the native OSG example from the OSG source. What is going on? Some sort of JNI type conversion issue? I am not a JNI expert, so I have no clue there ... For the record, I am testing this on an Acer Iconia A500 tablet, with the Ice Cream Sandwich. It has Tegra 2 (without Neon, so using armeabi ABI) chipset. What is going on here? I've been using MatrixTransform for AR applications and I don't remember that kind of issues, but JNI stuff is tricky and maybe there is a bug there. Sometimes if you don't keep correctly the reference count of OSG objects between Java and C++ weird things happen. Could you post the code or a simple example so I could check it on my side? Anyway I'm going to test it in order to replicate your problem. I have a Samsung Galaxy S with Android 2.3.6. Regards, Rafa. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rafael Gaitán Linares CTO at Mirage Technologies S.L - http://www.mirage-tech.com gvSIG3D Developer - http://gvsig3d.blogspot.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeTrackerManipulator
Hi, anyway from my point of view there is a bug in osgGA::NodeTrackerManipulator setByMatrix() or getInverseMatrix() methods. In fact I modified the osgviewer.exe code just to enable a NodeTrackerManipulator with '8' key and it seems strange that if I push '8' key twice I get two different camera orientation. Don't you think so? Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49782#49782 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeTrackerManipulator
HI Gianni, On 5 September 2012 14:12, Gianni Ambrosio ga...@vi-grade.com wrote: is it possible to preserve the distance of a manipulator switching from a TrackballManipulator to a NodeTrackerManipulator? I mean, I would just like the camera to be rotated so that the tracking node is centered but I would also like to use in the NodeTrackerManipulator the same distance of the previous TrackballManipulator. I realized the setByMatrix() virtual method is called switching from a manipulator to the other but I don't thing I can get the distance from the passed Matrix. Is there a way to solve the problem? A 4x4 view matrix just doesn't provide enough controls to provide the distance. Probably a better approach would be to provide a better mechanism for passing settings between camera manipulators, such as by provide a generic interface for querying parameters from the base class and then have the new manipulator pull the settings it requires in the form that it needs from the previous manipulator rather than pushing a 4x4 matrix from one to another. I'm open to suggestion for a new API to support this. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android
Hi Jan, I had found one fatal bug, that probably was the problem. It was the typical copy - paste problem! :S. When doing postMult or preMult, I was using the same origin matrix to do the computation, so weird things were happening. Fixes and some improvements to the osgcamera example (now is landscape and with correct aspect ratio) es checked in and pushed to the repository. I have also added a modified the example using three MatrixTransform, I think in the similar way you described. I didn't spotted this before, because in AR applications we were setting the matrix directly using .set method. Thank you for spotting that bug!, Anyway tell me if things work for you or maybe there is another hidden problem there. Cheers, Rafa. 2012/9/5 Rafa Gaitan rafa.gai...@gmail.com Hi Jan, I'm glad you are using it, I'm answering you below. 2012/9/5 Jan Ciger jan.ci...@gmail.com Hello Rafael, I have tried your osgAndroid library, it does indeed work for me after fixing few details, such as incorrect project references in Eclipse. Nice to hear that worked for you, Could you post me the changes?, If the changes are related to the Android.mk files, this is something you need to change in order to build against OSG (maybe I need to add the note to the wiki). If are related to the eclipse projects I will be happy to fix them :). However, I see a weird bug. I have modified the OSGOverlayCamera example to load three .ive files - a cube, floor plane and a monkey mesh (Suzanne from Blender). That works ok. However, as soon as I use MatrixTransforms to move things around or to scale them, it goes wrong. E.g. setting scale factor to 0.1 makes my geometry reliably vanish (4x4 scaling matrix with 0.1 on diagonal and 1 in the last element). Using scaling coefficient of 0.2 doesn't make it vanish, but doesn't scale it neither ?! Then I wanted to swap the axes, because my geometry is y-up. So I have used this matrix: Matrix(1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1); However, if I use this, add the geometry as children to this matrix and set the matrix as scene data to the viewer, the geometry explodes (it is stretched out into infinity) - as if division by zero was happening somewhere or the matrix was singular (it obviously isn't). Of course, the same geometry configuration with the same matrices is working just fine if I add the matching C++ code to the native OSG example from the OSG source. What is going on? Some sort of JNI type conversion issue? I am not a JNI expert, so I have no clue there ... For the record, I am testing this on an Acer Iconia A500 tablet, with the Ice Cream Sandwich. It has Tegra 2 (without Neon, so using armeabi ABI) chipset. What is going on here? I've been using MatrixTransform for AR applications and I don't remember that kind of issues, but JNI stuff is tricky and maybe there is a bug there. Sometimes if you don't keep correctly the reference count of OSG objects between Java and C++ weird things happen. Could you post the code or a simple example so I could check it on my side? Anyway I'm going to test it in order to replicate your problem. I have a Samsung Galaxy S with Android 2.3.6. Regards, Rafa. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rafael Gaitán Linares CTO at Mirage Technologies S.L - http://www.mirage-tech.com gvSIG3D Developer - http://gvsig3d.blogspot.com -- Rafael Gaitán Linares CTO at Mirage Technologies S.L - http://www.mirage-tech.com gvSIG3D Developer - http://gvsig3d.blogspot.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android
On 09/05/2012 05:15 PM, Rafa Gaitan wrote: Hi Jan, I'm glad you are using it, I'm answering you below. 2012/9/5 Jan Ciger jan.ci...@gmail.com mailto:jan.ci...@gmail.com Hello Rafael, I have tried your osgAndroid library, it does indeed work for me after fixing few details, such as incorrect project references in Eclipse. Nice to hear that worked for you, Could you post me the changes?, If the changes are related to the Android.mk files, this is something you need to change in order to build against OSG (maybe I need to add the note to the wiki). If are related to the eclipse projects I will be happy to fix them :). I think that the name of the project referenced by example is wrong - it doesn't install the JNI libs with the Camera example unless you set the projects are referenced from the example. I will check what other changes I had to make, but it wasn't much or it was specific to my setup. I've been using MatrixTransform for AR applications and I don't remember that kind of issues, but JNI stuff is tricky and maybe there is a bug there. Sometimes if you don't keep correctly the reference count of OSG objects between Java and C++ weird things happen. Could you post the code or a simple example so I could check it on my side? Anyway I'm going to test it in order to replicate your problem. Sure, I can do that. The code is a simple mod of your example. I will send you a follow-up e-mail with the code and the other changes tomorrow when I am back at the office. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android
On 09/05/2012 06:41 PM, Rafa Gaitan wrote: Hi Jan, I had found one fatal bug, that probably was the problem. It was the typical copy - paste problem! :S. When doing postMult or preMult, I was using the same origin matrix to do the computation, so weird things were happening. Fixes and some improvements to the osgcamera example (now is landscape and with correct aspect ratio) es checked in and pushed to the repository. I have also added a modified the example using three MatrixTransform, I think in the similar way you described. I didn't spotted this before, because in AR applications we were setting the matrix directly using .set method. Thank you for spotting that bug!, Anyway tell me if things work for you or maybe there is another hidden problem there. Ah, that is indeed an oops :-p I will check tomorrow when I am back at the office. Hopefully that will fix it. However I am setting the matrices using setMatrix() too, so perhaps there is yet another issue in there. BTW, re camera - it was crashing on my tablet, because the camera cannot support the preview resolution you were asking for (the full screen resolution). A better way to do it is to ask for the preferred resolution and then rescale that to fit the screen. I think that was one of the things I had to fix otherwise the camera example was crashing on start. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Custom Drawable GLSL
On Tue, 2012-09-04 at 19:21 +0100, Robert Osfield wrote: Hi Jeremy, It should be possible to do a drawImplementation(..) { state.apply(stateSetOne); // do stuff state.apply(stateSetTwo); // do more stuff } I've settled on: drawImplementation() { state.pushStateSet(ss1); state.apply(); // do stuff state.popStateSet(); state.apply() state.pushStateSet(ss1); state.apply(); // do more stuff state.popStateSet(); state.apply() } Does this seem like an abomination? :) Just calling state.apply() ALMOST worked, but there was some state leakage (for example, the shader was applied to all subsequent fragment processing, regardless of it's location in the graph). I'm not 100% sure what will happen with the progress of draw traversal w.r.t how the drawable StateSet if any is applied and then later assumed to be applied by other state calls. I think it will probably work out OK though so try it, and if something breaks then considering adding an extra state.apply(drawwablesStateSet) or a perhaps a state dirty. This is something we can workout if required though, try the simplest thing first then if need be investigate more complicated routes... 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
Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android
Hi Jan, 2012/9/5 Jan Ciger jan.ci...@gmail.com On 09/05/2012 06:41 PM, Rafa Gaitan wrote: Hi Jan, I had found one fatal bug, that probably was the problem. It was the typical copy - paste problem! :S. When doing postMult or preMult, I was using the same origin matrix to do the computation, so weird things were happening. Fixes and some improvements to the osgcamera example (now is landscape and with correct aspect ratio) es checked in and pushed to the repository. I have also added a modified the example using three MatrixTransform, I think in the similar way you described. I didn't spotted this before, because in AR applications we were setting the matrix directly using .set method. Thank you for spotting that bug!, Anyway tell me if things work for you or maybe there is another hidden problem there. Ah, that is indeed an oops :-p I will check tomorrow when I am back at the office. Hopefully that will fix it. However I am setting the matrices using setMatrix() too, so perhaps there is yet another issue in there. Thank you, If it gives you any problem then send me the modified example and I will try to reproduce it. BTW, re camera - it was crashing on my tablet, because the camera cannot support the preview resolution you were asking for (the full screen resolution). A better way to do it is to ask for the preferred resolution and then rescale that to fit the screen. I think that was one of the things I had to fix otherwise the camera example was crashing on start. I've also checked in changes regarding the camera resolution I hope these changes will also fix the problems on your side. Thank you for testing! Rafa. Regards, Jan __**_ 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 -- Rafael Gaitán Linares CTO at Mirage Technologies S.L - http://www.mirage-tech.com gvSIG3D Developer - http://gvsig3d.blogspot.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Quesions about LOD in VPB
Greetings All! I'm just getting the time to do some real study on VPB and I had some questions about LOD and controlling it! First of all, I'm going to reverence a tool that I know “Terra Vista” for an example. If you don't know about this tool, I understand and try to explain in more detail. One of the tricks you can do in Terra Vista is that you can limit the amount of LOD's you can use in a given area over others. This allows you to build terrain that has higher level of detail in some areas (where it matters ) and allows other areas to max out at a lower level of detail. This in the end would make the terrain take up less space than of all of the terrain was at a high level of detail. I managed to get a group of satellite data at 1 meter resolution and it works fine, but it's taking up over 50 gigs of Hard disk space. I like to cut it back a bit so I can at lease maybe get it on a double layer DVD, if not , a blue ray disk. I figure that if I can cut back on the resolution in areas that I don’t need to be at 1 meter resolution, I can cut the size in whole of the terrain to something more manageable. Dglenn David Glenn --- D Glenn 3D Computer Graphics amp; Media Systems. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49791#49791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org